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Every time I try to update it says this

An error occured getting version info!

The remote name could not be resolved: 'www.dropbox.com'

Stacktrace: at System.Net.WebClient.DownloadDataInternal(Uri address, WebRequest& request)

at System.Net.WebClient.DownloadString(Uri address)

at System.Net.WebClient.DownloadString(String address)

at CTLauncher.Main.BWupdate_DoWork(Object sender, DoWorkEventArgs e) in F:\VS2015\Projects\CTLauncher\CTLauncher\Dialogs\Main.vb:line 443

Please help!

Is there anyone this could be used with Nuclear Throne Together? My friend likes the game, he thinks it's good, but a huge problem he has with it is that it runs at a locked 30 which this version let's you change.

I want him to play it with me but he won't because of this, he says it'd fix quite a bit of his problem with the game if he could play at 60.

where can find a method to play this mod pirate

What program is reccomended to create weapon sprites?

When I run Custom Throne, everything is incredibly slow and laggy. This occurs with my mods and the default setup (which is unedited). NT, NTT, and NTU work fine, so I don't know why Custom Throne is acting up. It used to work fine, but the past dozen startups (10 on the program, two on my computer) have been providing the trouble.

i have an non-steam nuclear throne

i want to edit the hitboxes and sprites

there's any way to use it?

Where is the Config.ini file?

the update never installs and i can't start up the game

if there isn't an update then updating it just goes into an infinite loop

(Edited 2 times)

I've been waiting for 18 hours for custom throne to check for updates

until an actual update is there, it won't update

But it says that custom throne must update in order to run correctly, well in order to run, because I can't open custom throne until the launcher updates.

isn't there an option to turn it off..?

Yes, but when I turn it off (stop the update search) and hit the launch button it says that Custom Throne most update in order to run.

hmm...

i have a problem

___________________________________________

ERROR in

action number 1

of Create Event

for object UberCont:

Error defining an external function.

tellme the solution pls

Read the installation instructions.

I need a better explanation of what to do, I'm very confused as to how this works

I can give you some basic help if you want it? (http://steamcommunity.com/id/CosmiOfRoBoMECH/)

Is there a way to use this mod on GOG's version of Nuclear Throne?

(Edited 1 time)

Hello there,

I recently downloaded this mod; however, when I load the launcher and check for updates (it wants to download the latest version of "Custom Throne" onto my computer), it keeps going on saying "checking for updates" without actually downloading anything. I'll load Steam, and it will say "logged in as username", but still not download. I redownloaded the mod and put the contents in their proper directory, still nothing. I have the "mods" branch loaded. It might be my Internet, but if it's not, are there any solutions?

(Edited 1 time)

UPDATE: It before said:

An error occured while loading the launcher!



Unable to load DLL 'CSteamworks': The specified module could not be found. (Exception from HRESULT: 0x8007007E)



Stacktrace: at Steamworks.NativeMethods.SteamAPI_InitSafe()
at CTLauncher.Main.InitSteamAPI() in F:\VS2015\Projects\CTLauncher\CTLauncher\Dialogs\Main.vb:line 638
at CTLauncher.Main.Main_Load(Object sender, EventArgs e) in F:\VS2015\Projects\CTLauncher\CTLauncher\Dialogs\Main.vb:line 60



I deleted those items in the local files and replaced them with the same original items from download folder.

It now says:

The specified Nuclear Throne is invalid (does not exist or does not contain NuclearThrone.exe)!


I did switch it back to normal gameplay for a bit. Then, after that, I opened back to the mods beta to test the launcher; then the errors ocurred.
...it still won't update, though.

By 'custom characters' you mean the normal characters with custom setups of weapons and crowns correct?

Heya - just wondering how you activate the 3d function!

In the settings, near the bottom is a "3D" thing, check that and play

Whenever I try to launch it, it says

___________________________________________

ERROR in

action number 1

of Create Event

for object UberCont:

Error defining an external function.

(Edited 1 time)

Just ignore it, it doesn't seem to have any problem in gameplay

Atleast I don't think it does

You did not install it on the Nuclear Throne folder, or you don't have the 'mods' branch on Steam installed.

