#🎛️ vic's Custom Match-inator
1 messages · Page 23 of 1
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I Still Played Under Frosty's Credit Card
hi blucor hi forsty hi tnurpri
hi guys
idk maybe
no not maybe youre coming with me
maaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaybe
you two
dmci seems good enough
dmca
ymca
manolo.....
Meowdy
fair
can we play!
go ahead
yippeeeeee
darn errors keeping me up!
am i an error 🥺
_________________
|______ERROR______|
| Unfortunately, |
| Foxyyy. Try |
| again later. |
|_____[ OK ]______|
again later
[ ] Remember
_________________
|______ERROR______|
| Unfortunately, |
| Foxyyy fucked this up. Try |
| again later. |
|_____[ OK ]______|
the imaginary bot that i have installed on this server: "ok"
OK is vic and meddourk's favorite word
ok
Exactly
#mvl-media message
34 reactions.
what the fuck
give him 60 money
lee would you like 60 money
look a bit down btw 👽
LMAOOO
yah
THATS CRAZEE THAT MESSAGE WAS FROM THE 17th OF MARCH LMAOOOO
lee why do you check old messages
60 money is most important thing ever
im becoming sonic at this point
You can get oneshot with it zzz
I want origami king honestly
pls no farts.....
garlci:
do you even eat garlic
hi foxy
QXTDKBBB
dont want to ping or make it public
@cosmic swan !
@junior tiger com bac
check mii out
can i join
ig?
no time no see
Gimmi A Bit I've Been Dealing With Finicky Errors 😵💫
JAJAJAJAJA LITERAL
I don feel much to play rn….
maybe I’ll join lators if it’s still going on
Rules?
Here in Spectator, There ARE No Rules 
genuine fucking disrespect
don't do fortress btw it was a: joke
okay now im salty
and you you literalyl target me aswell
why is spectating blue shell soooo jittery
:the:
you run up to me i just do my thing..
bro that massacre
wow you died right when the music ended on my side
OH COME ON I DIDNT EVEN GET TO PLAY FUCK YOU
almost fucked big times
literally teleporting around
goddamn you frosty
we were bah'ing together and you ruined it all...
i'm gonna send you to hell......
the bah bah
bah bah bah
eek
it's ok
Just remember that I was the one who initially came up with the idea of that ruleset, started off by using the coin deathmatch ruleset and then we both tweaked it to what it is now. An unforgiving (no i-frames), coin stealing, uhh- gamerule!
so uhh anyways, how's the weather today?
(most average british thing to say)
Here's slightly newer ver. (tried fixing dying twice from coin limit)
didn't test with multiple players
[{"Condition":"Every30Sec","Action":"ActRespawnLevel","Parameters":[]},{"Condition":"Reached0Coins","Action":"ActKillPlayer","Parameters":[]},{"Condition":"KnockedBack","Action":"ActRemoveCoin","Parameters":[]},{"Condition":"BumpedInto","Action":"ActRemoveCoin","Parameters":[]},{"Condition":"Disqualified","Action":"ActGiveMega","Parameters":[]},{"Condition":"LookedUp","Action":"ActDoDive","Parameters":[]},{"Condition":"LostPowerup","Action":"ActHardKnockbackPlayer","Parameters":[]},{"Condition":"Spawned","Action":"ActSpawnPowerup","Parameters":[]},{"Condition":"StompedSmn","Action":"ActDropOneCoin","Parameters":[]},{"Condition":"BumpedInto","Action":"ActDropOneCoin","Parameters":[]},{"Condition":"Spawned","Action":"ActLaunchPlayer","Parameters":[]},{"Condition":"ReachedCoinLimit","Action":"ActKillPlayer","Parameters":[]},{"Condition":"Died","Action":"ActGiveCoin","Parameters":[]},{"Condition":"Died","Action":"ActGiveCoin","Parameters":[]},{"Condition":"Died","Action":"ActGiveCoin","Parameters":[]},{"Condition":"Died","Action":"ActGiveCoin","Parameters":[]},{"Condition":"Reached0Coins","Action":"ActGiveCoin","Parameters":[]},{"Condition":"Reached0Coins","Action":"ActGiveCoin","Parameters":[]},{"Condition":"Reached0Coins","Action":"ActGiveCoin","Parameters":[]},{"Condition":"Reached0Coins","Action":"ActGiveCoin","Parameters":[]},{"Condition":"Every60Sec","Action":"ActSpawnPowerup","Parameters":[]},{"Condition":"1MinRemaining","Action":"ActKnockbackPlayer","Parameters":[]},{"Condition":"ReachedCoinLimit","Action":"ActFreezePlayer","Parameters":[]},{"Condition":"Died","Action":"ActGiveCoin","Parameters":[]},{"Condition":"Died","Action":"ActGiveCoin","Parameters":[]}]
Just create a .json and paste that in!
