KoboldKare
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KoboldKare

Whomp's Fortress
29 条留言
kindKnight 10 月 23 日 上午 10:44 
oh, ok
Amalite Gaming  [作者] 10 月 23 日 上午 1:14 
Quests are completely broken at the moment. First part because the Locale Table isn't being loaded for some reason, second part being the custom StarBurst effect that plays when you complete an objective isn't being loaded for some reason. I'm pretty sure it's a problem with KK itself, so for the time being there won't be a way to do the quests.

Use /skip 10 to skip through all the objectives. Should let you purchase all the upgrades too.
kindKnight 10 月 16 日 下午 7:55 
the quests doesnt show right -w-
Anonymoose 9 月 29 日 上午 12:22 
Is there nothing after the mushroom quest?
After I eat the mushroom the mailbox stops giving out quests.
Either way, this is the best mod I've played so far! I haven't found any other maps that add their own quests, and I absolutely love what you've done with the objectives so far.
Miguelgaming310 9 月 19 日 下午 5:05 
the growth mushroom juice breaks when u spawn it and it wont let u pick it up
Amalite Gaming  [作者] 9 月 16 日 下午 11:28 
Just noticed, it'll get fixed as soon as I figure out what's the problem :/
XenotypeC 9 月 14 日 下午 11:39 
So I think the sprinklers are broken or something, because interacting with the valve does nothing, nor does interacting with the sprinklers themselves...
kikinak 9 月 9 日 下午 4:12 
I wasn't expecting you to add in coins and the like, just emphasizing that the top of the tower is still the only option for going to the store. Bowserflation is less funny when you start with only two plots, both of which are rather inconvenient.
Amalite Gaming  [作者] 9 月 9 日 上午 2:41 
The choices are either a tower you get to platform up or I somehow get what would essentially be a glorified debris-covered dirt plot that’s animated with zero AI and a teleport box to give the illusion of a threat
Amalite Gaming  [作者] 9 月 9 日 上午 2:35 
Red coin and 100 stars are 90% not possible in the slightest considering the fact KK doesn’t let you add code to the game without external mods like MelonLoader or BepinEx, the Wall Star is accessible, throwing your flimsy Kobold body against it isn’t going to destroy solid brick like a plumber can.
Amalite Gaming  [作者] 9 月 9 日 上午 2:33 
Bowser inflation is funny, store-bought kobolds give you well more than enough to buy more eggs. Base KK just kinda throws money at you, so making it matter more is more fun in my opinion
kikinak 9 月 8 日 下午 10:16 
As a side note, why are eggs $10 on this map when they're only $5 in the base game? Is it just because bowser's mean? If so that's a pretty lame reason to make gameplay more tedious. Oh, and you may already know this based on everything else I'm seeing here, but when you try to activate the mod the game gives you an error. It doesn't crash and you can still play the map, but yeah
kikinak 9 月 8 日 下午 10:13 
Map is definitely getting better. The bounce mushrooms are a little jank, but they let you reach the top... though the one in the cannon area is only enough to reach the lower part of the structure. It lets you reach an ATM, even if I don't know why you'd ever take a kobold over there, but it does NOT let you reach the star, as you cannot climb the pole like mario would. Combine that with:
1) No whomp, so no star there
2) No red coins for red coin star
3) No regular coins for 100 coin star
4) No destructible map environment for cannon star
5) The last floating island is too high to jump on, no idea if anything has been implemented to let you into the cage if you CAN get yourself there
And the star at the top is still the only one available
Amalite Gaming  [作者] 9 月 8 日 下午 8:52 
I know about the translation errors, though there's other ways to get to the shop.

