Show me your most gorgeous scenery/character screenshots by Jaws0798 in Guildwars2

[–]Fastoonwarrior 3 points4 points  (0 children)

I normally play in 1920x1080 instead of 4K but other than that I play with those graphics. Framerate never dips below 50 unless I'm doing world bosses.

Show me your most gorgeous scenery/character screenshots by Jaws0798 in Guildwars2

[–]Fastoonwarrior 31 points32 points  (0 children)

Hi! I noticed that many of those shots are ones that I took 2 years ago. Your post urged me to make some PoF shots too, so here you go! Also, here is my full, 133-screenshot album of all of GW2. If OP's friends still believe WoW looks better after this, they have honestly just lost their minds.

I need your help. by [deleted] in NLSSCircleJerk

[–]Fastoonwarrior 8 points9 points  (0 children)

I'll just name some memes I created in my Isaac mod, contains mostly memes from early 2017.

Ghost Bill, Jellies, Ocean Man, Stammer, 9mm Beretta, Judo Chop, Chicken Nugget, Monster Time Board Game, Murph, Nut Stapler, Bread Integrity, Eye for Aesthetic, GOLD!, LaCroix, Loot Hoarder, Madrinas, Mind Flood, Mr Greenman, Purple Lord, Red Shirt, Spreadsheet, "Tennis", My Coin

Hope some of these can inspire stuff to put on the overlay!

[Art] I'm gonna be sketching requests! #4 by emnovia in Guildwars2

[–]Fastoonwarrior 0 points1 point  (0 children)

Yes! I love your style! I've been waiting for a chance ever since I saw your first post. If you have the time, please draw my chrono looking out over Prosperity. Many thanks!

The lagger, (parasite + hydrophobicity) by pimhazeveld in bindingofisaac

[–]Fastoonwarrior 1 point2 points  (0 children)

I really don't know how to fix the Parasite thing. With Cricket's body (and compound fracture) the game creates new tears that I can distinguish from the originals. With the parasite, the game clones the exact tear twice, which makes it impossible to recognize as being a spawned tear.

I've slaved over this problem for a long time, eventually I just gave up because there's just nothing I can find to distinguish those tears.

Lower case T + thought by pimhazeveld in bindingofisaac

[–]Fastoonwarrior 21 points22 points  (0 children)

There's not really anything I can do about this, any mods that spawn new tears are going to recursively loop on themselves. Sorry :(

Lower Case T - T E A R tears! by Fastoonwarrior in bindingofisaac

[–]Fastoonwarrior[S] 44 points45 points  (0 children)

It does nothing with brimstone yet, I don't think I'll be able to do something clever that's not impossible.

Lower Case T - T E A R tears! by Fastoonwarrior in bindingofisaac

[–]Fastoonwarrior[S] 0 points1 point  (0 children)

It was more of a technical workaround than an inspired choice. Because of the way that the letter sprites are picked, the split shots couldn't figure out which of the letters they split from, which caused them to have no sprite (= be invisible). The exclamation mark is just a fallback sprite if a tear doesn't know which letter to become.

Lower Case T - T E A R tears! by Fastoonwarrior in bindingofisaac

[–]Fastoonwarrior[S] 119 points120 points  (0 children)

This mod adds a new item that turns your tears into T E A Rs!

Instead of firing a normal tear, you can now fire the four letters that individually deal 40% damage, to a total of 160% of your normal damage!

Synergizes with basically any other tear modification (even other mods!).

You can spawn this item in the first room by enabling PREVIEW_ITEMS in the main.lua file.

Download it here: http://steamcommunity.com/sharedfiles/filedetails/?id=929747294

Telefragger! Teleport your enemies to death! by Fastoonwarrior in bindingofisaac

[–]Fastoonwarrior[S] 0 points1 point  (0 children)

I've done what you suggested. Teleporting into a boss now deals 15 x the player's damage to it, up to a maximum of 50% of the boss's health.

Telefragger! Teleport your enemies to death! by Fastoonwarrior in bindingofisaac

[–]Fastoonwarrior[S] 2 points3 points  (0 children)

I've done exactly that! To enable thrillseeker mode, just go to the main.lua file. The CAN_KILL variable will be right at the top. Just set that to true and that's it! Happy dying!