I wish I could send file but I'm still new to the server to do "advanced" things like files!
(message limit eek need to cut corners so uh bad grammar!)
Also dying to the coin limit should look a bit cooler now! I would send a video of it but I cannot.
Wait, are we allowed to post links?
https://1drv.ms/v/s!AkBAWY3GH8Qoka0rqA0i1Pb9s63PFQ?e=jr4bjH <--- Video demonstrating
1st life: Demonstrating the "cooler" death (Haha get it? You'll only get it once you see it!)
2nd life: Demonstrating the fix to dying twice due to dying when high on coins
3rd life: Experimenting with the piranha plant's hitbox (ok well this part isn't important)
(oh and btw does anyone know the difference between the web ver. and the desktop ver. other than the music)
ok why is my ping so unbelievably high on web compared to desktop?
i don’t know much about browser networking stuff and such but whenever you tab out of the web app it can make your ping increasingly high because it doesn’t get focus by the system
also I think webgl has maybe worse performance than the builds
Yeah it's almost as if html documents weren't supposed to run highly complex 3D applications and games
It's basically just your browser tryna save on resources and throttling the game
I'm not aware unfortunately. I'd guess around late afternoon or evening, US time. Sorta like vanilla
What I do know is that it's not that active (especially public lobbies), all mods suffer from this fate
also on mobile, the keyboard does not appear when selecting the box to change my username (android on web)
Just letting you know about that if you haven't heard about it yet
It's highly possible that's just a limitation out of my control, so I'd recommend you stray away from web anyway, especially on mobile. We have an apk ready to go for you that's less buggy overall
I knew that I shouldn't really use the web ver. (the game makes that very clear with the prompt) but I was just letting you know!
(man I should pinging when I replying as that is literally the equivalent of just straight up typing up @vic itself)
we were playing a hide and seek mode where a designated seeker has to go and find everyone on a random map with ice flowers and freeze the hiders to dq them and this happened (the luigi was seeker)
got it, thx for the report!
ngl rotating host and setting it so you get the powerup instead of it dropping as an item is better
Wait I didn't even know this was an option
try it! its way better
i don't think they got the ruleset
any ideas?!?!?!?!?!?!
!?!?!?!?!?
this is an optional parameter that will make a certain rule happen only while it is true. making rules sort of get triggered only at certain moments during the match
idea: allow boolean combinations of constraints 
"how would i represent that in the struct" you may ask: make them into flags and have PositiveConstraint (must be true) and NegativeConstraint (must be false)
the only issue would be based on how you're storing Nand X (in HasNCoins, for example)
i would say ‘IsLuigi/IsMario’ (character basically) but vcmi has way more characters
ooh IsCharacter allowing for "team"-based rules
or maybe u could make it like groups of sorts…..
@heady sand what i'd do is allow the restriction to be inverted as well
that could remove redundant ones
for example, inverting IsMoving can make IsStationary
inverting IsAirborne = IsGrounded...
inverting TimerIsLessThanN = TimerIsMoreThanN
etc.
I already have a "constraint is negated" boolean 🫰
And ORs can be made by combining two rules with the same condition/action, but a different constraint
smaaaaart
and: "am i a joke to you?"
actually
yeah just make the condition a flag and then you can make any arbitrary boolean expression
Also this is a bit difficult to explain but Constraints are for things that are happening, NOT identifiable traits of players. That's what Targets are for (is a certain character or team, is winning, is losing, is the host, etc.)
