Others Completed Anthophobia [v2.22] [Terrarium]

4.40 star(s) 21 Votes

Curious_Lama

Newbie
Dec 2, 2017
51
55
On his patreon Sourjelly shares a thought about making a public demo of his new project Dungeon Sanctuary. I hope in a month or two we will see his new game)
 

Ol_Stone_Ears

Member
Jun 5, 2021
160
178
Is anyone else getting... really weird sprite errors the more often they open the game? It started with icons flickering, but at this point entire enemies will randomly warp into comepletely unrelated sprites mid animation, up to and including bosses being replaced with... either planty-terrain or chunks of their anatomy (it's hard to tell with some of the bigger bosses) repeating in a grid over and over again
 

Ol_Stone_Ears

Member
Jun 5, 2021
160
178
You need every gold card from 1-9 to unlock the extra levels; some are in the "1/2" levels you get by unlocking doors with said gold cards.
 

Ol_Stone_Ears

Member
Jun 5, 2021
160
178
If you have cards 1-9, you should be able to select level 4 in the level select. If it's not there... maybe double check you've beat every boss? The codes you get in the credits could help; typing -crocus- (or 1crocus1 if you're like me and on a laptop without a numpad) on the main title screen will enable level skip, letting you use your number keys to skip through the levels so you can quickly get back to them.
 

Yuizorb

Newbie
Mar 31, 2021
33
134
Ok sooooooo,

I was bummed out after I played Alien Quest: Eve's boned mod, cause' it's super unbalanced an frustrating. And I've ALSO been wanting to get into modding, and balancing annoyingly hard games seems a neat way to start.

BUT, I haven't actually played Anthophobia in ages and I don't particularly remember the resource use that much beyond it being annoyingly hard but also pretty good H-wise.

Suggestions on stuff that was annoying to deal with and ideas for new mechanics are welcome.:giggle:


Here's what I've figured out how to do:

Edit sprites. (extract import ect)
Edit enemy health.
Edit stamina used.
Edit clothes striping values. (heath recovered / cloth health used)
Edit cheatcodes. (And lots more but I'm horrible at coding)

Have enemies spawn ANYTHING on death. (If you've seen it assume I can use it)

Change pretty much anything in a level. (I'm not gonna do a full overhaul of every single level, but I'll muck about.)


game.png

This is a tool to read and write a game's GameMakerStudio data.win file. Anthophobia is a such a game.
To use it you'll need to open the base game then go here:
C:\Users\[whateveryouusernameis]\AppData\Local\Temp\IXP000.TMP (or go to file through task manager)
Copy everything into a subfolder like \[gamesfolder]\Anthophobia\[subfolder]
Then open the data.win file with the tool and run the game with it.
The modded instance will then rely on the [subfolder] files.


Also here are all the cheatcodes:
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thegodofsky

Newbie
Sep 10, 2017
44
35
The thing about anthophobia is that aside from 1 specific boss fight the entire game is made pretty easy so long as you learn how to deal with each of the enemies. Only unfair thing I can really remember even when playing on the hardest difficulty was the double boss fight since that fight seems to be pretty dependent on how long your friend survives since he's the only reason you can reasonably survive any amount of time. Getting double teamed by those two because he dies too fast is beyond frustrating.
 

Ol_Stone_Ears

Member
Jun 5, 2021
160
178
Actually, even that one has ways to manage; the friendly giant lasts a lot longer if you make a beeline to the right and tie up the ranged guy, and his attacks are incredibly dodgeable so it's not that difficult either. Bonus, you'll be fighting right next to the ammo dump so you'll have plenty of access to all the bullets you'll need. By the time your friend goes down, you'll have either almost finished off the first form, or possibly even a good way through chunking down the second.

I will say I'm a little annoyed by the... I almost want to call them dogs, that run around on all fours. They have just a bit too much health to stop them once they've charged you, and they have a bad habit of pairing them with enemies that means you can't really take the time to jump over them, at least if you don't want to take other hits. But that's personal annoyance more than a design critique. Fast but dangerous to tie you up so slower things can reach you is kind of a classic for a reason.

Maybe highlighting the flower on the tree enemies; I only found out accidentally that you can kill them in one hit by knocking it off while they're still. It didn't seem obvious to me that it was any sort of weak point, as none of the enemies besides the second regular boss have a "hit them here to damage them" mechanic, so it didn't occur to me that a jump attack would hurt them while just shooting or hitting them on the ground did nothing.
 
