#🎛️ vic's Custom Match-inator
1 messages · Page 22 of 1
if you have previous programming experience, anyways...
higher skill floor, lower skill ceiling
most people modding the game would be near 0 on the Y axis tho so it might pose more issues for new modders
but for people like u it'd be so easy
for example, creating a new custom rule in vic's would just be adding to a dictionary via a command
rules won't have weird host-based issues either
that's actually very curious to see
of course my plan was to migrate to quantum eventually because i saw the original nightly wasn't going to be updated anymore, but i wanted to wait until it became more playable. i'm in no rush anyway
but yeah for sure
a pretty nasty obstacle i had while porting the rules system from 1.7 to fusion was... syncing the dictionary of rules with everyone before the match started. in 1.7 i just converted it to json and put it in the room properties. in the old nightly i saw the system had changed, but i had a hard time extending it to support an entire data structure like a dict, or a huge ass string like a json instead of simple numbers (i eventually planned to use some weird super compressed representation instead of a json so it could sync without lagging out but didn't fully develop it yet). i... hope this is possible again in quantum? :(
cause what i discovered in the fusion version was that i could either use networked vars, which weren't suitable for my usecase because those updated constantly, and i didn't need that overhead (rules never change after starting a match), and they supported very few specific data types. or keep using the room properties but i saw you migrated from those (i might be wrong) which was almost confirmed by the fusion docs i read saying those aren't good for game states or something like that
i... hope this is possible again in quantum?
it is :)
global {
list<CustomRule> CustomRules;
}
struct CustomRule {
int ConditionId;
int EffectId;
}
and then, in a "system", you can do something like
public unsafe class RuleChangeSystem : SystemMainThread {
public override void Update(Frame f) {
// Get the command that the host wants to execute
PlayerRef host = QuantumUtils.GetHostPlayer(f, out _);
if (f.GetPlayerCommand(host) is CommandChangeRules changeRules) {
// The host wants to modify/add/remove a command
QList<CustomRule> ruleList = f.ResolveList(f.Global->CustomRules);
bool validIndex = changeRules.Index > 0 && changeRules.Index < ruleList.Count;
if (changeRules.Remove) {
if (validIndex) {
// remove a rule at a given index
ruleList.Remove(changeRules.Index);
}
} else if (validIndex) {
// modify an existing rule
ruleList[changeRules.Index] = changeRules.NewRule;
} else {
// add a new rule
ruleList.Add(changeRules.NewRule);
}
}
}
}
public class CommandChangeRules : DeterminsticCommand {
public int Index;
public bool Remove;
public CustomRule NewRule;
public override void Serialize(BitStream stream) {
stream.Serialize(ref Index);
stream.Serialize(ref Remove);
stream.Serialize(ref NewRule);
}
}
and this is all you have to do
you can even add an event that gets triggered when a rule changes
Right
So it is going to be responsible for serialising the struct, instead of having to write a function for that myself
the rules are automatically serialized, syncronized (even for late joiners), uneditable by non-hosts, and guaranteed to not be desynced.
correct
it can handle primitives, other structs, AssetRefs (which are like scriptable objects) etc.
you do need to serialize the command manually but that's just calling stream.Serialize on each one
Man, that's splendid. Again, networked vars from before kinda almost did this but the list of rules was so heavy it actually lagged the game from being transmitted (almost unnecessarily) every frame
yeah. :)
Quantum doesn't sync anything past the initial snapshot
it just starts out synced and then does dead reckoning of sorts on inputs / commands.
it also supports rollback and prediction, but even increasing your input lag to reduce the amount of prediction (the insane prediction is why old 1.8 jitters around so much)
Oh so it listens and sends events
wym?
Sorta assumed it used a system of events and listeners for the rule changes instead of a continuous update
ah yes correct
you can define custom events and emit them from the simulation, which can be listened to in unity
so you'd add csharp synced event RulesChanged { } to a special .qtn file; which would allow you to do f.Events.RulesChanged(); inside of the system, and then in unity:
public class Example : MonoBehaviour {
public void Start() {
QuantumEvent.Subscribe<EventRulesChanged>(this, OnRulesChanged);
}
private unsafe void OnRulesChanged(EventRulesChanged e) {
Frame f = e.Game.Frames.Verified;
QList<CustomRule> rules = f.ResolveList(f.Global->CustomRules);
// do whatever
}
}```
(synced events are "verified" only, so it wouldnt run for prediction; so you'd avoid false positives)
The extra Syntax of e.Game.Frames.Verified, f.Global->CustomRules, unsafe... is a bit scary but one can learn
then you can put the frame as a parameter to the event
synced event RulesChanged {
Frame Frame;
}```
along with `f.Events.RulesChanged(f);`, and then you can do `e.Frame` in unity
tbh, its what I usually do for events.
you might be able to pass a QList the same way to avoid using the pointer? I've never tried it
Also small tangent but I got a bit disappointed when seeing how many more... redundant-looking files? had to be created, i.e. this entire directory
wym?
all those already existed (besides MarioPhysics.asset), just inside Assets/ScriptableObjects before.
oh and Maps didn't exist either
but characters, music, powerups, all existed.
