Your Only Move Is HUSTLE

Your Only Move Is HUSTLE

StyleEditor+ [BETA]
92 Comments
Bedmelt  [author] Jul 3 @ 9:18am 
turn on clip, and then set the particle in_front - itll only draw the particle when its on top of the character sprite. traditional afterimages are something im 50/50 on being able to do, and they are something i do WANT to do. but in vanilla, afterimages are made by spawning a new particle for each frame. obviously it becomes a lot harder to do when i have a loooot of other stuff to carry onto the new particles. so for now, not possible, in the future? maybe
IlBizzo!!! Jul 3 @ 1:05am 
I can't seem to figure out what the "clip" button does. Also, is there any way to make it so that the "use sprite" particles are fixed on the sprite that was in use when they have been generated? Like, right now each particle mimics the player sprite for his whole lifetime, but i'm trying to create an aura with particles that never change form (they might change size of course) after they've been spawned, kinda like an afterimage. Let me know if it's something possible.
Bedmelt  [author] Jun 27 @ 8:22pm 
if you hover your mouse over ERRs, it will display text showing why you got the error - in your case, go to the mod options for this mod, and raise the max auras.
Infernis11 Jun 27 @ 8:09pm 
Hey I have a question, Everytime I try to apply the third aura I just get an error on the side Im I doing something wrong or is there something wrong with the mod?
Bedmelt  [author] Jun 27 @ 12:58pm 
animation currently only applies to a very few specific sprites - it'll get a lot more intuitive after the UI update comes out!
Tomura Shigaraki Jun 26 @ 8:33am 
what do the animation settings do? i really cant tell
Bedmelt  [author] Jun 23 @ 6:55pm 
1) tip number one: just do shit until you like what youre looking at LOL. alternatively, find the thread on yomi mod discord, there's a pretty dedicated group of style wizards
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)
lil_zoned_out Jun 23 @ 5:53pm 
some questions,
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!!!! :GunfireRebornlove: :stella_hearts:
Bedmelt  [author] Jun 23 @ 7:36am 
yeah ive seen a couple people say things along the lines of lam characters removing their auras - i think its just part of the mods, they might for whatever reason remove/replace aura particles. my mod script cant know that characters are removing/restarting the style, so its only overriding once at roundstart.
Nooooooah820 Jun 22 @ 10:23pm 
alr well cool it isnt a bug with this mod i think its just something miko does
Nooooooah820 Jun 22 @ 10:22pm 
the install for miko kills both the aura i made in vanilla and the modded sprite aura
Nooooooah820 Jun 22 @ 10:20pm 
any idea why the sprite trail tends to stop working a bit into replays? i mean i dont think it happens with every character but there are some things that end up turning the aura off for some reason, i played a match with miko and like 10 seconds in the sprite aura stopped
Bedmelt  [author] Jun 17 @ 5:36pm 
uh, yeah! you can either make your emission shape size (1,1), so there's only one pixel of emission, or if you still want to keep a shape, you can enable the hollow tag and turn your emission shape into only the the outline.
Ten Thousand Bees Jun 17 @ 1:25pm 
is there a way to remove randomness in emission
i want a specific particle to emit from a set y value but i cant really find anything that does that lol
Bedmelt  [author] Jun 16 @ 3:52am 
not to my knowledge! what exactly seems bugged?
glorious goat ayin Jun 15 @ 8:29pm 
does this bug with nova perhaps?
Bedmelt  [author] Jun 15 @ 5:31am 
funny enough, common complaint, not your fault lol. its at the bottom of the char colors (left panel)
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.
Akumu Jun 14 @ 8:11pm 
So I may or may not be an idiot.. how do I exit the new style menu? I cant find the button
Bedmelt  [author] Jun 12 @ 2:31am 
clip only works w/ characters that dont use spritesheets. it clips to only show on top of the sprite, make sure you set in_front to true as well ^^
i use it a lot to do gradients/patterns on the body
dasher Jun 11 @ 8:57pm 
brilliant mod, very coolswag.
i have the "clip to character sprites" or smth setting on, dunno how it works, can you explain how it works?
alright ill see what i can do
Bedmelt  [author] Jun 10 @ 10:56am 
sorry if there's something im missing but how do you mean "the tab to edit within the vanilla style editor is not present"?

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 ^^
For some reason style editor + fully just doesnt work, i have none of the conflicting mods nor do i have any that affect style processing, loading or creating, the tab to edit within the vanilla style editor is fully just not present.

