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Squiddy

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A member registered Jun 28, 2016 · View creator page →

Creator of

Recent community posts

(1 edit)

On the kkz-9940 download for version 2.0.0, with both NTT 9940 and 9944, there is an error when you parry (kkzHUD.mod.gml [L158,c45]) where the game expects a string but doesn't get one (I think it's string_length receiving a number).  The error happens every frame after what would have been a successful parry, until the run ends.

I haven't had a good run yet but I can tell already that I like the character.  Nice work!

(Also, I recommend removing the "kkz/" from the beginning of both load commands.  If the kkz folder is not directly in the mods folder it will not find the files, but if it's just "/loadrace kkz" the search will work no matter what because load commands use relative paths.)

If you stand next to a friendly mutant for about a second, there will be an E prompt that brings up the menu.

Alternatively, if you play with mouse and keyboard, you can press 6 with your mouse over one of them.

(5 edits)

I decided I didn't want to do community posts for all the minor versions that are just tiny bugfixes, so I'm experimenting with an alternative.

1.0.5 - April 23rd, 2025

  • switched to a new pathfinding implementation
    • pathfinding now uses a version of the Jump Point Search algorithm
    • path following is more reliable, though it's still a little awkward because the mutants get random direction offsets when walking
    • the old pathfinding, rem_pathfinding_floor.mod.gml remains included and loaded in case anyone mod_script_calls it
  • fixed a typo that prevented Frog's active from having a destroy event
  • corrected some minor errors related to wrapping scripts
  • updated implementation of script_ref_call_wc to match Custom Options
  • updated online version checking
  • fixed /rem-cheats command showing a 0-based player index instead of 1-based
  • updated mutation scrolling to match latest Grillskills (though if I remember correctly, they're functionally the same)

1.0.4 - November 6th, 2022

  • Fixed a compatibility issue with NTTE where the mutants would stop functioning after entering the coast's water
  • Added a `no_ai` variable intended to be used instead of checking visibility (related to the above fix)
  • Slightly altered the targeting script to check `no_ai` instead of `visible`
  • Prevented an uncommon situation where mutants would stop being pulled in by portals
  • Minor formatting changes that ultimately shouldn't affect anything

1.0.3 - August 12th, 2022

  • Fixed an inaccuracy with Rogue's heat passive that could prevent portals from appearing when other mods are loaded (NTTE's Seal King fight, for example)

1.0.2 - August 7th, 2022

  • Located and fixed a bug where mutants could permanently vanish after being hurt while unarmed
  • Fixed Eyes being able to use telekinesis while dead
  • Corrected a typo that removed Eyes' step event
  • Steroids can no longer theoretically dual wield while dead
  • Horror won't try to shoot while using his beam now
  • Horror's beam with throne butt wasn't supposed to heal him every frame; it now heals once per second
  • Horror's beam with throne butt shouldn't create popup texts anymore (+1 HP)
  • Slightly optimized Big Dog missile collisions

1.0.1 - August 6th, 2022

  • Potentially fixed a bug where a mutant and a player could revive the same dead player and clone them
  • Mutants now delete their prompt for commands when they despawn, instead of making the prompt delete itself

Hi, there is apparently an issue with the json_encode function in NTT on versions below 9944.  It prevented an array from being turned into a string properly for the ID, since it thought one of the array's items was null instead of the mutation my mod chose.  This only happened with patience for whatever reason.

I've applied a fix that should work until >= 9944 is public and replaces the latest itch.io NTT build.  Thanks for letting me know about this!

You can use the directional buttons (left/right/a/d/whatever you have your keys set to).

This is because of a limitation where I wanted to keep right click as a way to exit the menu, so clicking would only have been one direction (positive) and that's not ideal.  Also can't be up and down directions because those change what item in the menu you have selected.

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The mod expects you to give a valid skin, and Melting by default does not have a C skin.  Instead of typing what the skin will be (/autoskin Melting C rhino-skin), you should do /autoskin Melting A rhino-skin.  This way it will generate the A skin sprites (you could replace A with B if you want B skin) in the %localappdata%/nuclearthrone/data/autoskin.mod directory within the folder name you gave (rhino-skin).  After that you just edit the images and your skin should be ready for use.

Hi, sorry about the super late reply.

I wanted a break from working on this mod, and recently I decided to rewrite it completely.  Long arms, among other things, should be fixed in the most recent update.  Thanks for letting me know!

I had some debug code for testing differences in performance, but it was written in a weird way and not commented out fully.  I've deleted it and the mod should now work with different FPS values.

Thanks for reporting this!

(1 edit)

YellowAfterlife changed some of the mutations in NTT so that they can scale with values other than 0 or 1 (2 for rhino skin? +8 HP).  I decided to use that instead of writing the mutations myself (at least, for most of them), but that would mean once the scale isn't 0 the mutation would never show up again and you'd eventually be narrowed down to one choice (last wish, it appears if you level up but have all mutations).

The way to work around this was to make "dummy" mutations that look just like the vanilla ones but have no function, and they appear instead of regular mutations.  When a dummy mutation is chosen it adds 1 to the vanilla scaling and makes itself available again so you're never forced into only last wish.

You'll notice after loading the mod there's a bunch of .skill.gmls numbered 1-29, these are the generated dummy mutations.  It's not required that they get generated by the mod, and if you'd like I can upload a different build where they're included in the folder.  merge.mod.gml wouldn't require /allowmod permission in that case and the fake mutations would be included in the main.txt.

(Sorry for the long comment.)

Just for future reference, if you load the folder it'll /allowmod itself.  Typing it yourself is only needed if you use /loadmod on the specific merge.mod.gml file.