(...Projectile didnt)
also, not sure how they'd be "redundant" tbh
Yeah I think I saw the new qtn files and got a bit freaked out
ohh the qtn files
Nah I thought those were additional files in addition to the scriptables, but if you say they're just the same ones moved to there then that's ok
qtn's are files that contains quantum-serialized definitions for stuff
so the mario component would be separate from the mario system
which would technically break them up into two, while before it would just be PlayerController.cs
Right
And do you know what the qprototype ones are?
QPrototypeXXX are for adding components to prefabs
so a mario player prefab would have a QPrototypeMarioPlayer, a QPrototypeInteractable, a QPrototypeFreezable, etc.
they're autogenerated from the .qtns
it's like a struct that you can attach to an entity
aight that's fair
thx for the demos btw
we're so custommatchinating
This is satisfying for some reason
obs! 🔥
grrr
also lucky the window doesnt crash 🫠
grr cuz it crashes for moi
I Guess he is Windows 10V After All...
Well Done Ya Crashed My Pc heheh
rulesets
what does that mean
wait i think i suggested this once before actually but not in a post
i think it was due to jet run badge in wonder ignoring it lmao
its a good idea
Just gotta apply the 60fps patch I made
Ooooh... For version 10 I assume?
That's rad, do I have permission to put a link to this on my repo's readme?
Wait btw @vague bison , did you add on-screen controls to your vcmi iOS build? I ask this because it's not necessary since I already had them added
Oh and even the FPS setting is there, it doesn't need any extra scripts for mobile since I was already supporting android
Yeah
Sure
I did not
There is a setting, I must have missed that lol. Most apple devices are 60fps anyway. When I had first built it it was running at 30fps on my phone.
Oh well, not a big deal
Super, thank you
Good
hi vic
Hello be
The only thing I added/changed was that one fps script btw
unfortunately this mode does work with the current version of Vcmi as the host only is affected by the "every n secs", it is a fun single player challenge I guess
i think i will release the new update in its current state, that is, no new characters and maps just the new gamemodes and whtever
since my focus will now be on the all new mvlo maker, i don't see myself motivated to finish this up so might as well just update it as it is
super sorry to everyone that's been excited for this since i've been hyping it up since august, but i really am unable to keep myself from procrastinating huh!!
Well there goes Mapno 3 😔
uhh ya should be there
doesn't mean it's completely scrapped, might be reserved for the future
just that the process of adding maps and adding characters are things i don't really like lol
I hate Adding Characters...
funny how the 2 times i've tried adding characters i get their assets prepared so well but when im nearly done adding them i just lose the motivation to continue trying to add them 🫠
normal maps (for fancy sprite lighting) have finally been fixed and now look better... (old on left, new on right)
sweet
What about character's lighting... @heady sand @heady sand @heady sand @heady sand
ew i never noticed the old one sob i always use nds res so u cant even see those errors
awesome job at fixing it tho
What do you mean?
Like the lighting on characters? That's always been there and working, dw
Hi vic
default usernames (Player1234 from vanilla) are now themed to vcmi characters lol
drybones1616
Blockhoppr
lustario69
nabbit78
luigi41
gabe41
goombud36
lustario is NOT a vcmi character!!
You can say that again
lustario is NOT a vcmi character!!
ok
"Draw..."
Tie
bloqhoppr1402
No context
there are now two digits only, not 4 sorry guys
bloqhoppr08
bro has a neighbour
Make it bigger...
better than bilinear,,,
FINDING VIC AT 18:14
I had 9 once
lustario this is what you should be fetching
I got it now
can i joins 🥺
erm... actually... it's the snow particle png?
we were just testing a tiny thing but sure maybe if everyone else wants...
also,
Now Building...
vic u shoul totally remove the ankles from the bobomb model trust me
new font 🧐
no bitmapped gradient 😔
Left my pc at home building web while I'm gone
hope it'll be done by the time I get back
plottwist: "Build Error"
This message now refers to an old version. Please check the pins of this thread for the latest.
||## New version: 17.0.11 has been released.||
|| - New feature! Gamemode Presets allow you to quickly load rulesets from a curated list. Enjoy hide and seek, deathmatch with HP, and more!
- Some new Special Effects (no stunlock, fast death animation, perma-freeze, no coins, no powerups).
- Some new Conditions (touched ground), and Actions (drop coin, drop star, get i-frames).
- Multiple new character colour palettes.
- Many UI revisions to make it prettier, as well as quality of life improvements.
- Music quality has been significantly improved. Also, proper audio has returned to the Linux and Android builds.
- Many enemies now enjoy a new life in 3D!
- Some bug fixes all over the place!
-# This version does not yet include any new characters or maps.
-# This version sadly includes an unskippable watermark at boot. I apologize for the annoyance.
