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Be patient and keep in mind that none of this was considered possible before I have proven otherwise.

That's... an interesting question. I think auto-jump may have gotten lost in spacetime while I was tweaking something jump-related (at one point had added the ability to jump a few frames after dropping off platforms, ala Spelunky). Perhaps in a future version.

Should be fixed by the next public version - people kept asking to make the mod save progress, so I did, but there was not nearly enough time to work on the feature, so it would end up being very rough around the edges (that is, in pretty much every area that is affected by multiplayer/chat command changes).

Thanks! Will test and add that to the next update.

Once all new features are finished and all bugs are fixed. Hopefully next month.
I was planning to release the update late December, but life was busier than expected.

Scripting support itself is a task of insane complexity and takes time to refine.
You don't commonly see such a thing even in large commercial games made with similar tools, let alone in a freeware mod.

Remove the mod-created nuclearthrone executable, rename nuclearthrone-original to be nuclearthrone.

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Because you've typo-ed "num_dirs" instead of "numdirs" on line assigning "dd".

Since this is JS, unset variable is equal to "undefined", math operations on it result in "NaN", and round(NaN) is... 1? Well.

Some preview versions of NTT have issues with replacing some sprites. There is no apparent dependency, but it's different sprites per version, leading me to assume that it's some issue with texture pages. I hope to either workaround the issue by the next public release or migrate the mod onto a version of GameMaker runtime that does not show the issue. In the current-most version /loadsprite includes a workaround, but /loadimage doesn't, therefore /savesprite'ing the sprite and /loadsprite'ing it back (replacing the base sprite with a same-looking imported one) before calling /loadimage fixes the problem.

You can use /loadtext to run an arbitrary number commands from a file (placed either in game or save directory).

I think you might have to update Flash Player (or pick the newest to open files if you've got a bunch installed) - that doesn't happen unless the thing is ran through a fairly outdated (pre-2013?) one.

That would be the next step after figuring things out [and ensuring that a simple depth=-(x+y) won't be enough for the case]. This is an example of how to do coordinate conversions themselves.

Posted in Unlocks

In multiplayer, everything is unlocked by default. In single-player, it uses a separate savefile. You can import your regular NT save via "/loadgame nuclearthrone.sav" -> "/savegame nuclearthronetogether.sav".

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I'm not sure if you are asking on the right thing. This is an extension that colors code in posts for readability.

There are no commands for changing music (because things aren't easy on that front), but you can simply replace OGG files in the game' directory.

Indeed. A few people had suggested that commands could have been added for changing game text, but, unfortunately, it is a pretty big effort as for the end result.

Upcoming update will introduce ability to create custom characters - with that you have full control over text/sprites/behaviour for the thing.

Unfortunately, those are all hardcoded, therefore the only way you could change them would be by finding-replacing text in game's executable via a hex editor.

You probably want sprCharSelect and sprEGSkillIcon. Perhaps sprEGIconHUD too.

Same as menu graphic, in sprBigPortrait.

Perhaps they are bigger? Try `/savesprite`-ing the graphics that you replace and compare resolution. The game cannot and will not downscale graphics if they are wrong resolution.

Pretty much anything is editable, you only need to know where to find things. In this case it should be in sprBigPortrait. You can use /loadimage to only replace the Rebel' portrait.

Options menu is locked only if you are in online multiplayer or have replay recording enabled (since it does not work correctly in both cases). I'll be looking into fixing that for next update.

It was originally planned to let the player wander/mess around in a tutorial/campfire scene like area while they wait, but I've soon discovered that the game breaks a lot on "soft restarting", so that was put off.

You can safely minimize the game though - when someone joins, the game will make a sound, and the window title will be switching between normal and "(Player joined!)" every second or so until you switch to it.

As with regular game, you'll need to disable controller in options first, or the game will assume that you are going to play with two controllers (not known why it works that way).

That could be an issue with the code that resets some variables on session start (entering the character select menu from main menu). I assume that changing it from in-game options menu should have it stick correctly.

Saving/loading saves/loads only the unlocks, not the entire game state; it does not work in main menu (none of the commands work in main menu - it is an accident that you can open chat as such there).

The reason to disabling stats is pretty simple - those broke entirely very early in mod development for no known reason. To the point where picking the menu would just have it slide from the right, not stop for the screen, and continue accelerating into infinity.

Since the mod historically didn't store savefiles at all (unlocking everything on session start), this wasn't a problem.

Now that I've spent several days on getting savefiles working and transmittable in multiplayer, the issue is more apparent.

I guess I'll need to fix this sometime.

There are a couple of problems like that, URLs inside strings (causes highlight as comments), and few other things.

Ultimately this should probably be rewritten to have an actual parser instead of global regular expressions.

You can open "%LOCALAPPDATA%\SuperCrateBoxTogether" in Explorer, open "controls.ini" with notepad, and edit controls to whatever you want.

You could edit the class names in the source code to point to code boxes specific to your forum and load it as a JS file in the end of the page.

If there's CodeMirror support, you could create a GML highlighter plugin for it based on JS highlighter or C highlighter. It's not too tricky.

Posted in Low Fps?
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The issue is moderately mysterious and restarting Steam before re-running the game fixed the problem for everyone so far.

It is supposedly something about Steam API choking instead of doing what it has to (NTT constantly has to poll it for friend invitations or they won't work).

Not unless you are willing to spend quite a while poking file formats apart to figure out how to do this or that.

Ping setting is limited to how long a game frame takes to process, because timing is frame-based in GameMaker.

Nuclear Throne runs at 30FPS (and this cannot be easily changed) so you get 1000/30 = 33.3ms steps.

If I remember correctly, it unlocks together with B-skin. I am yet to properly implement unlock conditions for C-skins, strictly speaking.

Do what in particular?

That is strange then. File not being accessible (due to being missing or mishaps with directory paths) is currently the only known reason that causes the extension to fail to load.

Is Nuclear Throne path (…/steamapps/common/Nuclear Throne) void of non-English glyphs?

Well... is it?

Removing "steam_api.dll" should fix that. I was doing some tests as to whether SSD could be made to use Steam API like Wasteland Kings Together does, and apparently left the files in.

Given that forums are on the same domain, should be possible. I'll take a look later.

That feature is implemented by preloading the help index data file from the manual, so this is a little trickier to do on non-YoYoGames domain (given HTTPS and cross-domain rules).

See the FAQ.