#Garden Variety Jokers Mod [BETA]

1 messages · Page 1 of 1 (latest)

edgy crescent
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Hey! For the past couple months I've been working on a Balatro mod called Garden Variety Jokers that adds 60 new Jokers to the game. It's now been released in beta: https://github.com/Hyper314/GardenVarietyJokers

Any kind of feedback on balance, art, or whatever is appreciated!

Here is a list of all Jokers: https://docs.google.com/document/d/15lIsmO03M9vStGUsCVIqc3mHJV1VMZY_Dup76ros-9w/edit?usp=sharing

GitHub

A Balatro mod that adds 60 new Jokers. Contribute to Hyper314/GardenVarietyJokers development by creating an account on GitHub.

hollow portal
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PEAK

dull dove
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Wow, that is a lot of jokers! I've got in installed and am trying it out now.

  1. revolution as programmed is slightly.. janky. The money is earned in context.individual, but the card isn't destroyed until context.destroying_card, so there's a discontinuity.
    I think you can move the entire individual section into context.destroying_card, as that runs once for each card you play and it doesn't provide mult/chips.
    Also I think it would be a bit more clear if you juiced revolution itself (card = card, instead of card = context.other_card)
edgy crescent
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Noted! Thanks

dull dove
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ahh I just realized context.other_card doesn't work in the destroying cards context, so if you move it to then, you need another way of checking the card the calculate function is iterating through

edgy crescent
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I think that mightve been the problem I ran into initially, because at first I did try to have it give the money while it destroyed the cards

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I think I can use ease_dollars just fine but then I don't get the text for the money

dull dove
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I'm not sure why localthunk did that, I know from debugging my own mod that the destroying_card context happens once for every scored card :/ this might end up being a pull request, lemme sketch something out

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figured it out. The game iterates through each card while in the destroying_card context, but doesn't assign the card in question a variable like other_card (to my knowledge). So I created a variable (loop) which marks which card is being iterated through, and then if the probability check passes it proceeds to destroy the card and give the money in that phase. I think loop isn't a very good variable name, but I'll fix it and put in a pull request on the github

edgy crescent
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Thank you so much!

edgy crescent
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So I'm actually pretty new to using github lol, how do I give a user access to create a branch

dull dove
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you can manage collaborators by going into your repository, and selecting 'settings' at the top of the page. Then in the settings section on the left, there's 'access', under which is 'collaborators'. Then you can just search for my username (eclipsedsunrise) and send an invite. Because of how Github works, I'll be able to make my own branch and propose changes, but won't have authorial control or anything.

edgy crescent
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Alright, I sent an invite

maiden moss
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The art for each Joker is perfectly well made, did you make it?

edgy crescent
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Yes, thank you

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There's a few I think are a bit iffy I might change, wrapper doesn't seem to fit in much for example

maiden moss
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What's wrong with it? Is it because it's not card shaped?

edgy crescent
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Nah the shading on it is just a bit weird imo

maiden moss
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I think all of the functionalities are good too, must've taken a long time to code

edgy crescent
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It wasn't too bad, I hadn't done any kind of programming for a while so it took a bit for me to get the hang of it again but it ended up being faily simple

maiden moss
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How did you figure out what did what?

edgy crescent
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Lua was pretty simple to learn and I actually think it might be one of my favorite programming languages now lol

edgy crescent
maiden moss
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Gotcha, I've been meaning to make a mod but I don't have access to the source code (I'm not in a position to buy the game atm), but the example mod and the video tutorials seem to be a good starting point for me

dull dove
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I just pushed to a branch (clips_beta) if you want to take a look. Fixed some bugs on ~6 jokers, will do more as I find issues.

Just an FYI: listing a card as 'brainstorm_compat = false' doesn't mean the card won't interact with brainstorm. That tag only interacts with the text saying 'compatible/incompatible' when brainstorm is next to a card.

edgy crescent
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Oh that's really good to know lmao

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I'm going to have to fix a lot of stuff then

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I probably won't have a chance tonight but I'll take a look at everything tomorrow morning

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Anyways I've been taking some notes from people playtesting/feedback on reddit, some things that need to change so far:

  • Pulsar scales too fast probably going to make it gain 0.4 (weird number yeah but 0.25 seems too low) and increase the chances of it resetting to 1 in 3 to make it riskier
  • Blood money is trash, probably going to instead make it payout at end of round, gains half the sell value of jokers it destroys and adds to payout
  • Darkness is weak, might make it do negative planet cards instead (and make it rare), or just make it do something else entirely
  • Iridescent quartz might need a buff
dull dove
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man you got so much more feedback on reddit than I did! (not a criticism, I just don't understand reddit sometimes)

Anyways I'm fixing them when I see them, you can look at my changes and merge them at your leisure into the main thread. If you do, please just link me and my mod in your readme file.

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also should horoscope be able to make two cards? It feels a little unintuitive

edgy crescent
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Yeah maybe it shouldn't

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Might just change it to one or the other

edgy crescent
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Went ahead and merged the branches, added your name and mod link in readme, thanks a lot for all the help so far

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I also went ahead and fixed gold rush too so it also gives the money while destroying the cards

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Did all of that balancing stuff I mentioned too

dull dove
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this has been a lot of fun, glad to help.

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you definitely put together a good mod

edgy crescent
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So I've noticed something weird, apparently if blueprint copies grim joker, sometimes they will destroy only 3 cards total instead of the expected 4

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I think it's because they're both hitting one of the same cards

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I'm trying to figure out how I'd go about fixing that

dull dove
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hmmmm yeah I'm a bit stumped on that. Each card runs its' own calculate function, and you assign the card:start_disolve() and it should be instant, but in practice something is not updated between the first and second card (whether that's the event happening late or G.Hand.Cards not updating or something, I'm not sure).

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my design inclination would be to disable blueprint compatibility, but I'll keep noodling on it

edgy crescent
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I'm wondering if I should just make blueprint give the money but not destroy any more cards, though that might not make much sense

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Only thing about disabling blueprint is it doesn't make much sense for this card to not work with blueprint since it's not a passive effect

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I have an idea I'm gonna try out later but I doubt it'll work

dull dove
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yeah good point, 4 random cards for 22$ is a bit strong but fair for a reward.

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BTW I implemented a separate language file in localization/en-us.lua. Moved everything over, and turned all of the message strings into localize( X ) instead of strings. This makes patching in new languages much easier, and requires just the creation of a new language file. None of the functional gameplay code gets changed.

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I'm not putting in a pull request because it still requires some more testing, but it won't be that long before it'll be ready to merge into main.

edgy crescent
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Oh okay awesome

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I know someone who knows spanish so I might see if they want to help with translating

lone wigeon