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Save editing nuclear throne
Save editing nuclear throne








So, for instance, if your animation has 4 frames, In case of animations, the number of frames is deducted from filename. The only thing to note here is that these, not unexpectedly, will also add to replay's size. This will revert all graphics to their original form for both players.Ĭustom graphics are stored in replay files, therefore will show up in replays just as observed while playing. If your own or remote player's choices of custom graphics no longer please you, you can disable custom graphics by doing "/sideload" again. The remote player does not need to have the graphics stored locally - they will be transmitted automatically.īoth players need to explicitly agree ("/sideload") to enable custom graphics loading. Therefore permitting to load an entire set via "/loadtext HazmatRobot/load.txt". loadimage mapIcon 14 HazmatRobot/MapIcon loadimage bigPortrait 14 HazmatRobot/Portrait You can also include a text file in that folder, containing commands to load the graphics from the folder,

save editing nuclear throne

Therefore, if you have your graphics pack residing in a folder, For that there is "/loadtext".Įssentially, "/loadtext" reads the contents of the given file, and sends each of them as a chat command.

#Save editing nuclear throne update#

While NTT has been update to allow pasting multiple lines of text into chat, it may regardless be desired to load the entire set through a single chat command. If you want to distribute a pack of custom graphics, entering the separate commands to load each graphic may seem mildly inconvenient. loadimage sprFloor1 1 sprFloor1_image1.png So, for example, you could save a particular graphic,Īnd load it back, without affecting the rest of the images: If you want to revert the graphic to it's original form, you can use "/unloadsprite".įor certain graphics (portrait art, mutations, etc.), replacing an entire set of images to only change a single one may seem inconvenient.įor this reason, aside of "/loadsprite" and "/savesprite" there are also commands to deal with individual images of sprites, namely "/loadimage" and "/saveimage". You can use "/loadsprite" to update the graphic as many times as you want If all was well, the changes will be applied to the graphic instantly: With the earlier shown cactus, you would use it like so: Once editing is done, it's time to see your changes in-game.įor this there is a "/loadsprite" command. If you are not sure as to what is fitting, you can try Paint.NET, or even the built-in image editor in any version of GameMaker (which, while not advanced, allows to work with animations conveniently).Īs an example, I'm going to add a little hat to the earlier saved cactus: Since these are saved in PNG format, any pixelart-compatible image editor with transparency support will do.

save editing nuclear throne

If you are not sure where the game's save directory is, you can quickly navigate to it by inserting "%LOCALAPPDATA%/nuclearthrone" into Explorer's "address bar" and hitting Enter. Will save the graphic into the "images" directory inside the game's save directory: Once you've found what seems to be the desired graphic(s), you can save them to disk via "/savesprite" command.

save editing nuclear throne

Super organized, so it may take a little while to find what you need. Loading custom graphics is done via commands.Ĭommands can be entered once the game starts (is in-game or at loadout, rather than menus).įirstly, you will need to find the name of the sprite that you want to edit.Ĭomplete list of game's sprite names is available.








Save editing nuclear throne