IsMoving and the like, tho?
Let's make an example rule:
Constraint: Got Star
Target (who Got the Star?): anyone
Action: Kill
Target (who to Kill?): 1st Place Player
Constraint (this rule will get executed only when...): Is Moving
Target (who Is Moving?): the Host
== "only while the host is moving, if anyone grabs a star, the person currently winning dies"
It's more so a distinction between what one is and what one is doing
Though yeah that makes sense
technically inverting a LessThan would mean its a GreaterThanOrEqual
but that doesnt matter since they're constants anyway
but someone thinking that they want "more than 5 players" might do "less than 5 and invert"
which is wrong, since it'd include 5. but meh.
I think it's a small enough inaccuracy that I can get used to live with
For the sake of simplifying this already convoluted new feature
Although ughh making stuff into flags would allow for so much more, like combining constraints in an AND fashion like you said. Or doing so with targets too
Crap
At this point provide the user with a copy of dnspy and vscode to modify the game at their will
youd need to be able to invert individual constraints to support ANY boolean combination tho
so youd need a flag to enable, and then a flag for "invert"
otherwise things like (!IsMoving && IsAirborne) wouldnt be possible
Intriguing...
The vcmi can produce mind-boggling gamemodes
sigma..
omg imagine like ''lessThan1MinuteRemaining'' in hide n seek and it does some thingy to make the players be shown on the minimap sometimes.....
Yeah Vic Could Tie Special Effects As Rules And Have A Ongamestart Thing To Trigger Them Like Before, But Now Can be Changed Mid Match... 👀
Tho Funky
Dynamically changing the effects mid -match? Eehhhhh...
Funky Indeed
ehh, I've seen worse..
ok so take the "harm player" action, which powers down someone. should it...
- have an effect ALWAYS no matter what
-# or - be limited to under normal circumstances (it'd have no effect if the player is in i-frames or has an invincibility star)
I'd have two separate ones tbh; "normal damage" and "unblockable damage"

toggle for rules is wild 😭
toggling your life support
win 1 game and you're done for
perhaps…
GotStar.. Increase Star Limit 🤔…….
Nah it's just a parameter... Like for example "GivePowerup" also has a param that indicates which power up to give... Same thing here, the Harm will indicate if it's "forced" or not... EZ
Also I've made the executive decision to remove the Constraint negated boolean and instead replace it with explicit constraints that are opposites. Long story. Don't worry. I'll make it work. Don't worry.
Also also you should've seen the grin on my face yesterday when I discovered that to implement most actions it's just
private void ActionDoThing() {
ThingSystem->Do();
}
Thanks iPod "Touch" 0218
strings in the structs.... crinnge.
also why reflection?
I just put them in quotes in the message to Accentuate my Words
Conditions and actions and whatever are an enum value in the struct
no i checked ur dev branch lol
the parameter is a string i meant :P
Oh, I've been exposed
Yea well the thing is that the parameter can be kinda anything, depending on the condition...
As for the reflection thing, well... It's what I used in the original version and didn't really change to a diff method bc it works
Cause
- what else would you say I use instead of strings
- how else would you say I convert an enum value to a method name
- a single int w/ constants since youre not really storing anything in the strings
Dictionary<Enum, Action>
- Fine, a little bit more convoluted but OK
- This one I don't really like tbh, I mean we already have all info we need I cant get myself to creating a lookup table that's just {
{TriggerAction.GiveStar, ActGiveStar},
{TriggerAction.GiveCoin, ActGiveCoin},
{TriggerAction.Kill, ActKill},
... }
i suppose
it doesnt matter that much
since theyre rarely called anyway
Also I want to know if I understood correctly, 1. would kinda be using enums as well, right?
kinda?
i mean, you could
I just meant more constants than enums
because overlap is ok
Ah, got it
i mean after all why shouldn't i revert the ui back to 1.7's for the vcmi port to 1.8
i had a lot of space for rules there
@heady sand ipod loves this mod too much
I was considering moving the rules to a popup submenu
I was thinking of putting the list of triggers in a popup too, but im not too fond of the idea of requiring another click to do (see) something that required no input beforehand
You had to scroll 
Grumble grumble... But you'll have to scroll in the new popup too!!