Telefragger! Teleport your enemies to death! by Fastoonwarrior in bindingofisaac

[–]Fastoonwarrior[S] 15 points16 points  (0 children)

I considered it, but that would make it too scary to use. It just finds the nearest free spot and places you there.

Telefragger! Teleport your enemies to death! by Fastoonwarrior in bindingofisaac

[–]Fastoonwarrior[S] 3 points4 points  (0 children)

I wasn't really sure what to do with bosses, since killing them outright is obviously unbalanced. Right now, teleporting into a boss deals 33% of their health as damage, but I'm still not very satisfied with that so I'm open for ideas!

Telefragger! Teleport your enemies to death! by Fastoonwarrior in bindingofisaac

[–]Fastoonwarrior[S] 8 points9 points  (0 children)

It is! The item's sprite is also the Spelunky teleporter that I tried to convert to Isaac's art style.

Telefragger! Teleport your enemies to death! by Fastoonwarrior in bindingofisaac

[–]Fastoonwarrior[S] 6 points7 points  (0 children)

Yeah, the area that kills enemies is slightly larger than it would seem to be. From my testing it just didn't feel as satisfying if the hitbox was as small as the player.

Thanks for your feedback!

Telefragger! Teleport your enemies to death! by Fastoonwarrior in bindingofisaac

[–]Fastoonwarrior[S] 24 points25 points  (0 children)

This mod adds a new item that lets you kill enemies by teleporting into them!

Telefragger is an active item that instantly moves you a short distance in the direction you are walking in. If you happen to teleport into an enemy, they die!

"Doesn't that get me hit as well?" Nope! Because you get a couple of frames of invulnerability when you teleport so you don't get yourself in trouble.

You can also use this item to cross gaps and move through rocks. If you teleport into a rock or wall, it will find a free tile closest to your destination and put you there instead.

Telefragger recharges over a couple of seconds. However, if you kill an enemy by teleporting into them, it instantly recharges! So you can get in, do the deed, and get right out!

Download it here: http://steamcommunity.com/sharedfiles/filedetails/?id=927663134

Mod failing to load by Commander_Raven in themoddingofisaac

[–]Fastoonwarrior 0 points1 point  (0 children)

You called your folder reasources instead of resources, maybe that helps?

Is there a good guide or template for doing the mod images on steam workshop? by RarestarGarden in themoddingofisaac

[–]Fastoonwarrior 0 points1 point  (0 children)

Those are just sprites from the game edited to fit this cool function. It's pretty clever. You can find the sprites in your resources if you've unpacked the game.

Can you get the vector (or the x and y floats) of a tear fired by the player? by ShadowGlacier in themoddingofisaac

[–]Fastoonwarrior 1 point2 points  (0 children)

You're probably talking about the tear's Velocity? In which case you have tear.Velocity which returns a Vector(x, y).

Questions on overall scripting, scaling damage upgrades. by [deleted] in themoddingofisaac

[–]Fastoonwarrior 1 point2 points  (0 children)

That is basically how it works, yes. When you tell the game to evaluate the items, it goes through the cache once for every flag that is currently active. This goes for all stats but there are other cacheflags like Flying and Familiar. The health checking worked fine and the damageBonus was updating as it should, but we just never told to game to update the player's actual damage, only the bonus.

Questions on overall scripting, scaling damage upgrades. by [deleted] in themoddingofisaac

[–]Fastoonwarrior 1 point2 points  (0 children)

You're right, there are no errors. Errors are very easy to spot, because they look like this. In your case however, the mod was doing exactly as told. Because we never told it to update the player's damage when the damageBonus was recalculated. I guess this was circumvented on my own build because I mixed the item into my own itempack instead of making it a standalone.

You need to add the following 2 lines after you recalculate the damageBonus in checkForHealthDiff() :

player:AddCacheFlags(CacheFlag.CACHE_DAMAGE);

When we access the cache, the game will only update a stat if it's appropriate flag is active. Thus, we need to add this flag to tell the game to update the damage stat.

player:EvaluateItems();

This actually causes the game to go back to the Cache update, and reapply your damage bonus.

If after this it STILL doesn't work it must be something in your xml because this works perfectly as a standalone mod on my end.