Zepheral
The Dark God Of Lesbians and Memes
- Joined
- Jun 15, 2014
- Messages
- 5,963
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Dang, glad I keep my lv under the 40sAt some point between level 50 and 60 the saved game gets corrupted and you get the black screen.
Dang, glad I keep my lv under the 40sAt some point between level 50 and 60 the saved game gets corrupted and you get the black screen.
Thanks Golden Shadow. I fixed it in v0.2 (attached on this post) so it caps the level to 54 but still increases skillpoints, HP and MP. It doesn't seem to give me a black screen at level 54 so it should be good.V0.2
- Leveling up via the "F1" hotkey will cap your level at 54 but will still increase your statpoints, HP and MP. This fixes the black screen issue. Thanks to Golden Shadow for finding
V0.1
- Removed zooming limit both in-gallery and in-game. Can zoom very close.
- Hold key "F1" to level up non-stop
- Press key "F2" to strip and unstrip
Replace the "Assembly-CSharp.dll" in the "AlienQuest-EVE_64_Data\Managed" folder.
There seems to be a debug console in the code that allows for players to enter commands to enter in any stage/room that they want. If I can figure out how to enable it in-game, then I could create a mod based on this that allows people to enter commands to spawn monsters, spawn items, enter rooms, etc.Still no luck on loading old game. Works on new one.
Another mod idea would be to allow spawning in a certain enemy-- IE for those that don't want to do the whole story again if the next version is save incompatible.
using System;
using UnityEngine;
using UnityEngine.UI;
public class Console_Input : MonoBehaviour
{
public bool Enabled;
private Vector3 PosConsole;
private Vector3 PosInfo;
private int input_Num;
private string[] input_list;
private GameObject inputField;
private global::GameManager GM;
private global::Player_Control PC;
private void Start()
{
this.GM = GameObject.Find("GameManager").GetComponent<global::GameManager>();
this.PC = GameObject.Find("Player").GetComponent<global::Player_Control>();
this.input_list = new string[10];
this.inputField = GameObject.Find("InputField");
this.PosConsole = GameObject.Find("Console").GetComponent<RectTransform>().localPosition;
this.PosInfo = GameObject.Find("Text_Info").GetComponent<RectTransform>().localPosition;
this.Console_Off();
}
private void Update()
{
if (this.GM.Paused)
{
if (this.Enabled)
{
this.Console_Off();
}
}
else
{
if (this.Enabled)
{
this.Info_Text();
this.Console_Text_List();
if (GameObject.Find("InputField").GetComponent<InputField>().isFocused)
{
if (!this.GM.onConsole)
{
this.GM.onConsole = true;
GameObject.Find("InputField").GetComponent<Image>().color = new Color(0.2f, 0.1f, 1f, 0.6f);
}
}
else if (this.GM.onConsole)
{
this.GM.onConsole = false;
GameObject.Find("InputField").GetComponent<Image>().color = new Color(1f, 1f, 1f, 0.25f);
}
}
if (Input.GetKeyDown(KeyCode.F4))
{
if (this.Enabled)
{
this.Console_Off();
}
else
{
this.Console_ON();
}
}
}
}
private void Console_ON()
{
this.Enabled = true;
GameObject.Find("Console_BG").GetComponent<SpriteRenderer>().enabled = true;
GameObject.Find("Console").GetComponent<RectTransform>().localPosition = this.PosConsole;
GameObject.Find("Text_Info").GetComponent<RectTransform>().localPosition = this.PosInfo;
GameObject.Find("InputField").GetComponent<InputField>().Select();
GameObject.Find("InputField").GetComponent<InputField>().ActivateInputField();
GameObject.Find("InputField").GetComponent<InputField>().text = string.Empty;
}
private void Console_Off()
{
this.Enabled = false;
this.GM.onConsole = false;
GameObject.Find("Text_Info").GetComponent<Text>().text = string.Empty;
GameObject.Find("Console_BG").GetComponent<SpriteRenderer>().enabled = false;
GameObject.Find("Console").GetComponent<RectTransform>().localPosition = new Vector3(-3500f, 2500f, 0f);
GameObject.Find("Text_Info").GetComponent<RectTransform>().localPosition = new Vector3(-3500f, 2500f, 0f);
}
