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2) uh yes. orbiting is in vanilla? and i didnt get rid of it. its called orbit velocity!
3) no and there never will be - you can add custom sprites but there's no way to make them show for everyone else, and i wouldnt make that possible even if i could, its literally a recipe for disaster
4)
1, do you have any tips im dumb :sob:
2, is there a way to make particles orbit
3, is there a way to add custom particles that everyone can see,
4, THIS MOD IS SO SICK THANK YOU FOR MAKING IT!!!!
i want a specific particle to emit from a set y value but i cant really find anything that does that lol
it goes back to being its own button at a fixed point on the next UI update, which is probably a week-ish from going up. have changed A LOT of things, so honestly im p sorry that this version has been neglected for a bit.
i use it a lot to do gradients/patterns on the body
i have the "clip to character sprites" or smth setting on, dunno how it works, can you explain how it works?
no such tab exists - this replaces the editor entirely. are you saying that the editor that pops up is the vanilla one? the preview image on this page is ~2 years outdated, this mod wasnt really meant to have too much of a userbase since its unlisted, but i shouldve known better lol.
if you are somehow getting the vanilla editor rather than this one, id need a more comprehensive list of mods and probably your in-game debug logs. as per usual id recommend going to my thread in the mod discord rather than trying to work this out over steam comments, there's a character limit here ^^
No critique to the mod, simply asking for some assistance as i can imagine there have been people with similar issues.
the next major update will remove the mod options menu requirement and put a new tab into the editor for changing major settings like this, so that should hopefully make that requirement a bit more intuitive
2: most of the settings that are capped will get their caps raised once UI redux is out, lifetime included
3: do you mean as in "they all share the same color even if they're spawned at different times"? if so, its not natively supported, but i plan on writing a simple shader that would be capable of doing that (and more) alongside UI redux
4: good point actually! i like that and that's a smart feature lol. ill make a note.
5: that's a pretty complex bit of behavior that while i am interested in, whether or not it happens is another story. ill make a note and think about it after this UI update.
if you want to discuss further id highly recommend you find my thread in the yomi mod discord, steam comments are limiting and messy :)
Is having nodes that move possible? This is sort of what I meant by 'anchoring' auras to particles, as you could achieve the affect this way.
Can particle lifetime be increased beyond the cap of 2?
Would having colour loops be separate to particle position be possible? As in having every particle from an aura layer change colour at the same time, instead of fading to different colours based on how long they've been active.
Some sort of indication for how/where a particle moves would be nice to have while editing for quick adjustments, as well as a starting position indicator.
And lastly, is having adjustable behaviour based on how long an aura has been active possible? Say you have a ring orbiting you, and after a bit you want it to slow down and then start rotating in the other direction, as an example.
Sorry for all the questions, I'm just curious
think about it this way - the particles that you see, they are completely independent of the node that spawns them, you can't pull any data about them, they're basically in a black box. the only part of their location that you have direct control over, is where they spawn in, and where the node is located. once they spawn in, there's no way to get where the particle is currently at.
the anchoring concept sounds interesting but i have a lot of questions about what that functionality looks like - its impossible to track the individual location of a particle, only the node that spawns it. so if you want it to anchor to a particle, that's not possible, and if you want it to anchor to the node, then you should just match the offset.
RAR AA HA HH AH HAHRARA AHAH HA H
is there actually gonna be a flagship character or whatever? Sky Hunters skin has the extra color slots but