Nikius_456
Newbie
- May 4, 2024
- 27
- 18
- 13
yo guys, i finished the game in normal difficulty, did all the shit and collected all the shit for the true endind but... How do i now get the true ending?
got it, thank youThe True ending is the one with Special Graphics that play during Credits.
Also is there a Post credits scene? if so then that's the true ending.
i.e. The true ending will replace the regular ending if its conditions are met.
I mean, we could technically mod the game to add her.I wish we could play as that pink haired doctor and not as classic highschool girl.
easier said than done, even a simple texture swap from Hasumi would require finetuning for the status effect changes on the body, like the Hypno VisorI mean, we could technically mod the game to add her.
So you're saying it's possible.easier said than done, even a simple texture swap from Hasumi would require finetuning for the status effect changes on the body, like the Hypno Visor
but in theory it would prob be feasible. Just lots of effort required.
Pretty curious about that, did someone manage to get the game to run under unity ? Source-code wise it's fairly trivial, biggest issue is the framework (Anima2D) used to make the spine animations that don't play fair. While it's not technically infeasible, some part of the framework (namely the binding between meshes and bone impact) aren't working well when re-compiling it. While I blame an old version of the now-dead Anima2D for this kind of issues, it shouldn't be seriously hard to re-create that part of the game.given there was already a mod that did a total difficulty and AI adjustment, then technically, could have something where you have her replaced with the doctor, at least on a skin level.
good luck with that broPretty curious about that, did someone manage to get the game to run under unity ? Source-code wise it's fairly trivial, biggest issue is the framework (Anima2D) used to make the spine animations that don't play fair. While it's not technically infeasible, some part of the framework (namely the binding between meshes and bone impact) aren't working well when re-compiling it. While I blame an old version of the now-dead Anima2D for this kind of issues, it shouldn't be seriously hard to re-create that part of the game.
I personally think at some point I'd learn Godot a bit more and see how hard that would be to "port" the bones to the Godot built-in one (that looks promising ! See the image bellow).
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Previously I've (half-ly) been successful at porting the player model into Dragon Bones
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Which allows to use the model in dragon bones runtime (bad, slow) or export as spine 3.2 (better). Then 3.2 could be upgraded to spine 3.8 and the 3.8 version is afaik the only one we're able to run "for free" (arr yarr) while having widely available runtimes.
Re-using the game code is also an option, as all the animations works so far:
But the game is such spaghetti-code level that maintaining it would be a lot like caring over an old-time lost game.You don't have permission to view the spoiler content. Log in or register now.
Plus my real concern apart from the complexity is use of IP characters that are still used (hakkaku wrote about willing to re-use hasumi in a future game !) so at this point I fear it may be better to just roll a new, heavily inspired, game from it.
I do like this game that are still to this day one of my favourites, and seeing people work on it make me happy!
My Translation for Russian use AI + EditsNew Translation?