- #YELLOWAFTERLIFE NUCLEAR THRONE TOGETHER MOD#
- #YELLOWAFTERLIFE NUCLEAR THRONE TOGETHER SKIN#
- #YELLOWAFTERLIFE NUCLEAR THRONE TOGETHER FULL#
#YELLOWAFTERLIFE NUCLEAR THRONE TOGETHER SKIN#
(Yung Cuz) as a second alternative skin to Y.V.įor those unfamiliar, Y.C. NTT now only displays the name of the weapon that is the nearest to you, and pressing the button will always pick up only that exact weapon.Ĭombined with a slightly-smarter algorithm for pushing weapons away from each other, this makes it easier to look through any piles of these and pick what is intended. The matter of which weapon you would pick up on such occasion is an even more curious one and dependent on weapon's creation order. This is generally okay, but, on a few occasions, multiple weapons may be found lying close enough to mash their captions into a curious pile of symbols. "Vanilla" Nuclear Throne would display names of each weapon in ~16px proximity. Non-keyboard controls now also work while chatting, so getting hit by small melee enemies while typing should be less of a problem now.Īnother small-but-noticeable tweak is to how weapon pickups work. This is a pretty small additions, but regardless useful, as it allows to tell whether the player is trying to say something or they are just waiting for you to proceed. "chat bubble" now appears above the players while they are typing. There's ~80 of these in total so I'll cover a few interesting ones. Overall this is an interesting feature and I'm curious to see what people will do with it.įinally, there's a whole bucket of various smaller fixes, tweaks, and additions. With a bit of technical knowledge (running multiple Steam + game instances via Sandboxie), this can also be used to provide commentary during tournaments on multiple player's views with minimum latency and technical requirements for players. Spectating is a pleasant alternative - since it uses a similar approach to replays (replicating actions by storing player inputs for each frame), the amount of bandwidth used is minimal (~1KB/second per viewer), and so is the resource usage.Īside of obvious uses, this also allows for a curious workaround - if you need to stream the game, but cannot do so for technical reasons, you can have a trusted person spectate your session and do the actual video stream of that. It's not always that you have a computer and an internet connection capable of streaming a game in decent quality. So with two "Eyes" characters you can pull enemies even faster, with 2x "Rebel" you can have some ridiculous quantities of allies, and with 2x "Horror" and some planning you can have your very own giant annihilation beam (pictured).Īs you may know, conventional game streaming can be hardware and network intensive, since the computer has to record, compress, and transmit a video in realtime. While seeking through bits of the game related to this, I was also able to revisit how particular abilities work with multiple players, and whether they can\should "stack". While this removes a couple of potentially funny combinations, this is about as balanced as it gets. In the end, character-specific UMs were made to apply only to character(s) of the given race, while the global\passive UMs would apply to everyone.
#YELLOWAFTERLIFE NUCLEAR THRONE TOGETHER FULL#
Of course, the largest amount of time was spent on deciding how every UM should work with multiple players, but that's a less interesting story full of tough decisions. If (UM obtained) then (Apply effect)Īnd then there's a small helper function which counts how many characters of a particular kind there are to scale effects accordingly. Solution is relatively simple - status of whether the player(s) have a particular UM is now stored in a 2-dimensional array, so the above pseudocode becomes And you can't check the number either, because the players would probably want to pick different UMs if they are playing with different characters. However, with multiple players, this approach presents a bit of a trouble - firstly, you can't check if the player's race index is equal to a value, because there are multiple players. That's an alright thing to do for a single-player game - when the player picks an UM, you just set the global variable to 1\2\3, and that's it. If (player's race number is X) and (Ultra Mutation number is Y) then (Apply effect) This is largely due to fact that the original game has these implemented roughly as following (pseudocode): Original game and the initial release of NTT would only offer a choice of two coop-specific "ultra mutations" (character-specific effects picked upon reaching the maximum level in the game) when playing in 2P mode. Today I've released what can be considered a major public update, and this is a small average-sized post about interesting things in it. I had since received a plenty of feedback, bug reports, and feature requests.
#YELLOWAFTERLIFE NUCLEAR THRONE TOGETHER MOD#
I've released my online multiplayer mod for Nuclear Throne just a bit over two weeks ago.