For a tiny bit more info, the relevant method is PlayerFrame() in Player.cs, though that's probably self explanatory.
Unknown/haven't tested if NPCs/Enemies with similar framing as the player also have this issue.
The walking animation in the leg sprite sheet starts at the 7th frame, which is the frame immediately after the jumping frame.
however, the code for the leg animation sets the frame to frameHeight * 7, which is the 8th frame.
Equipped image is a modded item for demonstration, code inspected...
I'm a tester and the names confuse me so can't answer that lol
imkSushi was developing the tmodloader version, but hasn't updated it in over a year now; Another tester recently asked him for the source code, so they may start developing it instead
Yep, I agree entirely
We've tried a few times to start up work on the mod again, but it never really goes anywhere. I've been considering just locking the thread and pronouncing it dead.
Not ignorant, just none of us are really active working on the mod to fix issues.
Do you still have the old tconfig mod files on your pc? We're trying to get it working but it crashes while loading. Would also be awesome to see it return, though I don't really remember it too well
To clarify/correct some of the things warren said,
1. Boss checklist support is done, we just need to edit the modworld class file
2. They have been nerfed
3. It has been removed
4. World gen has been sped up significantly & no longer freezes at the crystals stage
All this will be in the next...
This is the thread for the mod, not the suggestion, dude
As for the progress on it, deryk has said that he doesn't want to do so much work alone, and that he's lost motivation to work on it (In the discord)
A few minutes after saying I couldn't think of anything, I thought of this
Tis a gargoyle, it would spawn atop the sky house and attack you if you get within 30(?) tiles
Oof, the horns should've been yellow
I'm too lazy to fix up the sprite anymore, so whatever
And the perspective on the back...
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