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MikeyTWolf

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A member registered Mar 17, 2017

Recent community posts

Ah that's great work! Gold star!

Just a note: Your .git folder is included in these packs. It's hidden so most won't notice but it is about 9 times bigger than the rest of the pack at about 45kb?

Still the zip itself is only about 81kb.

Update on this:

So disabling Toxicity by simply throwing a # into the main.txt that calls it to load shows the chat is no longer flooded with errors on reviving a player, so it seems to be exclusively tied to that mod and reviving.

However, I then noticed shortly afterward that Fish's dodgeroll reverts to vanilla after being revived(?) as he no longer flashes and get dizzy from overuse, on top of taking damage as usual.

Having a mod listen for revival is one option but would it not be more efficient to have the death and revive function not delete mod functionality?

Thanks for the update so quickly, also we noticed that you tweeted a 1.2 pack on Twitter but now Toxicity mod is throwing errors about missing variable.

In this case however, it only threw the error once we had some revive shenanigans going on. This might be an underlying bug now at least, unless there's something missed in how players respawn.

Hey, me and my friend have a weird issue going on.

We can both play Brucepack mod singleplayer just fine, and we can load the mod successfully on both ends in the character select, but the instant we start playing the chat gets FLOODED with something along the lines of "fish.dodgeroll.gml -> (<random numbers>) Player does not have variable dodgeroll", bringing performance down and preventing the mods from kicking in.

We haven't tried any other mods because we simply can't find any we are particularly interested in even if they do work. Will try loading only one specific mod and see if it works in a moment when my friend is free but this is pretty frustrating if probably the best mod on here doesn't work out the box.

Also Player 1's hud seems to be misaligned in co-op but not sure what's causing that. Saw there's a mod that lets you re-arrange HUD elements anyway so if we get this working we'll try that.