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ACT [GRIMHELM] Alien Quest: Eve (RJ311440)


Cyriel

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If you wanna be super OP without breaking level caps, CE works, 4 byte exact values. Check skillpoints and alter amount available, then click for literal minutes :p

Could probably even reset levels to lower values so it doesn't go past 55.
 

asiaraj

Jungle Girl
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Apr 21, 2017
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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.
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.

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.
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.

If anyone is curious, this is what the decompiled code looks like for the debug console:

C#:
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;
        }
    }
}
 

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J300mer

Jungle Girl
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I'm sad there wasn't more facehugger action ngl
Maybe some crotchhuggers
or some tithuggers
Maybe some feelsgoodmanhuggers

The F1 gallery cheat also shows the other animation previews...
In other words, the demo is over %80 of the game.
Absolute Chad developer in my opinion. Gets my money.
 

DaBouncer

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80% is an overestimate, however it is a ridiculous amount. You need to realise it's still in development, we still don't have the orange or purple keys. I bet there's still more missing from the gallery, due to animations not yet made.

In the previous demo, there were 5 game over scenes, with only 1 animated. Not sure why this one is only at two, but we'll see.
 

ThatWeirdGuyWithaWeirdHat

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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.
 

nope.spawn

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Anyone got a save near facehugger eggs? I'm not sure how far away I am from finding them.
 

J300mer

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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?
 

easy85

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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.
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.
Demo lasts until you complete 1 of 3 objectives so we can safely guess that we'll get at least 4 more bosses (2 per objective - 1 to guard "progression item", 1 for objective) + a final boss and a few monsters along the way.
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?
No, they are from the first boss.
 

nope.spawn

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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?
Aren't the eggs below central already open though?
 

Pootis404

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Aren't the eggs below central already open though?
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.

Odd. I guess my RNG sucks.
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.
Also, the "hold down" trick seems to help with getting monsters to more consistently lewd you, but some are still prone to just shoot at you regardless.
Edit: I found the 2 newer animations at the tentacles below center, and where blood mane mentioned below.
 
Last edited:

blood mane

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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 animations
 

Poiya

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Put this save in your folder (make a spare of yours if you want), then load save 2.
Go left, and there's 3 Facehugger eggs
 

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J300mer

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I know where they are, I'm just saying that there's 2 animations that I cannot physically get going.
 

okmbhu001

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Great news:Grimhelm's patreon is back! >>>>
 
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