I'd love for you to create a guide on how to create good levels and good weapons

I'm kind of stuck on the code for weapons and the image, I just can't get the weapon's sprite to appear when editing.

(Edited 1 time)

I created a mutation and when ever I try to give it to myself with chat commands to test if it works, I get this error:
___________________________________________
ERROR in
action number 3
of Step Event
for object Player:



In script scrGiveSkill:
Error in code at line 36:
execute_string(skill_createcode[skill]);
^
at position 21: Unknown variable skill_createcode or array index out of bounds

Make sure that you've reloaded the assets properly either by reopening the game or by Shift+R.

I have been using Shift+R though, although I just retried after completely closing out of custom throne but it still does the same thing.

I'll look into this, thanks for reporting.

Also, just adding something, it works when I use normal mutations.

How to you put in the textures for weapons

(+1)

The weaponIDsprite.png file in your weapons folder of your modpack.

Thanks!

Is there a way to summon a specific weapon without having to search for it?

Yes, just hit T ingame to start typing, and type /weapon WEAPONNAME

I seem to have ran into a problom, whan i try to make a weapon instead of the weapon showing up it shows like a GIF that slowly walkes through the weapons width,how do i fix that?

It has to be a 7-frame horizontal spritesheet. This is because the first frame is the weapon in its normal state, and the 6 other frames are the glow animation when on the ground. Make sure the 2nd frame is the weapon completly white, outline included!

i see ty

And joao, is it okay if i include custom throne in the download (on thronebutt)?

(of course credit will be given)

What do you mean with "include Custom Throne in the download"? Did I miss some message? Include in what?

As in, putting the launcher in the zip for the mod

I would suggest just putting a HTML shortcut to CT's page, the launcher will be prone to updates.

ah okay, i've been trying to get the use new music working (i have all the .oggs installed in the Nuclear throne folder) and still nothing works?

As long as they're in the same folder as the Custom Throne EXE, it should work.

they're in there and still nothing

(maybe i have some of the music as .wavs somewhere?)

Screenshot of your folder, please

Sorry for late response http://i.imgur.com/CwtIxqm.png

Interesting, I'll see what's going on.

is there a way to make levels replace existing levels?

Not at the moment.

maybe just a way to retaxture existing files?

there is an override folder and its rather easy to use! :D

just in game press t and type /dumpsprites, after that a "Dumped" folder will be in your nuclear throne folder, now go into that and find the area floor sprites that you want to change, copy the names and then find the floor sprites you want to change it to

next just rename the floor sprites

like lets say you want to replace the sewer sprites, the floor specifically

instead of using whatever name you had it set to beforehand rename it to "sprFloor2"

then put it into your override folder! and you're done! this can also apply to weapons and characters and other things

Ty!

wait, into what do i put the dumped folder?

the edited sprites, like lets say you edited "sprMutant6Idle" take your custom sprite into the "override" and then "sprites" folder

after that get up to wherever you meant to and it should work just fine! (areas have a slight problem though)

YEAH :D

(Edited 2 times)

what id do custom weapons start at?

and how do i access the projectiles used in weapons like the ultra crossbow and stuff?

Custom weapons, at the time of writing this, start at 110.

Here is a list of new projectiles added since u19: http://i.imgur.com/7Wm3Ayy.png

(Edited 1 time)

On bootup I get this error:

ERROR in

action number 1

of Create Event

for object CharSelect:

In script scrWeapons:

Error in code at line 1136:

wep_sprt[maxwep] = UberCont.wep_sprt[maxwep];

^

at position 38: Unknown variable wep_sprt or array index out of bounds


(and whenever i turn on "use new music" or anything related to that i don't get any music at all

You may be missing one of your weapons' sprites.

As for the new music, you need to drag the new Nuclear Throne .OGG files into your modded Nuclear Throne folder.

(Edited 2 times)

Is it possible to have an ultra that replaces your active?

(like making it have steroid's dual weilding?)

Adding onto that, I've created an assault slugger, but how do i make it not super spammy and stuff, but not make all the slugs come out at exceedingly slow and different times

(like if i shot once, and then 3 seconds later it shot again, and does that until the burst is done)

One last thing:

Is it possible to do secret areas?