so i was trying to do this and... i can't see to be able to serialize a struct? like, in the command down at the bottom. should i unfold the struct into its individual components in that case, or...?
do what, serialize a struct in a command?
yes
i dont think you can?
easily, anyway.
just break it into different components
ill ask in the server
Ok thanks
It won't be too difficult to serialize each individual field of the struct instead, anyway
choose vcmi's fate
as you may or may not know, all "race" maps in vcmi currently lack any subareas (and working pipes or doors)
this was initially because there was no use for those rooms in a race since they're just out of the way. however, i wanna know what ppl think now that i'm porting and redoing from scratch these stages for v18, and that more varied gamemodes have surfaced around said maps:
- yeah you're right, i don't see myself visiting those subareas. keep the "race" maps linear
- i actually would like seeing subareas being added, for one reason or the other
subareas are only good if they are a shortcut or for hide and seek variety
cooler to have them than not
it would bring so much changesszzszz
Aww darn it
More work for me
i think worst thing is you’d prob have to code in some area based camera boundaries or something…
maybe make it so they dont act as shortcuts and they are good
or atleast let it be an option to disable shortcuts
clean sweep
man, towers really are damn narrow in the og huh
what the
they like cover only two third of the screen
i think i should just force 4:3 aspect ratio on there lol
you should hide wario somewhere outside the walls that only propeller players can see when flying
you could...
Stretch the stage
sideways
!!
expand the walls
you shouldve done 2-tower or 3-tower instead
oh right nevermind they all use gimmicks.
as far as towers go, we got w1's, w7's, and w8's
i think u might have to add vertical bg scrolling too cause the parallax will be way more noticeable here and it can look bad 💔
ngl i never thought how fucked up these levels are
5-tower is an autoscroller for fucks sake 😭
force the players to use 4:3
yeah that's what i was thinking
zoom the camera in
huh
that's also a very simple solution yeah
Accuracy Mentioned👀👀
hey vic have you ever thought of adding an option for the nsmb levels to be playable for vs
like loop-able and with star spawns
i have considered adding randomly scattered star spawns on there, yeah
not too sure on the looping, though
I kinda almost don't wanna have my name in this mod's name anymore... Sounds a bit too long and boring idk
Yeah, you get it! It's so straight to the point
Having the author's name in the mod feels natural
so i don't see a problem
but i dont own this so you can change it ofc xd
miibumm suggested a good name
The main snag is that everyone and their mother calls it "vic's mod" so it'll lose almost all recognisability if I remove that I feel like...
only other good abreviation i can think of is matchinator
Calling this mod "matchinator" will feel unnatural and very weird considering i believe all have been calling this mod vic's mod since 3 years ago
keep it as vcmi..... 🥺
The funny thing with "matchinator" is that it's technically wrong... The inator is of the "custom matches" it's like, a custom-match inator
So both words have to be included
I know this is such a thing to say but lol
too lazy to add custom to every instance of matchinator
vcmi doesn't have a problem with name
mod loader does...
Ughh so true, what was I thinking
vic's mod loader
mvlOML
i loved vics custom matchinagor...
me and my friends don't really hang around in the community at all but whenever we play we just refer to it "vic's" but tbh even if you rename it to take your name out we will still probably just call it "vic's"
not even vic's mod or anything we literally just say hop on vics or yeah let's play vics
the vic's in question
Ginger
vic Made In China...:Simple_Glare:
Fair enough, fair enough...
remember when blucor directly called vic himself vics mod
same way lee called u frosted mod
pffft
vic idk if i’ve mentioned this before but hypothetically
item rain
hello map mod
hi lee (only some people know...)
hello wonder
Too much chaos I feel like...
i mean technically could be made with spawn powerup every bla bla bla
Technically it could easily be made with a trigger similar to "every 1 second .. spawn random powerup"
Ya
double technically 🔥
I planned to do an item rain mode in my mod
same but i’m lazy
this ain't the lazy mod 🥹
He’s so clueless
His battery is so dying
If...