Thanks for the huge support, and enjoy this update with, disappointingly, a bunch of cut content!
Get it using the Mod Loader or by visiting this link: https://github.com/vlcoo/VicMvsLO/releases/tag/v17.0.11 ||
downloading rn
huge ggs
yall wanna hop on a lobby?
too late
in cae
ok nvm im not joining
I am tired of always playing US
I'm gonna miss this 😔
My pc still not fixed
play android version
I'm just bad at it
So nah
hooray!
Goombud is still the best thing I've done for this mod
Yup!
we made it private cause too many people alien
Also, proper audio has returned to the Linux and Android builds
what'd you end up using?
The same solution we discussed some time ago, where a simple script fills the audio buffer after synthesizing the midi audio
That's why web still doesn't have music
Based on meltysynth: https://github.com/homy-game-studio/hgs-unity-tone It's the best I could find, since it's free and doesn't rely on pre-built platform-specific libraries (it's also useful if you need to change the behaviour of the sequencer for example, which I did quite a bit)
One could also grab the modified version of it from my repo, since I added some missing features like accessing the Tempo and silencing arbitrary channels
Btw, a little question for everyone
choose vcmi's fate
Do you guys really want the new characters and maps I've been neverendingly teasing over and over?
1- of course! More content and replayability!
2- hell no, that's lame! I thought vcmi was about rules, not custom maps and characters!
10- uhh, maybe something in between... just a add a smaller amount of new maps and characters...
Discuss.
Please see the edited poll options
And avoid voting multiple options
(Nobody Will Get My Reference With The Reacts) Anyways, i was just gonna say what 10 just said rip
ok
vic's custom charactinator
viv's cusuc matchinicham
Thx
I Was Refrencing A Movie-
buddy WHO NAMED those emojis?? 😭
VCMI still has a lot of potential for new content, but don't overwork yourself
Aight seeing the results of the poll, I wanted to ask why you ppl voted that option. Is it because Option 1 would make the mod too overwhelming?
I respect the fact that you're busy with MvLO Maker
Oh
Thx for that
yea sorta same, when I made 4-5 and 7-1 I understood why u didn’t really want to bother to add new maps, and characters are probably even more annoying lol
i mean its not impossible but i never tried it with more people 👽
i sorta rushed it 🫠
woah new vcmi update
official, dont sue me
cool update
Thanks update
yw update
how are you vic
I'm ok
does the latest version of vcmi fix those weird "host only" effect and actions?
and most importantly, does it bring back that weird bug when having "On bumped into .. launch player"?
unfortunately not
the good part of that is that some rulesets that rely on that bug are preserved
whats so disappointing with the update?
the fact that it took so long, and yet it has a lot of cut content
Don't worry vic, we'll be patient
Vic never fails to deliver <random bot emojis>
uh
updates cool but the rules only effect the host is this normal
i know they used to effect everyone
oh
a small amount of conditions can only be triggered by the host
this has been a thing for a long time though
struggling with ideas right
but its only effecting the host
nah, i've got ideas for miles. it's the motivation
yeah that thing
not just conditions
might've been pre-v9, which again was quite some time ago lol. i've made no changes to how rules work in v11 for backwards compatibility with rulesets made and shared in v10
what condition did you pair that action with to test this?
bumped into
hrm... that's a shame
for some reason i have a vivid memory of launch player working w everyone
but whatever that's not the point
just wanted to say that all of these problems might get fixed for the first time when upgrading to vanilla 1.8 thanks to the changes ipod is doing, making a lot of stuff ewasier to code and more stable and all of that
so the next vcmi departure on track number 1. Will be when 1.8 releases
probably yes, probably not. depends on the release date of 1.8
might be able to squeeze one more 17 update but we'll see!!
it is!
:) yipee
unrelated, but finally fixed that awful inaccurate note in the overworld theme
gosh it sounds so much better idk how it has never occured to me to apply this fix
but anywho
AL-Jungle Map got removed
it got removed a while ago gabriel
Why did it get removed tho...
leafy doesnt want to associate with mvl
what happend to autumn leafy?
yes! that's already in the current version...
ok i'll
Are you sure you want to cancell the free smiley instaliation?
(please don't go :()
you know where you can get the models
wow
the music sounds much MUCH more accurate in the latest version
it sounds like Mario Party 2 fr fr
my take on balloon mode
the special effects should include "no invincibility", "no knockback stun"
and
I think that's it
this is the best version of balloon mode
it rewards players for going to attack with coins, has a timer (every 5 seconds you lose a coin) to prevent long games and camping
Got it, thx
Yeah it's also finally not broken anymore after dying
Ummm uhhhmm guys 
What do you think about my updated sprites 
vic it would be really good if you fixed the ice block sizes to custom characters
That's true
Might make it a fixed size for the players, somehow
I only like it cus it’s funny but yea it should prob be fixed
aren’t there some like extra triangles on the models that aren’t needed?