You just need a star
MachinaSnek 9 月 8 日 下午 6:48 
Also it seems a bit much that you need to go up half the fortress just to get to the shop
MachinaSnek 9 月 8 日 下午 6:48 
All of the quests have no proper text just translation errors in the most recent ver
Amalite Gaming  [作者] 9 月 7 日 下午 11:03 
Just released an update, should fix some of the problems you listed. The first and last tower platforms are reachable, and the elevator platforms are accessible as well
kikinak 9 月 7 日 下午 9:26 
It's not even a problem of short accessibility, it's accessibility for EVERYONE. What I want you to do is load in a fresh game with the biggest starting kobold possible (scale 1.2) then cheat in a bucket of growth serum (which would not be particularly feasible to get on this map through normal gameplay), drink it and let it metabolize. Even with all that you STILL can't use the stairs, you STILL can't jump onto the fancy elevator to get to the tower, and even when you cannon yourself up there you STILL can't jump up to the first tower platform or if you cannon onto the tower platforms you STILL can't reach the star from the one that takes you up
Amalite Gaming  [作者] 9 月 7 日 下午 6:54 
• The soft-locking is caused by there not being any objectives after the breeding one, I need to fix that :(
Amalite Gaming  [作者] 9 月 7 日 下午 6:53 
• Making the map more short person accessible is on my to-do list definitely, though making the cannon fully usable is impossible without some heavy hotwiring shenanigans due to the fact KK doesn’t allow extra scripts to be added apart from it’s own, same thing for the owl
Amalite Gaming  [作者] 9 月 7 日 下午 6:53 
• The collision moving while the meshes (visually) don’t are a problem with moving objects being set to static when they shouldn’t. Will be fixed in the next update (I fixed it last night, just forgot to build and upload :/)
Amalite Gaming  [作者] 9 月 7 日 下午 6:53 
• KK inherently doesn’t handle looping tracks, so I ended up having to settle with music playing using its system, I.e: “within a random span of time, start playing an audio clip, then wait again”. I can fix this by inventing a new jank system that plays music on loop, but considering the music can get annoying over time, having non-looping tracks could fair better, idk
kikinak 9 月 7 日 下午 1:17 
In spite of this huge list of complaints, I really like this so far and hope it gets updates! Many problems could be solved by just scaling the map down a bit and fixing the broken animations. A smaller map is less tedious to traverse and allowing things to be done at least somewhat as they are in SM64 would make doing so fun. It'd also be nice to have tools available beyond your starting bucket, as the walls in the shop are just covered in accessories and seeds. I'd also consider putting the owl tree back in and letting fruit grow on it. Oh, and please excuse the post spam. I had a lot to say and this has a character limit
kikinak 9 月 7 日 下午 1:16 
Finally, the game softlocks after the breeding quest. You put the kobold in the atm, it goes down, stars come out, it says 1/1, but then the kobold warps back to the animation of being jammed in the machine and the quest is still there without you even getting any money. Trying to sell different kobolds or at a different machine makes the number go up (2/1, 3/1, etc) but still keeps you stuck and even turning on cheats to do /skip does nothing. I assume this is just the point that the WIP goes to.
kikinak 9 月 7 日 下午 1:16 
Smaller issues include the description for [use stars to exit painting] getting cut off, and as cool as it is to transition between the level and shop, it's annoying to have to run the whole gauntlet of obstacles every time: you have to wait and/or guess for the sliding stuff then for then up the slope next to the stairs (since the stairs are too big to jump up) then down the slope to the water then across the water into the cannon then all the way to the top of the map and hope you aim right to fall on the tower star (as far as I can tell the only star you can actually get?). Even then, the new plots are less convenient because it takes longer to go back and forth from there to the water (it looks like there's something that's probably supposed to be a sprinkler system but interacting with it does nothing), and the moving star texture for locked plots is kinda unpleasant to look at.
kikinak 9 月 7 日 下午 1:16 
The falling blocks and rotating bridge are entirely functional, but the spinning islands don't visibly spin (they do still spin you, but they look stationary). Beyond that, the elevators visually work are too big/high for even a max size default kobold to get up onto, likewise with the first and the final platforms of the tower up top (You can get on the one that raises you to the top, but it doesn't go high enough to reach the star), and the cannon shoots you WAY further up than necessary...and as far as I can tell, can't even be used for the two stars it was originally intended to be used to get (the one where you break part of the level and the one under the flagpole).
kikinak 9 月 7 日 下午 1:15 
Music is kinda jank, I assume since KK just wasn't made to have a single looping track at all times, there's times when the music fades out for a couple minutes before suddenly coming back, or having to wait for it to begin playing in the first place. The level geometry moves like it's supposed to but the texture/models for roughly obstacles don't, so getting the starting egg to its plot is pure luck as you have to guess when it's safe to go. The pushers you can just ram your face into until it lets you phase through it, but the sliding floors right after will just drop you into the abyss if you guess wrong/are not hugging the wall, and if you're holding the egg (or bucket) when that happens you will respawn without it, softlocking you. You can throw the stuff up, but it seems like something that you shouldn't have to do, especially given that buckets are somewhat awkward to throw and how tedious it is to retrieve them
SolarStormYT 9 月 6 日 下午 5:01 
seems immensely cool and would go perfectly with a few of the Mario mods
valleyguide38 9 月 6 日 下午 12:46 
cool