No critique to the mod, simply asking for some assistance as i can imagine there have been people with similar issues.
flaming ghost Jun 1 @ 4:39pm 
why can't I see the partials when I play game, and I have everything turned on and the aura limit on max. 😢
trolds Jun 1 @ 2:30pm 
Wait i'm dumb. Actual game changer, thanks for your help!!:btd6thumbsup:
Bedmelt  [author] Jun 1 @ 8:44am 
open the mod options menu and turn up your aura maximum ^^
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
trolds May 31 @ 7:58pm 
Dunno why but i'm not allowed to have over 2 auras, i even unsubscribed from all other mods to test which still bugged. Other than that awesome mod, basically kick started a renaissance period of styles.:steamthumbsup:
nymph of the seas May 29 @ 4:25am 
yippie :demoticon:
Bedmelt  [author] May 17 @ 9:24pm 
1: the particles you see are completely independent of the node - the node moves only to stay with your character, the particles are instanced and exist outside of the node. if you want a node to be anchored to another node, give them the same offset.
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 :)
Callisto May 17 @ 8:14pm 
I see, I have a few more questions/suggestions:
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
beetloaf May 16 @ 7:29pm 
i need a guide on how the hell to use this
Bedmelt  [author] May 16 @ 5:45pm 
we already have multiple nodes, every aura layer is a node.

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.
spontaneousbuttsex35 May 16 @ 5:19pm 
this makes it possible for your characters to have UNLIMITED swag
Callisto May 16 @ 5:15pm 
Would having multiple nodes be possible? And being able to pick where particles spawn from for each aura, even if the nodes were stuck to the player locally that would allow for some pretty cool stuff I think.. Maybe its too ambitious idk, I know next to nothing about coding or the inner workings of this game
Bedmelt  [author] May 16 @ 2:01pm 
i know that we're in the steam comments and therefore you dont see the stuff i post in my mod thread, but layer grouping is like priority number one for when UI redux comes in, which is probably gonna be a good bit away since this mod isn't my number one priority rn.

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.
Callisto May 16 @ 11:02am 
Would having the ability to 'anchor' auras onto other auras be possible? For example, say I have a circle spinning around me that I want to spawn particles from- basically a constantly updating offset. Also, the ability to group different auras together and a button to pause/hide all except the group/single aura selected would be a nice utility.
StrangerDanger May 15 @ 11:56pm 
this mod's cool I'll probably try it sometime
Bedmelt  [author] May 13 @ 4:32pm 
no, and if i could make it so that they could, i wouldn't do it lol.
emilyz May 13 @ 4:29pm 
can players without the mod see more than one aura
Bedmelt  [author] May 10 @ 1:38pm 
yeah its sadly out of my control cuz parryer used a baseobj rewrite and its sorta bound to cause instability
akamaru0070 May 10 @ 1:12pm 
but it realy its a shame that i cant use both mods at once (nice mod tho)
akamaru0070 May 10 @ 1:11pm 
It was the parryer, ty for telling me i didnt noticed that the description had the mod conflicts
MrO-O May 10 @ 3:49am 
crashes the game before it even starts
Bedmelt  [author] May 9 @ 8:29pm 
i can only offer limited support in the steam comments; that's the same crash that parryer causes, but if you do NOT have parryer, please find my thread in the yomi discord and @ me in there, ill happily look at your logs and try to figure it out
akamaru0070 May 9 @ 7:54pm 
when i use projectiles while having this mod the game crashes, can somebody help me?
cryzteria May 6 @ 1:08am 
WELCOME BACK MY FAVOURITE MOD EVER A RAHRAH HAH HARHAHRHAHAAH H
RAR AA HA HH AH HAHRARA AHAH HA H
yeesaw May 4 @ 2:10pm 
There aren't words to describe just how peak this is. Only actions to show how peak it is.
Bedmelt  [author] May 2 @ 12:23pm 
yeah ive already got my sprite design + docs in the works. sky hunter supports the old format? is TinFoil still around? gonna be redoing the way the old code works/looks. i probably can setup support for legacy shaders in case there's mods that use that code.
Videofreak May 2 @ 12:12pm 
huh what a time to be alive
is there actually gonna be a flagship character or whatever? Sky Hunters skin has the extra color slots but
SubFIamingo May 1 @ 10:22pm 
we are so back