Edit: Nevermind, I managed to copy pastey the code across and cludge it into place. Also, I kind of understand it enough now to tweak and edit it as needed, so that's cool.
nineGardens
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This stuff is amazing. Currently stumbling around trying to make a nice texture for current project, but this all looks really good.
A couple quick questions about 3d textures:
Looking through the "node" file,, there appears to be a tex3d_voronoi.mmg file (with reasonable looking logic inside). ... but when I try to search this node up inside the UI.... nothing.
Am I doing something wrong? Is there Meant to be a vornoi3d? And... if the code for it is here, could I just copy paste that code into the custom shader node?
And second: Is there any way to apply MATH or similar nodes to 3d textures?
I'm assuming that the current plan is to "Blend" (Lighten only gives a max, normal+opacity zero gives an average, etc etc etc) but it would be nice to just.... do actual mathematics in 3d?
Okay, dumb suggestion:
Some T1 unit with 2 damage and SKULL for hp (IE, 0hp).
On level up, gains extra damage, so damage curve is 2 ->4->9 or some such. Basically, kind of weaksauce for damageing castle, but VERY good at killing whatever thing it directly in front of it. And... I think it would have good tactical value at various stages of the game, while still remaining kind of weak overall.
I believe the answer to that question is 18 months?
BUT, stop signal has regularly dropped in to reassure people that it is still in the pipes, so.... you can have hope that it will happen, but also don't count on it being SOON.
P.S. We all appreciate you putting in the effort to speak our language, when us monolinguals only speak one. Your sentences are looking good.
So, as a general rule of thumb: If you see THREE judges, you should be VERY suspicious that at least one of them is fake.
By default, there should only be one judge (assuming no shaman, no doppleganger)
If you have three, then you EXPECT 2 of them to be lying.
During any given hand, I check the current deck, and try to calculate how many double ups I expect to see, and whether the double ups will tell the truth (Shaman or doppleganger), or if they will like (minions or drunks)
So, a quick question: When a medium says "#3 is a real Poet", I feel like I've seen cases of it being a doppleganger (not evil, but medium says is not real) and ALSO cases of it being a drunk (which is not demon, but medium says IS real?)
Basically, does "Fake" count only demons, or ANY wrong face bluff?
Yeah, so I similarly had 30 runs of "no outcast is evil",
and then suddenly had one round where 3 bombardier's spawned, and I was like "Okay, so like... 2 of these are fake.... I have to guess which 2" (Everyone else was bakers.)
So... its definitely POSSIBLE for outcasts to be demons, but I agree, I don't see it very often. (Possibly in part because if I have a demon pretending to be a drunk pretending to be a slayer, this is just a demon pretending to be a slayer)
So, one random dev detail:
Currently, in endless mode, the game scoops up the cards, then deals out a new circle, THEN shows you the card (even though they have just been dealt).
Its a minor detail, but I feel like it would flow more naturally if you scooped up the cards, then showed players the upcoming hand, then dealt the new hand out.
EDIT: Also, when scooping cards in and out, should the numbers scoop with?
you, quick question: I got this set up:
Which... looks like I've got a wretch, a drunk AND a doppleganger.... But the top right corner says I have two outcasts and 5 villagers.
According to the yellow border, the wretch, doppleganger and drunk ALL count as outcasts- is this not right?
Mostly just... trying to solve these puzzles, but
feels like I'm not clear on the actual rules.
Just got an error message and a blank screen. Just finished the combat round directly before the king, was heading into the final shop screen.
Figure I'd post the console output in case is helpful
Uncaught TypeError: <span class="objectBox objectBox-string" <this._l11="" is="" null<="" span="">>span class="frame-indent clipboard-only"> resume https://html-classic.itch.zone/html/10815431/html5game/HalloweenArmyNewVersion.j...:2765</span>
_q31 https://html-classic.itch.zone/html/10815431/html5game/HalloweenArmyNewVersion.j...:2799
_N01 https://html-classic.itch.zone/html/10815431/html5game/HalloweenArmyNewVersion.j...:2788
HalloweenArmyNewVersion.js:2765:12
Unhandled Rejection - undefined HalloweenArmyNewVersion.js:6225:59
Uncaught (in promise) TypeError: AudioBufferSourceNode constructor: Argument 1 is not an object. start https://html-classic.itch.zone/html/10815431/html5game/HalloweenArmyNewVersion.j...:2760
onload https://html-classic.itch.zone/html/10815431/html5game/HalloweenArmyNewVersion.j...:2762
So, just thought of another synergy angle that could be fun:
Some kind of "Ammo cart" type unit that increases the "number of charges" of everything in its row (More rocks on stoner, more healing from medic, etc etc).
Not sure how that fits in with other factions,
but feels like the kind of sideways synergy that makes for interesting build paths in a game like this.
There is such an ending!
Multiple such endings actually!
For an incredibly simple such ending just like... leave the school and don't prefer the evil spooky ritual.
For the BEST ending... you'll need to befriend the girls and get them to join you for shenanigans... then explore a bunch, and open certain doors and certain times.
Okay so.... tried out a few things, and some Dev suggestions to report:
Bigfoot is such a cool idea, and running around at that speed with like.... all THAT going on just gave me motion sickness.
Summoner is hysterical fun. All hail spiders. Tomatoe's are pretty fun too.
The Adept is so cool in theory, but... once you have the right build is a bit of a "standing still simulator" Also, if you have totoms or other turrets, there's very much the question each round of "Will my circle spawn NEAR the totoms (instant win), or far from them (oh no)" I kind of wonder if the mage circle should like... fizzle out after 20 seconds and appear somewhere else. Just... something to give a bit more dynamism, and to make the original spawn point less critical.
Okay: added thoughts:
Watering psycotic tomatoes feels great.
Being a malevolent spider with 8 arms feels amazing. Feels very good and natural.
"Orbital" is one of the greatest and most fun abilities in the game. I would take this even without the damage boost.
Lots of fun, but also very silly. Good job.
