This mod has been updated! https://github.com/snowylight/DatealiveBalatro
#Spirit Jokers - Characters from the anime DATE A LIVE
1 messages · Page 1 of 1 (latest)
where is the mod?
Wait a moment, currently uploading
waiting for the day this mod gets migrated to Steamodded 1.0.0
btw I think "Spirit Jokers" fits the theme more
@ivory ember after exams (in early July), I might help you with migrating this mod to 1.0.0, as well as rephrasing descriptions to fit vanilla more
Extremely willing and thank you very much. I haven't used version 1.0 yet, so anyone who loves this MOD is welcome to participate and contribute it.
busy with exams recently as well
about the rephrasing part tho, I can send a PR in a few hours if I want to, it's not that much of a deal
OK (I didn't pay much attention to the description, it should be more rigorous exactly)
all I wanted is to see the more straightforward descriptions that also matches how vanilla jokers do the job as well
"n-point cards" aren't really a vanilla thing lol
yes, and most vanilla jokers use the description "All palyed xx cards will ... when scored" instead of "All scored xx cards will"
The description should be consistent
we'll follow this format then
well, since we're both new to modding (my first mod ever is a localization one, which has nothing to do with adding new stuff to the game), we should learn stuff on the way
This description is also very good. In fact, as long as the expression is clear and the format is not too abrupt, it is enough.
I'm also thinking of tooltips (the extra box that tells you more about things mentioned in the original description, such as Lucky card in this image)
but Ig I'll just leave it to after exams
What about "for each scored 10"? only played will not trigger these effect
yea I changed that to "scoring 10"
"scored" fits better to vanilla tho
I changed Toka and Miku's description to "scored" while sending the unchanged image 💀
do they look good
that moment when Miku is stronger than Stuntman
another thing to clarify: "+1 discard" is different from "+1 discard every round"
therefore no need to have "temporarily"
oops, I forgor to add "scored" 💀
Wonderful!
I'm also going to add 2 new cards (15 jokers can perfectly fill a whole page)
nice
Another new card is Yatogami Tenka
looking forward to all inverse spirits
if… you want to make more
More related design may be scheduled for the holidays, which also gives me time to come up with more inspiration.
did you change the original descriptions or do I have to make a PR
Not yet... might need to trouble you
alr
Any way to express it clearly and simply? "Retrigger and give +10 Mult for each scored 10 or spade held in hand" seems incorrect (spade held in hand only give 10 mult)
hm
for text wrapping design, you have to also account for joker name
having both full name and (inverse) is long enough for your description to have more breathing space
{C:attention}Retrigger{} and give {C:mult}+10{} Mult for
each scored 10, {C:mult}+10{} Mult for
each {C:spade}Spade{} card held in hand
how about this? (lol, I just cut it down from 6 to 3 lines)
it doesn't matter how long your description is, as long as you balance out with joker name by following proper text wrap, you're good
retrigger for each scored 10, give +10 mult for each scored 10 or spade card held in hand
hm, let me try to account for text wrap
{C:attention}Retrigger{} each scored {C:attention}10{}, give
{C:mult}+10{} Mult for each scored {C:attention}10
or {C:spade}Spade{} card held in hand
alr, this should work
Looks great, It realized me that description design is truly an art
lol
I spent 30+ hours designing description box for my Vietnamese mod
well, you're not using m6x11plus tho I reckon it would look about the same
I have no idea why the sprites are rather blurry
look at the vertical "Joker" text and compare them
some are blurry, some are not
😭
did you make the whole thing in 2x then rescale it down to 1x
cuz the 1x is horrible
I suggest making it in 1x then upscale it to 2x (to fulfill what the game ask for) instead
good, now explain this
specifically, look at Origami
oof, I heavily suggest a redesign
OK, I will consider it. And I also think displaying most characters in a half-body form is the most appropriate (like Kotori)
🤔
What is your opinion, should the character display forms be consistent?
eh... I think it's fine the current way, and I also don't mind changing it to Kotori's format
I play the game at the default resolution, and everything appears quite clear. However, I've noticed that when I reduce the window size, the degree of blurring in some images becomes more pronounced compared to others.
Try to see if going full screen will make it better.