It's probable that's the issue yea, but at the time didn't find them
Some blocks glitch when trying to groundpound and fail to get past a pit if throwed with ice
I think one mod disables the model and makes the ice block opaque to avoid the size issue
•́ ͜ʖ •̀
which
my "remove unity splash screen" script broke right the day i build vcmi so unfortunately we're all stuck with that long ass loading screen
that nobody wants to see
spiny my beloved
its a lil something confusing...
add 15 seconds?
(where are u even getting this from)
why do the random rules give more freedom than the non-random rules 😭
the best part is that the random rules can randomly selected incompatible rules and then the error sound plays
these are rules i made on my own modded build of vcmi
vic liked some and ported those over, but i think he ported over the whole script which resulted in some of the rules that werent even functional to appear
like the add to timer rule only works for host i think
dropping coins works perfectly fine tho
(also i think this isnt that big of a deal anyways cuz the same happened with the bah rule before it got re-implemented lol...)
explode player
kaboom
this actually crashes the game lol....
doesn't crash the game when I use it
just an explosion plays, no damage
these are so cool 😭
👽
honestly i dont blame vic for not adding the remaining rules for the time being, when i was adding the rules myself i hated it aswell even if its easy 🫠
now with things like "give ice flower" or "launch iceball" you can play Hide n Seek without the other players stealing your ice ball
or have a proper HP battle where you don't have to worry about people stealing your powerups
Random mode
I love you
will you be my Hatsune Miku and I'm the Rin?
It's a bg for RENEWED tho
Teehee
oh i forgot u can edit the json aswell lol....
ima try to make a list of all the rules latr
the same thing happends to me sometimes
@naive escarp @quartz sun this literally turns any map into fortress 😭
cant keep stars for shit 👽
that jungle match was so funny but it became exhausting near the end 👽
vic can i make a tutorial for adding the rules 🥺
since they're not manually selectable ingame u can edit the json
sdkjfkjd
probably a post in the mod's thread or smt
Hrm, idk if I want the general public to learn how to edit the Jason ruleset files
fair lol
We can share files w these "secret rules" around, sure
But telling others how to exploit other aspects of the file format not comfy with
Also I'll be honest I'm regretting not adding stuff like "give X plwerup", but my reasoning was that without the parameters screen it'd get too overwhelming with one action option for every single powerup
The way I see it, editing the json files is much more efficient for stacking effects compared to using the ingame editor
even if you're not adding "secret rules"
yes
Man...
even with directional inputs somehow
lol I added this myself 💀
I found it much more useful than anything else lmao
tbh being able to freely code anything into vcmi would be so cool if you had the knowledge
might make it a bit a abusable though
what color are you using?
hes boumcy
blue snow spike
Block hopper 🔫
He's Extra Bouncy
It's so over
sob
who remembers when you could Collect Coin > Give Star and Collect Star > Give Coin at the same time?
Still possible indirectly 😊
https://discord.com/channels/1115917756672524353/1263988286494609450
oh cool
I WISH there was a condition that was "FirstSpawn" or "Init"
I would love for events to only happen ONCE
"match started" condition?
yeah
OK*!*
i think this list style looks a bit better instead...
repeated rules have a * X next to them
Spawned -> Give Coin*99
:)
Could ya Have A Option To Easily Repeat Rules Too?
Hi Vic
Hi Turnip
or on the action box
Me When i Spend 10 Mins Just Adding Remove Coin & Add Coin on Spawn:
me using my brain and copy pasting it in the file
Done That
Tho Risky
lol
I Think The x Button Could be Changed To A Edit Rule prompt, Where you Can Change How many Times it's Done Or Delete it, This Could Also be Used To Change Targets Of A Future version
@naive escarp 👽
@gloomy socket You baffoon!
@heady sand I've played this mod in the past but it's telling me to update. When I do, the new download file says it cannot be opened. On Mac Silicon
please try using the mod loader to install vcmi, and tell me if it works: https://github.com/vlcoo/MvLO-ModLoader?tab=readme-ov-file#downloads
if still nothing, i might have another alternative
that program should automatically add the required permissions to run the game/mod
rule publish*!*
Countdown mode. Every 5 second you get a coin, you start as fire. Hitting a player with a fireball gives them a coin, stomping on them gives them 2 coins. Dying gives you 3 coins, and taking damage adds 2 coins. When you reach the coin limit you die.
Win Condition:
There are two win conditions, one is player with highest star wins (even if eliminated) or last player standing wins.
Length:
5 * coinlimit
So for example, a match with 10 as the coin limit means the match will last at most 50 seconds provided no one gets hit, a match with 30 as the coin limit will have a match a little over 2 minutes.
We recommend you have "Show Everyone's Coin Limit".
Modifications:
You can add/remove conditions to make punishments harsher or less harsh.
