Keep Talking and Nobody Explodes

Keep Talking and Nobody Explodes

Don't Touch Anything
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Update: 10 Nov, 2020 @ 9:13pm

Do you get pissed when you try to play a module that requires you to listen but constantly get interrupted by random countdowns that last for too long? Well then do I have the fix for you! Introducing the update that makes the countdown thing only have a chance of playing once each time, perfect for those who prefer 3 minutes over 30.
And if this module somehow manages to make it onto your TP stream, please do not annoy it. It gets annoyed pretty quickly. (Nut, please don't add this to your stream for everyone's sanity)
My back hurts from sitting at this computer for five hours getting a bunch of things done, I need a break, but I still have more to do :)

Update: 14 Oct, 2020 @ 4:25pm

Didn't need to be added, but TP support is available now, 'cause why not?
Also you no longer double strike upon pressing the button (unless you press it again to avoid a strike, so don't even try)... so yeah.

Update: 30 Sep, 2020 @ 10:41pm

Oh also unity decided to add a 29 MB sound file into the assets out of nowhere, fixed that so the file size is no longer stupid

Update: 30 Sep, 2020 @ 10:38pm

Please tell me the "fails with no modules" bug is fixed please please please please please please please please please please
(Seriously, though, ping me if I have committed average software developer)

Update: 2 Jul, 2020 @ 10:57pm

-What the hell is "Module Name" and why is it the manual (fixed)
-A bunch of cosmetic changes, including a 5% chance of getting a secret strike animation, and a special little thing you should try to find on your own (just leave the bomb running for a bit, it'll happen eventually)
-Files have all been uploaded to GitHub
-In preperation for this, the code in general has been cleaned up a bunch and is now a lot easier to read

Update: 30 Jun, 2020 @ 4:25pm

Striking seconds before the solve animation, causing the strike animation to merge with the solve, no longer completely breaks the text
A couple upgrades to the ol' solve animation

Update: 29 Jun, 2020 @ 4:00pm

Fixed (and also heavily modified) the strike animation (You're supposed to put StopAllCoroutines before starting it, not at the beginning of the animation, lmoa)
Slight change to the solve animation, hopefully also not breaking it in the process

Update: 28 Jun, 2020 @ 6:18pm

Wait shit I bumped up the fake strike rate by 1000 for testing and forgot to change it back, oops

(I hope this didn't go through twice, I almost accidentally published a whole 'nother version of this stupid thing)

Update: 28 Jun, 2020 @ 6:02pm

Okay if this doesn't work please tell me ASAP, this is way too tedious to test over and over.

Update: 27 Jun, 2020 @ 9:56pm

Fuck Module.HandlePass()!
All my homies hate Module.HandlePass()!

(Let's hope it actually works this time)