private void Console_Text_List()
{
string text = string.Empty;
if (this.input_Num > 0)
{
for (int i = this.input_Num - 1; i >= 0; i--)
{
text += this.input_list[i];
if (i > 0)
{
text += "\n";
}
}
}
if (GameObject.Find("Text_Console_List") != null)
{
GameObject.Find("Text_Console_List").GetComponent<Text>().text = text;
}
}
private void CharacterField(string inputFieldString)
{
if (inputFieldString != string.Empty)
{
int num;
if (this.input_Num < 10)
{
this.input_Num++;
num = this.input_Num - 1;
}
else
{
num = 9;
}
if (num > 0)
{
for (int i = num; i > 0; i--)
{
this.input_list[i] = this.input_list[i - 1];
}
}
this.input_list[0] = inputFieldString;
GameObject.Find("InputField").GetComponent<InputField>().Select();
GameObject.Find("InputField").GetComponent<InputField>().ActivateInputField();
GameObject.Find("InputField").GetComponent<InputField>().text = string.Empty;
this.Console_Text_List();
global::StageManager component = GameObject.Find("StageManager").GetComponent<global::StageManager>();
int num2 = -1;
if (int.TryParse(inputFieldString, out num2))
{
Debug.Log(num2);
if (num2 < component.Room.Length)
{
GameObject.Find("Player").GetComponent<global::Player_Control>().Lock_GameLoad();
component.Go_Room(num2, 0, 0f, 0f, true);
}
}
else
{
Debug.Log("Can't Parse to int...");
}
}
}
private void Info_Text()
{
if (GameObject.Find("Player") != null)
{
string text = " State: " + this.PC.State;
string text2 = text;
text = string.Concat(new object[]
{
text2,
"\n HP: ",
this.GM.HP,
" / ",
this.GM.HP_Max.ToString()
});
text2 = text;
text = string.Concat(new object[]
{
text2,
"\n MP: ",
this.GM.MP,
" / ",
this.GM.MP_Max
});
text = text + "\n\n Vel: " + this.GM.Velcocity;
text = text + "\nrgVel: " + GameObject.Find("Player").rigidbody2D.velocity;
text = text + "\n\n Jump: " + this.PC.Jump_Num;
text = text + "\n HJump: " + this.PC.onHighJump;
text = text + "\n Ground: " + this.PC.grounded_Now;
text = text + "\n onDrop: " + this.PC.onJumpDrop;
text = text + "\n\n Cam: " + GameObject.Find("Main Camera").camera.orthographicSize.ToString("f2");
GameObject.Find("Text_Info").GetComponent<Text>().text = text;
}
}
}
It isn't in the gallery at all. You just have to find an area with closed facehugger eggs, wait next to them, and let them grab you.ayo how cha get the facehugger animation i cant find it in the gallery.
tbh, the current demo is completely different to the previous one so we can be never sure. Grimhelm disappeared for over a year and then came back with completely revamped game. But also he is not a type to release his game in pieces so this is probably (and hopefully) the last demo before the finished product.From what I understand, each key unlocks new sections with 2-3 more enemies within each. so that probably means we'll get 4-6 more unique enemies along with maybe threesome/background animations he'd want to put in.
No, they are from the first boss.I noticed there seem to be 4 tentacle animations but I've only crossed the beginning two. Are the other two strictly in the gallery?
Aren't the eggs below central already open though?Easiest way to get the facehugger areas is to just save somewhere near a warp pad, then warp to Central. The eggs are below you from there.
I noticed there seem to be 4 tentacle animations but I've only crossed the beginning two. Are the other two strictly in the gallery?
I noticed they closed after beating the 2nd boss. In case you haven't followed earlier posts, be aware that it results in the one guro scene (currently) in game.Aren't the eggs below central already open though?
I've found that you can either crouch near the tentacles or hold the down key after an animation cycle (keeps her down, but sitting up), which will more likely result in the 2 newer animations.Odd. I guess my RNG sucks.
look for the room with the spitting worm thing. the room filled with eggs and zombie girls getting tentacle fucked. there's where i found the other 2 animationsOdd. I guess my RNG sucks.