Enjoy
adding got star -> remove coin(s) to that provides a good balance... removes difficulty in a nice way
I thought of that, but that just extends matches and makes dead players wait even more
it also gives the first player to get to the star an advantage as they'll have a lower coin score
this ruleset would be MUCH better if "Every1Sec" was still here
what action would happen every 1 sec?
give coin
ah
that would make a 99 coin match last 99 seconds at most
you could I guess, add 4 more "Every5sec", but it just feels wrong
if there was a v1.7.1.1.1, it better have that
real ogs remember
3 bars 🤯
The Font for the usernames look like some text made by an Ai Lmao
i might've made a great mistake while coding in the ping icon
first to find the error gets it
if it's below 0
ya...
erm actually
that is NOT .11
Oh
& ugly-ish font
The bug is present only in v11. I accidentally introduced it when remaking ui.png
If you make a v1.7.1.1.1, add Every1Sec
A bug fix of a bug fix
Hallllliluya
goombud mains rise up
hindows
yeah it's kinda unfair
that's one hell of a sentence
can you tell I accidentally said "vic" instead of
hi
俺いない~!
the beginning had me thinking it was gonna be robodachi
It’s literally the same sample WHAT 😭
Nice reference
:troll
untrue, every () seconds works for everyone with spawn enemy
And random tp
blud really wanted to talk to someone who left
The person is literally still here
this is like seeing a star
that shit is surely dead already you just thinking its still there
D:
hide n seek or die
very true
freeze tag where
literally the best mode ever
seudkfjsdkjf
(only ivy and vic and probably some others can confirm)
Vic should make a rule that slows the game down and speeds the game up 
Also freezes the player in place without ice
literally adding it to the presets for next upd
it's a great breakthrough in the vcmi rulesets
last year we got hide n seek as the breakthrough
this year we got freeze tag!!!
we so up rn
close update times too euskdfj
next year we make murder mystery
Maybe:
0-69 great
70-119 good
120-179 fair
180-♾️ bad
quick, we need a special to fit for murder mystery!
last year players behind terrain allowed for hns, this year no auto defrost allowed for freeze tag
what would allow murder mystery....
Message on death
But no telling who the player died to
thats not neccesarily a special effect though
more something like a toggle like the ''show everyone's coin count'' one
Probaby Target Exclusive Rules
ongamestart - Random Player - give coin - Self
Somethin Like That
~~is this frosted vcmi
~~
no...
You Don't Have ongamestart Silly
190 iq
Shut up
fjdlsjfkdask; 
bump
thx frosty
bump again
HI VIC
hi vic
hello lust hello frosty thanks for bump
it's just that there are no news for vcmi, thing's kinda enjoying retirement
no problem vic
too busy with mvlo maker..
vcmi logo bent over with a pained back and resting with a cane
but atleast ur making gud progress w it!!
hello all contributors gang
and a long white beard
yes! yes!
Peak MvLO Maker
truths
The Idea will be so awesome
The Idea will be so cool
so true
-# do i count?
white (and no roles) name? psht. yeah right
@heady sand shadows??
me when normal maps 🔥
Ngl this is scary
Ye it's part of an effort I made in v10 and v11 to make lighting (subjectively) nicer, and one of the included changes was enabling shadow casting
For that koopa specifically I had to add a normal map to the sprite lol
how neat
what on earth
Hey! I wanna put a new rule that's if you look up you shoot iceballs but i don't find the option to shoot iceball in the action window. You can still get the action sometimes when you select create a rando rule, is a bug??
Done from selecting create a rando rule
secret actions? 👀
technically u could say its a bug but not neccesarily
one time i made my own modded build of vcmi and vic liked some of the rules so i sent him my script with the new rules
but he seemed to forget to remove/add to the menu a few of them
so u can still get them from the random chances
i'm like way, way too late to the party but i meant to explain this phenomenon with a screenshot of a place in which this is more visible, like castle's "from below" light
i did this because it helped decrease the original sprite's baked in shadow and just avoid me having to edit and duplicate/remake many versions of lit angles sprites from scratch
but aaaanyway that conversation was long finished
wait u were originally using sprites that just had a different lighting?
No, but it could've been an alternative
o
average 1st time cubby mod experience in a 1 player lobby
that's sonic 3 & knuckles
That's literally a goombud
nuh uh that's not a goombud that's a palmtree
Pepino from Pizza
Miishar spoted
@boreal ibex
here
peak
Unfortunately songs can't be changed anymore since they've now been moved out of the streaming assets folder
it Had to be Done
never used the changing music thing anyway
It was fun while it lasted
so what did you change that made it unusable
The midi files are now imported as assets and compressed into the build because it made it easier to manage when devving
i was like the one of if not the only one (not counting you prob) who used that properly besides the pack i sent publicly 💔
it had potential... like some sort of limited texture packs...
but alas the change i think was for a good cause, since now the music is much less buggy than in v10
put all the prefabs in streamingassets so we can modify their scripts with new speed scales and allat ✨
this is why whenever i get a "make texture packes and model swapos in vanila possible!!!" suggestions i die inside
because i know the overhaul that would be needed to do something that sounds as simple as this
because you couldnt use unity editor references for ANYTHING that needs to be "customizable"
ya
files in the streaming assets folder get treated differently
in fact i used it in the first place because the previous library i used required the files to be in that folder. once i switched to a more permissive library i was eager to create and customize the midis as custom assets instead
Vic, do not!!!!!