Player "Vic"
Get Job ('Doctor')
Then...
set_var('World is safe?') [0]
if Player.IsLocal
Debug.Log("Despite everything, it's still you.");
watch someone tell me I need to put Player.IsLocal in mutiple blenders so it actually works
eerm that syntax is wrong!!
NERD ALERT!!!!
Rules but It Summons Particle Text...
Could be A Neat Way To Tell Players What They Are Doing Correctly In A Ruleset
We love Reviving Stuff Don't We 
playsound rule
wait these can be doable with the whole parameter stuff now...
vic PLEASE keep this in mind i beg you 🥹
woag 125 stars 22k messages
Idk man do we really need that? Lol
I'm not too fond of the idea
I think adding emotes oughtta that work like in smm2 where they play a Ping sound, oughtta be enough
Has anyone created any fun/interesting custom rules?
if [collected coin] [random rng] use it in race matches
but i think it only applies to host..
@heady sand it only applies to host?
Unfortunately yeah, random tp is one of the rules affected by the bug
I mean apart from deathmatch and hp deathmatch,
We got hide and seek, freeze tag, Luigi jail
sorta similar, but different enough and a whole lot of fun
wtf is luigi jail 😭
bumped..rngteleport for teleport flower
you can add it to whatever ruleset you want
copyrighted and licensed by uh me tptally i own nintendo
It's a ruleset that we accidentally discovered while playing freeze tag lol
Ok so freeze tag consists in the host freezing everyone else (permafreeze is enabled). Others can help each other get away. Once everyone's frozen, the host wins.
Now, Luigi jail is a variant of this. Instead of permafreezing others, you must bring them to the area behind the flagpole (the "jail") and they can't escape BC touching the flagpole will DQ them
One can play around with the modifiers to make it easier or harder for the jailed ppl to escape
Now, it's called Luigi jail BC uhh the umm
When we discovered it we were all playing as Luigi for two reasons; not finding out who's who, and having fairly-sized ice cube collisions lol
I don't remember exactly who thought of it, so whoever it was speak up so I can give you credit sob
Yeah!! The challenge of bringing an ice cube to the other side of the map is surprisingly exhilarating
it really is lol
i sent so many clips from how hilarious it is
#mvl-media message
im pretty sure it was foxy trolling around putting us behind the flagpole and it ended up being a gamemode
the first clip
LMFAO
fucking died to snow
yeah itwas me
@outer swift hi hello, I saw your suggestion in that other thread and well yeah sounds like a great idea...
something like extra buttons that the host can mess around with in the middle of the match sounds very useful
that way we aren't limited to setting stuff up before the match
i'll note it down lol
omgg🥹
i am so happy to hear that
soo currently i noticed
its like that
that all effects
are limited to the host
wait a second (the youtube link down there is that "bug" i mean when i said limited to the host
i got a video of a bug i think, but i really like this bug. if it is one
Link cause its to big (for discord, and cause i have no perms here)
oh
i just upload to youtube
that's a very ugly and sad bug yeah... very limiting... it's definitely not intentional, although many players have taken advantage of it to create some fun gamemodes
should be totally fixed by the next version (it's going to take a while, but i think will be worth it)
yay
ur so epicc
i can't await this epic Feature
because yeah it would really bring new possibilites if you have the power to choose how the game runs
and ye
ofc the bug fix as well
bug fixes are really important
basically, it'll be a "target" feature where you can choose freely who the rule affects. just the host, everyone, someone random, the one with most stars, etc.
YES!
should work as well for this ^^
and maybe, at spawn item thing choose which item spawn exacly, or get item in reserve slot :) [if that is possible, so like extra options for things that may have more than one thing to choose from, like items]
1.7 moment 
quantum saved my and vcmi's ass so much
Same Star count?