I guess the game just doesn't like using 2x when in windowed mode
just make sure you start your design at 1x then upscale it instead of the other way around
@mental knot the 2x sprites are used when pixel art smoothing is enabled
it has nothing to do with windowed mode, always 1x if pixel art smoothing is disabled
oh right
I mean, you have to consider all options
there are tons of users with different Balatro configs out there
the thing is, you completely broke joker card template
those pixel misalignment on card edges are so bruh
I can fix those if I want tho
but only the card edges
ok, I will redesign them
please, take every pixel into account
I just fixed the edges, they look nice now
still hoping for your redesign to not misalign
@ivory ember actually I'm filling in the details after fixing the edges so
once we're done we can compare
I have already uploaded the new assets to GitHub. You can compare them and I believe what I have done will probably be obviously not as good as yours😭
you can take a look
and this is yours
I'd say card corners on yours are pretty much broken
I'll be back in a few hours to fix it Ig
nvm
the JOKER vertical text is so deepfried I can't bother to fix lol
about migration to 1.0.0, you might want to take this from Cryptid as a reference
local dropshot = {
object_type = "Joker",
name = "cry-Dropshot",
key = "dropshot",
config = {extra = {Xmult_mod = 0.2, x_mult = 1}},
pos = {x = 0, y = 0},
loc_txt = {
name = 'Dropshot',
text = {
"This Joker gains {X:mult,C:white} X#1# {} Mult",
"per played, nonscoring {V:1}#2#{} card,",
"suit changes every round",
"{C:inactive}(Currently {X:mult,C:white} X#3# {C:inactive} Mult)"
}
},
rarity = 3,
cost = 8,
discovered = true,
blueprint_compat = true,
atlas = "dropshot",
loc_vars = function(self, info_queue, center)
return {vars = {center.ability.extra.Xmult_mod, localize(G.GAME.current_round.cry_dropshot_card and G.GAME.current_round.cry_dropshot_card.suit or "Spades", 'suits_singular'), center.ability.extra.x_mult, colours = {G.C.SUITS[G.GAME.current_round.cry_dropshot_card and G.GAME.current_round.cry_dropshot_card.suit or "Spades"]}}}
end,
calculate = function(self, card, context)
if context.cardarea == G.jokers and context.before and not context.blueprint then
cards = 0
for k, v in ipairs(context.scoring_hand) do
v.cry_dropshot_incompat = true
end
for k, v in ipairs(context.full_hand) do
if not v.cry_dropshot_incompat and v:is_suit(G.GAME.current_round.cry_dropshot_card.suit)then
cards = cards + 1
G.E_MANAGER:add_event(Event({
func = function()
v:juice_up()
return true
end
}))
end
end
for k, v in ipairs(context.scoring_hand) do
v.cry_dropshot_incompat = nil
end
if cards > 0 then
card.ability.extra.x_mult = card.ability.extra.x_mult + cards * card.ability.extra.Xmult_mod
card_eval_status_text(card, 'extra', nil, nil, nil, {message = localize{type = 'variable', key = 'a_xmult', vars = {card.ability.extra.x_mult}}})
return {calculated = true}
end
end
if context.cardarea == G.jokers and (card.ability.extra.x_mult > 1) and not context.before and not context.after then
return {
message = localize{type='variable',key='a_xmult',vars={card.ability.extra.x_mult}},
Xmult_mod = card.ability.extra.x_mult
}
end
end
}
local dropshot_sprite = {
object_type = "Atlas",
key = "dropshot",
path = "j_cry_dropshot.png",
px = 71,
py = 95
}
according to what we see here, we need 2 separate objects: one for defining a joker, and the other for applying the sprite
again, I'm only talking about this as a future plan, as I don't have much time to actually prepare the migration right away
Thanks, I roughly understand the format , but I might still be using version 0.9.8 for a long time(total 92 mods in my game, it's hard to give them up)🤯
compatibility is a problem Ik, but all mods are prone to migrate to 1.0.0 as soon as it's officially released anyway
then, why not prepare for 1.0.0 (while still keeping 0.9.8 to ensure we're reaching all users for now)
You could also write your new jokers to be compat with both versions, if you wanna take the Extra effort
I do this all the time ngl
my Vietnamese mod strictly requires 1.0.0 as 0.9.8 doesn't have Language API
Some of the mods I use don't even have a GitHub, let alone waiting for them to be updated to a higher version. (since most of these mods are just created privately for personal enjoyment...)
🤯
you're probably right
I have @mathguy24's Blackjack mod that's about the same
they sent it as a zip file
only their newest project, #1251538877156425738, is on GitHub
I also spent nearly two months working on localization and resolving conflicts among these mods...
dang
😭
wish me luck - I'm having Discrete Math exam today
one step closer to the migration
uh
0.9.8 compatibility layer has been made for 1.0.0
I still recommend migrating to 1.0.0 if possible