I'd like to limit vcmi's selection of characters to Mario enemies, so that won't happen, sorry
Hmmmmmmm
Sense Shy Guy Isn't Always An Enemy..........
Does This mean you Could Add Peach Or Toad Or Wario Or ||not|| Waluigi Or Mr b Junes???
shy guy literally is an enemy
many of bowser's minions are seen in friendly scenarios like pàrty or sports, but yeah naw
also i don't wanna add those 😔 too overused and overrepresented
justice to our friends the enemies, i say
sayas the person with a boswer pfp
Keep on Dreaming Then
As That's Where The Shyest Of Guys Came From 😊
anyways the point was would "untraditional" enemies be able to be added 👽
Like Uh, The Shivarian From odyssey
You Race Them
The Are Enemies 😠
ah umm the erm,, uhhh...
edited
Your face is edited
I apologize on his behalf. That was very rude
it's ok vic
Ermmm that’s not boswer that’s Mini Bowser
im
smart
whenever I'm sleeping
what
can you add michael (the guy from maro)
I prefer not to continue this conversation.
hi vic
Hello poobis
p => b
e (before the) s
i love drinking water but replace the "i love drinking water" with sex
||sex 🤯||
Haha same
miyameo
but only consider the last letter
double it
put W in the middle
wow thats crazy i wonder what that is
Too big
those are already in the game as enemies
cubbys mod bowser ice block flashbacks
would cause confusion prob
definitely rivals goombud's
It's not
i forgot what a goombud was
goombud isnt in the game as an enemy unlike koopas and goombas
oh waigt vic already answered nvm
wish i still had my classic controller to shut you up
fuck I can't play my smb on my nes anymore :c
WHAT HAVE YOU DONE
(also yes both lobbies are the same)
they're multiplying...
Happy 2 year anniversary to everyone's favourite[*] custom matchinator
-# [*] citation needed
happy 2 year anniversary
oh wow i found an interesting challenge gamemode
the idea is simple:
(i swear it's fun for at least 1 minute)
so you just tryna get to the end of the race map as fast as possible
only for race maps though. highly rng based but dunno
ya
mvlo but if you touch grass you get teleported
just like in dreams, you're about to touch that sweet grass but then you wake up in your bed at 7am ready to go to your job at the ???
btw it feels weird vic not dying at the last milisecond of the video
highly rng based
entirely, i'd argue.
wow what how lmao
theres a lot of vcmi rules that are host only
this was already a thing in .09 but ever since .10 its like way worser now somehow 😭
sssssure, fine, i'll give you that
me trying to fix it but making it worse in the process (as i have already led to believe, I still haven't figured out RPCs and related features 😇)
1.8 enters the room
Unironically my salvation
GameRules struct my beloved
Oh btw! I've been meaning to ask you even since we've had that discussion of how I could implement vcmi features using quantum
So all those conditions and actions like on got star, got coin, harm player, knock back, etc. are fine, but there are some conditions that are on [direction] pressed, and I can't think of how that could be done... Is there any super duper cool sort of feature that I can use for those??
wym on direction pressed?
like
triggering it in code?
or how youd represent that as a rule in the "rules" list
There are 5 conditions that are "Whenever a player presses right, or left, or up, or down, or run". I don't know how I would let the other players know that the user has done that
Because it's not like we can "see" them doing that since it's not a tangible thing they, i.e. when collecting a coin. Rather something on their side
inputs
quantum syncs all inputs
heck, quantum syncs ONLY inputs
And we've got access to them?
yeh
Oh wow, good to know good to know
public override void Update(Frame f, ref Filter filter, VersusStageData stage) {
var mario = filter.MarioPlayer;
var player = mario->PlayerRef;
Input input = default;
if (player.IsValid) {
input = *f.GetPlayerInput(player);
}
...
}
so f.GetPlayerInput literally just gets the input for a given player
yeah so most likely your mod wouldnt need to touch the mario player system at all, you can make a new system and listen for signals or loop over player inputs there, that way you won thave to deal with the 1000 other lines lmao
kinda funny
Hoho
[Now Porting...] vic's Custom Match-inator
Sure, why not. Time for a rewrite based on the upcoming new vanilla version
Looking forward to a hopefully(?!) cleaner and less buggy update...
new vanilla version rewrite
1.8 port? 👀??