If two players are tied for first the game will continue until someone's in the lead
Oh Vic
I wanted to generalize GameLogicSystem into a separate gamemode system
So it's easier to add custom game modes without shoehorning everything into the one game logic system
Just letting u know
in case of merge issues lol
ooh, that's cool. but, what would that mean exactly? isolating things like starrequirement, and abstracting things like checking for winners?
also, you think you finished changing the event Frame parameters you mentioned a few days ago? i wanted that to be fully done before commiting to the merge
Yeah
Also yeah I finished that big change
Events aren't supposed to have the Frame in them
Bc they might not be the correct frame under some conditions
soo useful. i won't have to ruin the checking for winners anymore by gluing on extra logic if stars are disabled
@heady sand There is a softlock with the do NOT race
mode
The coin keeps constantly spawning
die > respawn level
the dont challenge is supposed to be played in singleplayer lol
Do We Call It A Softlock Of Vic's If Yur Using A Maker Tool?
if you did "spawned > kill player" would you say its something that should be "fixed" as well? lol
i mean the respawn probably should just be moved off the coin but still
yeah
why would that be in a preset gamemode
should probably just be lapped = respawn level
yup... i'll just do that in the next revision of this lvl
im sorry but what the fuck does that mean
his point is customization
i think
??
like the softlock would quite literally come from the customization
its like ipod said above
spawned > kill player
that wouldnt really be a softlock of the mod itself and just a softlock from the rules set
i mean you're leaving it like that for people to softlock themselves
ergo, his mistake
but whatever im not in the mood to argue about something so stupid as a coin in a shitty mode
the whole cause of concern was the softlock coming from a preset gamemode. yes, the rules can be added, deleted, or changed, but the do not challenge is one of the preloaded rulesets. so it is my mistake
tbh fair, tho i think the mistake wouldnt be from it being a preset ruleset but rather :clueless:
yeah no i did take artistic liberties when porting the levels. also it's difficult to control edge cases when the rules can be so expansive :(
but that's why i appreciate bug reports
ergo, his mistake
i win
mario sitting on stairs crying raining gif
i just realized that with the new powerup creator feature you could create something like a blue shell easily...
hm...
on powerup got -> hard knockback (target: first place)
i've been doing a lot of mining off-camera, i should reveal more stuff here because this thread's been kind of a snore lately
ooooo
now add progress path for races and gg
progress path? what is that?
there already is a minimap... i don't understand sorry sob
i was actually half joking lmao
what i exactly meant was something to determine whos in first place in race maps (as in whos closer to the flagpole)
vic i think you should follow in mkworlds footsteps and add more misc mario enemies and characters
specifically cataquack
and lakitus cloud
not lakitu
moomoo the highlight of the direct
playable lakithunder in vcmi
don't think i've ever shown this. but new rules (they're now called triggers) screen
targets ("Who?") and parameters ("X = ") are new additions. constraints ("Only While...") are too, but a placeholder for now that might change places
more things for triggers, like options for a "random chance to happen" and a "delay" might be added...
also, these are the maps that will make it in for now. many new race (they're now called "campaign") ones...
so many more castles and towers,.,.,
im abt to cry
its so peak
ah, I see your > and < are still not working... lmao
Dude i like that maps
They never did,, I cry everytime
yet another thing ported, the powerup manager. nothing new, just a little different look that's consistent with the new design language above. however, now it's just on/off toggles instead of a x0/x1/x4 selector since that aspect wasn't widely used
also, don't look on the right side of the dialog. it's a secret
Yum we Winning
changed some things around a bit. felt too cramped, so i added an "extras" dialog and moved the constraint there. also, two new features (delay and random chance :)
Sorry vic, I gotta snoop again
snooping obv
As per usual
I see
(I haven't committed today's changes)
I had 24 new commits
So new
Team c is my favorite btw
There can only be one! /ref
VCMI Semi German is real
Why is my LustarioMario it's suppose to be Lusto on editor graah
Oh yeah, translations. Yuck. Don't expect much from me on that front
Ö
ö
·o·
help me I am in danger
breaks legs because of fucked up collision
dat koopa tho
Can you not go down at all?
Ah. OK
vic can you add the ds camera ost to the main menu songs
That's fucked up
Where will yo be playing?
I've never heard of that, I'll be taking a listen
Cance
It**'**s a draw...