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thegodofsky

Newbie
Sep 10, 2017
44
35
Actually, even that one has ways to manage; the friendly giant lasts a lot longer if you make a beeline to the right and tie up the ranged guy, and his attacks are incredibly dodgeable so it's not that difficult either. Bonus, you'll be fighting right next to the ammo dump so you'll have plenty of access to all the bullets you'll need. By the time your friend goes down, you'll have either almost finished off the first form, or possibly even a good way through chunking down the second.

I will say I'm a little annoyed by the... I almost want to call them dogs, that run around on all fours. They have just a bit too much health to stop them once they've charged you, and they have a bad habit of pairing them with enemies that means you can't really take the time to jump over them, at least if you don't want to take other hits. But that's personal annoyance more than a design critique. Fast but dangerous to tie you up so slower things can reach you is kind of a classic for a reason.

Maybe highlighting the flower on the tree enemies; I only found out accidentally that you can kill them in one hit by knocking it off while they're still. It didn't seem obvious to me that it was any sort of weak point, as none of the enemies besides the second regular boss have a "hit them here to damage them" mechanic, so it didn't occur to me that a jump attack would hurt them while just shooting or hitting them on the ground did nothing.
Ah I'll have to try that next time I do a run of the game. I found it's really easy to beat the dogs if you strip completely and just allow her to get grabbed. If you mash out fast enough you should take way less damage and you have time to shoot them in the back as you get up. That's if you can't just drag them away from the other enemies since they have way farther detection range than basically any other enemy if I remember correctly. I do agree the trees are really annoying but the only level they show up in has a ridiculous amount of molotovs so as long as you use them strategically together with shooting down the lamps they are pretty easy to kill without using their weakness.
 
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Ol_Stone_Ears

Member
Jun 5, 2021
160
178
Ah I'll have to try that next time I do a run of the game. I found it's really easy to beat the dogs if you strip completely and just allow her to get grabbed. If you mash out fast enough you should take way less damage and you have time to shoot them in the back as you get up. That's if you can't just drag them away from the other enemies since they have way farther detection range than basically any other enemy if I remember correctly. I do agree the trees are really annoying but the only level they show up in has a ridiculous amount of molotovs so as long as you use them strategically together with shooting down the lamps they are pretty easy to kill without using their weakness.
Mm, it's what I ended up doing, it's just annoying to have to mash. And yeah, I used the molotovs a lot to get past the trees. My point is just that the game usually does a pretty good job of teaching you how a thing works both visually and with gameplay; that zombie with big arms is better at grabbing you and is tougher than the regular zombies, that one with an obvious defensive stance and bullet-ricochet noises is blocking your attacks and you should hit its exposed shins instead, the bosses that you can only hit in certain spots are either giant eyes that video games for decades have been training us to hit, or get a radio message explicitly calling out that you should shoot it in the face (though you're left to figure out how to make the face even appear on your own). It'd be nice if there was something in the game that told you knocking that flower off when they're trying to hide instantly kills them; I only found out in one of the secret levels when I went to shoot an enemy off the wall and hit the tree in the way instead.
 
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thegodofsky

Newbie
Sep 10, 2017
44
35
Mm, it's what I ended up doing, it's just annoying to have to mash. And yeah, I used the molotovs a lot to get past the trees. My point is just that the game usually does a pretty good job of teaching you how a thing works both visually and with gameplay; that zombie with big arms is better at grabbing you and is tougher than the regular zombies, that one with an obvious defensive stance and bullet-ricochet noises is blocking your attacks and you should hit its exposed shins instead, the bosses that you can only hit in certain spots are either giant eyes that video games for decades have been training us to hit, or get a radio message explicitly calling out that you should shoot it in the face (though you're left to figure out how to make the face even appear on your own). It'd be nice if there was something in the game that told you knocking that flower off when they're trying to hide instantly kills them; I only found out in one of the secret levels when I went to shoot an enemy off the wall and hit the tree in the way instead.
Agreed the only other enemy the game doesn't teach you well enough about is that one shielded boss that you need to use their own traps to break. Luckily it if you fight that boss 2-3 times you should just get lucky enough to break the shield and if you pay attention as to why you should be able to beat it within the next few tries so it really isn't that bad.