Yup...
i’ll pray for you
T-thanks
Not really, it means that I just started working on the update
And if you mean vanilla, I got no idea, I just kinda winged it
Oh for sure. For now I'll focus on surface stuff like I mentioned, basically some UI and audio reimplementations. Later I can start getting into the weeds bit by bit, i.e. adding Stars and Coins for Item toggles, etc
I just want to see your reaction to working with quantum tbh haha
Oh boy lmao
Yeah ok I'll post updates. Sounds fun... (Clueless)
you have a programming background; i think you can handle it no problem
theres a bit of a learning curve but you have the entire game to base it on
main systems youll probably be editing are GameLogicSystem.cs (think GameManager) and MarioPlayerSystem.cs (think PlayerController)
Got it. Yeah, I think I'll be fine. It'll just feel like the first time I modded 1.7 for a few days and after that I'll get used to it more smoothly
probably even easier
there was a lot of technical debt i was able to prune out when making the migration haha
consistent naming for one
MarioPlayerSystem has a MarioPlayerAnimator.cs (basically the case for all objects)
BigStar / Starman
"Lobby" -> "Room"
"FrozenCube" -> "IceBlock"
the UI has a proper stack-based paging system with proper callbacks rather than having to enable/disable pages and having everything in the MainMenuManager
Ooh yep, I stumbled upon that yesterday and it's a very welcomed change. Now every submenu shares the same back button and header objects, so it's easy to style and keep track of
gl vic
amazing what 2.25 years of dev time can do to a game......
the net code was worth the wait….
Good To know...
Guessing That's Why options Can be Shown in game Now
thats entirely separate actually lol
the new options menu existed in builds with the old ui
it's not a gamemanager in the sense that it's where all the variables are held
its moreso a gamemanager in the fact that it's where the logic is for switching game states + processing lobby commands (change character/rules/update ping/etc)
hmmmm Seems Like It's Gonna Be Tricky To Add New "Global" Code...
So how Does Star Spawning Work Then 🤔
BigStarSystem
Nope. It's even easier to add global code
Put it in the "Update" function of a new system and add it to the system setup so it gets created
marking that for later
moving to #mvl-development-and-modding
progress is progressing progressively
vcmi ui and midi music is almost fully back
happy to be back to this state. i think now it's finally time to get into the custom properties
it ' s a draw
'
... theres no good way to bold a single quote.
(Hi I'm a fellow Mario Paint Cursor Dude)
This only seems to happen in this vcmi if I click once and hold it switches to luigi but when I release it goes back to Mario, you can do funneh autoclicker thingy tho
VOLUME WARNING 
also vcmi leak please dont sue me today
I HAVE THAT BUG IN VANILLA TOO GRRRRRRRrrrumble
I only have it in this vcmi commit
so it's 100% not my fault (maybe it's my mouse? (and yours?)) though I'm not too worried since i'll be changing around that toggle when adding the rest of the characters

thanks for trying out the thing though. i hope the ui is vcmi and satisfying enough
the blur's not mine, it's already in vanilla. what i did add though is the drop shadow behind the main menu panel
-# you should give me bulletin board perms trust 
Isn't the blur set up differently tho?
hold on lemme compare this
Wow thanks vic! Works like a charm
Okay must have gotten it confused, the ui was just bigger in vanilla mb
erm...
and drop shadow
Already mentioned!!! Banned
it's fine... we can all pretend that didn't happen......
make the red maskable smh
it aint' a mask, it's just the header being a tiled sprite 😬
vic do you liek the (Now Loading...)
i do like it. i also like the Hold On... and the Just a Sec...
tbh i kinda like the attached header ...
Watch ipod copy this to vanilla like rn
i mean
i just made it that way to keep it a tad more similar to the current vcmi version
by all means, i really like the 1.8 smash bros-style detached header
chainsaw 👽
just remove the red bg of the "back" button 🧠
honestly i think the bricks bg only makes sense if the panel is opaque. if you're going to make it transparent, keep it a flat colour to avoid visual clutter (we already have the stage background as a sprite, it would clash with the bricks)
yeah thats what i was thinking
and my reasoning for the drop shadow is that it helps create separation (Material UI anyone)?
it was more helpful in v17 where there wasn't a blur and the separation was even more necessary, but kept it for consistency
ye simple/pale patterns might be better off if it transparent
also damn i do like the diff widths
it has more breathing room
Thank God! I was seriouslly struggling to breath!
How much crypto have you earned so far?
Uno crypto?
what even is crypto
should be; but it might break the "get user color" functions
I've been thinking and planning on going all in with the custom game modes mechanic
I mean, it's the main selling point of the mod so it needs some care
Here's the deal, currently you can only create conditions and actions... Very 1-dimensional and limited. I'd like to introduce the idea of Targets, where only the chosen player or players get affected by the rule. On the other hand, there can be a "constraint" parameter for the rule, which will stop the rule from having effect under certain situations (i.e., the person has a power up, or the timer is below X minutes)
I think with enough work this can become a powerful tool for vcmi players... As long as they're willing to put in the time to create Goode stuff w it lol
At this point, Teams can serve as specialized targets for certain rules and becomes a very malleable property of each player
vic, if ipod doesn't add a way to lock players from changing teams & set teams oneself, You Should Add it Here Like I've Done!
There Will Always Be "That Guy"...