(is this a glitch?: http://i.imgur.com/gDXbprJ.gifv)

  1. Just use has_ultra(ultra_name) to check if your character has an Ultra. If he does, do something, if he doesn't, do something else!
  2. If the latest snapshot supports this, you can spawn a Burst object, and give it a bullet variable that equates to an object, like a Slug or a Bullet1. No support for custom projectiles at the moment though.
  3. Yes, any area that starts with an ID higher than 120 is a secret area.
  4. Yep, that's a glitch, dunno how it happens, still looking into it.

Continuing on talking about secret levels, i'm trying to create a level that is always the same, with the level editor more specifically, yet i don't exactly know how to put that into the game without it crashing or something

All you have to do is spawn a portal that takes the player to the specified area and subarea, using those respective variables.

I get that part but how would i do it like y.v's car?

and then make it loop exclusive

type = 1; //1 = normal, 2 = proto, 3 = idpd, 4= venuz

For loop exclusivity, check for the Player's loops variable.

I've created a character that uses sentry guns as his active

if(mouse_check_button_pressed(mb_right))

{

with(Corpse)

{

instance_create(x,y,SentryGun);

instance_destroy();

}

}

And its insane, but the only problem is that after doing this, he gets locked in the stage he is in

Make sure that, before you create the sentry gun and destroy a corpse, either:

  • at least one enemy exists

or

  • a Portal exists

How do I make an active and passive ability for a character made in the asset editor?

Are you attempting to code in an active/passive from an already existing character?

I'm trying to make completely new actives and passives.

Can't help you there, sorry ;-;

well, is there a way to code melting's active for example?

if(mouse_check_button_pressed(mb_right))

{

with(Corpse)

{

instance_create(x,y,MeatExplosion);

instance_destroy();

}

}

Whenever I open it I get this message:

___________________________________________

ERROR in

action number 1

of Create Event

for object UberCont:

Error defining an external function.


When I click abort it opens it but I cant click anything and it just has a part of the intro screen with the rest cut off.

Please refer to the instructions, this error occurs when you install the mod on the wrong folder. It needs to be the same folder as your Nuclear Throne .EXE file, as well as where all the 'mods' branch files are.

Thanks, I get it now.

I thought I could just copy and paste the contents from the nuclear throne folder(update 19) into a folder with the CTLauncher, which is what I did with other mods(so I could switch between them without having to go through the whole process). After I put the CTLauncher into the nuclear throne folder it actually worked.

(Edited 2 times)

Hi , when i put my created weapon with the custom asset editor & level editor in a chest and want to pick it , the game crash with this message:


___________________________________________
ERROR in
action number 1
of Collision Event with object Player
for object WeaponChest:



Error in code at line 43:
name = wep_name[wep]
^
at position 21: Unknown variable wep_name or array index out of bounds

Ive used a rocket launcher template for my weapon , please help me

EDIT : When i put an ID of an existing weapon in the chest this works , but not when i write my weapon ID , and i've tried to change it but the game still crash ..

This should be fixed in the latest snapshot!

Net Framework link isnt working

Fixed, sorry about that, Itch.io for some reason didn't want to make that into a button.

Me again, so apperenttly I need ".NETFramework,Version=v4.5.2" And it will not work without. Is this normal?

This might be due to Windows 7, which does not come with that version of the .NET Framework. You can get it here.

I put custom throne and the other file in the zip in the local files of nuclear throne and when I tried to start it, there was an error that said that "OpenAL32.dll" wasnt installed.

This will be fixed on 1.1.3, either today or tomorrow.

Deleted post

It says there are chat commands. How exactly do I use these? I'm trying to get ridiculous builds with a bunch of the same mutation.

(Edited 1 time)

Hit T while playing and a small blinking cursor will appear in the bottom-left corner. You can now start typing :]

Hit what?

Woops, T.

Is there any custom character coding example like the one in your youtube video

or how could i get the skill code from other original characters?

I cant seem to get the weapons turning up In levels and make my own sprites

In the Custom Asset Editor, hit Ctrl+T to generate template files for missing sprites. And set the Area variable to where are you want it to spawn in. 0-2 is Desert, 3 is Sewers, 4-5 is Scrapyard, etc.

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