On the topic of modding however, despite what you say about this being an annoyingly hard game I would actually like something similar to hard mode from Resident Evil where the enemies stay the same but you have less ammo and supplies to get through the game with. I would find that a really fun challenge to puzzle my way through, figuring out where best to spend resources and the like. Might be fun to run through the game on normal to see where all the supplies are located around or what enemies might drop what when you kill them and plotting the most efficient route through the game on the hardest difficulty.
 

Yuizorb

Newbie
Mar 31, 2021
33
134
Hey o
I'm dead tired right now so this post won't be going over everything I've been doing with da moddin', but it'll cover the fun stuff.
I've spent the past few days trying to get anthophobia BACK INTO a GameMakerStudio Project and I've just succeeded in my first few test runs from within GMS.
What this means is the super duper small and off-kilter mapping interface on UndertaleModTool is no more!
Now I can snap to grid! And prolly a bunch of other stuff I haven't thought of yet.

Tomorrow I'll start working on how I'm gonna actually get the modified files smoothly alongside or into an install of the normal game. And I'll upload the vanilla project file once I'm sure there aren't any crashes waiting around the corner to eat my ass.
 
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kar89

New Member
Mar 25, 2020
8
0
anyone have saves files? if you cant find the save files press windows start button + R and type %appdata% and go to local and you'll see the games name.
 

Yuizorb

Newbie
Mar 31, 2021
33
134
I almost want to call them dogs
These can be jumped over and are also supposed to have an instakill weakspot on their bums.

Right, I've been mucking about with the project file I scraped together and I don't think using it for anything else but editing levels will pan out, so no project file.

But!

I've decided how the install is gonna go:
First, launch the game.
Then got to C:\Users\[whateveryouusernameis]\AppData\Local\Temp\IXP000.TMP
(or Open File Location through task manager, I think)
Copy everything into a subfolder like \[pornfolder]\Anthophobia\[subfolder]
Replace the data.win file with the mod version
Use this as the launch directory.


This is basically just a test run and all it does is:
Cloth items restore half as much to clothHp (2smallCloth=1ClothingLayer 1bigClothItem=1ClothingLayer)
Made the more common enemies drop stuff on death, which should balance out clothHp changes.
Messed a bit with the tutorial level.
 
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Ol_Stone_Ears

Member
Jun 5, 2021
160
178
These can be jumped over and are also supposed to have an instakill weakspot on their bums.
In that case I need to add a third thing to the list of "things the game doesn't make very clear." I always thought it dying when I shot in the butt to be because they were one shot from dying regardless.
 

thegodofsky

Newbie
Sep 10, 2017
44
35
In that case I need to add a third thing to the list of "things the game doesn't make very clear." I always thought it dying when I shot in the butt to be because they were one shot from dying regardless.
I remember their death animation being the only hint. I got lucky and noticed it since I only had to shoot once as they were running away from me. Definitely something that could have been improved.

I will give it a run :)
 

Spheee

New Member
Nov 14, 2018
9
11
The thing about anthophobia is that aside from 1 specific boss fight the entire game is made pretty easy so long as you learn how to deal with each of the enemies. Only unfair thing I can really remember even when playing on the hardest difficulty was the double boss fight since that fight seems to be pretty dependent on how long your friend survives since he's the only reason you can reasonably survive any amount of time. Getting double teamed by those two because he dies too fast is beyond frustrating.
I'd add two more instances where the game seemed unfair. Stage 4 Giant Girl escort mission was beyond frustrating for me at times. If you were not careful enough the game would throw literal hordes of zombies at you, defending yourself would become problematic, AND you'd need to protect the girl, so in a nutshell - you're f*cked (sry for the pun).

The second one would be the 3-2 stage (maybe 3-1 after the hallway defence too). It has one meaningful checkpoint and a long section to complete before you get to the boss. And it's not exactly friendly to those unfamiliar with the game and its enemies, you can lose to anything, starting with double seed throwers that guard one of the keys and ending with those "bombers" that hide in the ceiling corners. The game is easy otherwise, but if you don't know what you're doing - the game will be hard on any difficulty.
 

Yuizorb

Newbie
Mar 31, 2021
33
134

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I've done some thinkin' and I agree with Spheee that
The game is easy otherwise, but if you don't know what you're doing - the game will be hard on any difficulty.
and I don't think my original goal of 'balancing' a 'hard' game is all that thought through.

So here's what I think you can look forward to whenever I decide to work on this again:

A little room remixing
Some indicators for the more obtuse mechanics (Like the water height gauge in boss 3/2)
And I'll prolly figure out something new to poke about.
 
4.40 star(s) 21 Votes