Splendid idea
That would help for, say, if the host wants someone to seek but they keep trolling and changing teams
Gabriel
no, i didn't
ok
i have successfully managed to add a custom rule to 1.8 vcmi :) yay
esto va sobre ruedas vamos
vic a punto de morirse por meter su segunda regla:
:D
How you liking the quantum way of doing things ?
Personally I've Yet To Figure out key Elements...
Such As Adding A New Variable To Mario And Other Stuff...
It's very nice overall
While it's true that there are more places where code can be (see #mvl-development-and-modding message 👉👈), there's so much less manual labour you gotta do. Like, I only had to add the button, and the value to the enum, and that's it?!?! Then I had access to it from anywhere thanks to f.Global
Thumbs up
Hello morning lust
@gloomy socket why sobbing
Add it to MarioPlayer.qtn
That's literally it
ohhh
tbh I Didn't Expect That To Be Openable, Thought It Was Some Other Shenanigan
Good To Know
While on the topic of openable stuff, make sure to not edit files that have "CodeGen" in their names even though they look openable bc your changes won't be taken into account...
I went on preset gamemodes and clicked reset, and then the specials thing got glitched
it was lagging a lot also
that's what got the lobby glitched, huh
17.0.12 is gonna be real !?!?
VICS MOD 2 better say...
1.8% vcmi
I seriously have to lock in and hurry up with the porting grumble grumble
porting to an unfinished update yeah.

we could be getting vcmi 1.8 day one!
That would be so splendid
you already got the music down, and if ipod doesnt change many stuff between now and the actual release, you could get the rules down in a bit
nsmb versus vics custom match-inator for win32
Uhm, what about it?
No, I'm telling him to make a win32 version
isnt there already?
i'm afraid there's not
Vic What if You Have OnEnd Rules For Starman & Mega...
Imagine A Game Where You Must Chain Starman For Some objective 🤔
(draft) attempting to cram all necessary buttons into the new ui. these would open up dialogs with even more stuff
maybe i'll need to make a sacrifice and move the chat to the "Profile" column to leave more space in the Room one
cramming it so that the map icon isn’t needed is smart
what if u added uhhhh
i forgot how u call it but basically these buttons that hide options in a drop down so there’s less stuff in it
like basically a button that can hide the rules, the lobby settings, etc
i figured it was worth it. also, since i'm going to have so many maps, i can't have an icon for every single one of them. i'll simply remove the arrows from the map selection and make a dialog pop up upon clicking on it for easier selection, like in the current ver. of vcmi
also here's sort of a thing to show how many rules are currently active?
unfortunately, yes. you will have to click a button to see the list of all rules, instead of them being visible on the main ui 😔
but what are you going to do...
i could just put a panel with the list in a scrolly container next to the normal rules but clutterrrrrr
just put all the buttons scattered around the menu trust
find luigi but with the rules
urk. more stuff.
(the levels on the right aren't what will actually be in the game i just randomized their names)
the right 🥹…..?
(the races/campaign ones)
i just put some gibberish bc i didn't remember what actually used to be there, is what i mean
oh I thought u mistook the right/left I thought u were meaning the levels on the left lmaoo
oh you're right, i did forget about autumn, rock pit, and pipes 2
Snow
Ice
You Forgot Froesty
this guy killed desert off
wheres mapno 4 map?
Maeg drive
reminder of that exactly named "random underground level with pipes" that i made lo
i ngl want more specific gamemode-made maps
maps that are made to work for hide and seek specifically would go hard
i might be able to make one atleast as concept for both hide and seek and star chaser
and freeze tag !!!
I'd like more of those too
you mean mega drive
no he meant megatron
i know what i meant
nvm
been spending my days going back and forth and back and forth between a bunch of the scripts and the Quantum docs and I think I reached right about here in the graph lol, this will be done in no time (don't mark my words)
maybe i'll have something to show sooner rather than later
btw if i did this using signals,
would it be something like creating events on the MarioPlayer, one for each input required, and then emitting them from the system? (so later the "matchinator" script can subscribe to them?)
yup
so you just need to add your hooks into the marioplayer system and then you can have the logic elsewhere
There's been one for years. Go to https://vlco-o.itch.io/vics-custom-match-inator
keeping this for safety
hey I already made coin deathmatch… (idek what this one is like I can’t read atm lmao)
insta lying face react him now
erm acshually you were the one who kept getting angry at my coin deathmatch hehehehaw
it sucks
unxactly
oh god
the memories
i would say the same thing to you
The last time speifically
yeah thats why i dont like it
yours surely sucks
easy now, there are many variants of coin/hp deathmatch
owns !?!?
everyone who plays vcmi owes me 1 dolla cause I made the hide n seek ruleset 🧠
and they owe vic 5 dolla for making it possible
I Played Under Frosty's Credit Card So
sorry my n key was eaten by turnip
turip
everyone who plays vcmi owes me 60 dollar cause i made the dont challenge ruleset 🧠