Please let me rename myself to äöü :(
Everything has at least one thing that's unfinished. So don't be surprised
Seems like a limitation on the servers.......
nah it's fine, it's unreleased afterall
What's funny to mention is that if I click on my name then click again, I hightlight the character section for a small bit and then back at Lusto
So much work to do. I really want to get the character selector working for the new characters though
@heady sand increase the z of that water to make it in front of the players dangit !!!
speaking of water... i need to make it so you get the water walking footsteps when partially in water
also i think some of the tiles might have the wrong winding for the vertices
Yesss I willl some day, it's on my to-do liiist...
I just get distracted by some other thing every time lol
Yeah I just have to remove the automatically generated collisions of the shadow tiles
I must've missed those back then
aaaaahahaha
oh. ok
how did i
Oh we doin racing? count me in 
oh, did you pull the latest from nightly?
cuz i did some changes to the tilemap data saved in the Map
so anything you have baked miiiiiight be wrong
yes, i got the latest stuff but it didn't cause issues
that was just a problem of clipping inside a wall because the ceiling was too lowç
how even
i swear man this goddamn tileset
also hell yeah! this means it wasnt my shitty code!
Nintendo DSi music that has been extended to play for at least 30 minutes.
Composer(s): Kazumi Totaka
Arranger(s): Kazumi Totaka
Developer(s): Nintendo EAD Group No. 2
Publisher(s): Nintendo
Purchase or pre-order this console here: https://tinyurl.com/ycjgdjf5
This video was uploaded from
https://www.youtube.com
This stream was submitted b...
here’s one i like
also play the other new levelssssss and tell me what's wrong with them
(except towers. i know those are fucked upo.)
unpaid playtesting
OK
top hiding spot
I'm try my best to get out
brb call
k
done.
Cave Divers
we can't get out...1.1.1.1.1
do kooper troopers have no collisions or what!!
in the og game they have height hitbox of 1 block
you can tell by the ice map section
oops
wait what.... how...
Oh yeah iPod, could you give my standalone build user-id the blue colored name? I have it on the editor lol, it would probably be more convenient to have it there and not the editor
if you can that is
what's the id
30a9e529-0791-4b8e-a409-5d4a03e2de90
huh?
oh stunned kill begin
thats why
I was gonna ask why we are dying
done
chillin
[any] stunned -> [non-conditioner] kill
i gotta add checkpoints
imagine trying to serialize all these newly configurable rule settings into a string and stuff them into the custom properties lmao
oh uhh yeah i needed to see if all kopas went thru the floor or not
apparently just those over there
this is it luigi
5mb large json 🤢
they dont have crushing code
at least, i dont think.
the bobombs do
because fortress
IM SORRY VIC
hm... no
crazy
koopas should get crushed.
public void OnEntityCrushed(Frame f, EntityRef entity) {
if (f.Unsafe.TryGetPointer(entity, out Koopa* koopa)) {
koopa->Kill(f, entity, EntityRef.None, KillReason.InWall);
}
}
i was imagining all entities /enemies shared a single "is-crushed" function or event
My Nightmares:
or is it cuz of sideways squishy things
Is... there no more KOOpas?!?!
genocide...
take the win vic
Squishy Debug.Log
nah its a signal
enemies have unique death states after all
:)
What the fuck
i set the "promote to host" button active in unity and then pressed it
vic is an mvl hacker confirmed
Oh yeah we did
thats where the KOOpa debate started
i have no idea. in sewer it made sense because the ceiling was too low. but in tower i'm not sure what the cause would be
i hope you like the vertical minimap...
NO i HATE it.
(show)
wrong spawn position?
it's nothing special, just the mingimnap following the player's y instead of x in arbitrary stages
good point
something something
aaa
yeah, that koopa spawns in the ground
aaa's lobby
well, that's been fixed. i could've sworn i had grid snapping enable but my hand must've slipped
The Koopa was chilling tho atleast
had to add a bunch of extra toggles because we really can't wrap in campaign maps :( the stage baker is prettttty useful though
oh and the auto camera/bounds is chef's kiss, so much time saved. i think i've already said that
:)
does this count
now i can just detect if a goal object exists in the stage to mark it as a race map instead of clicking the toggle myself!! wow, technology
NEW Technology!?
built on NT technology
NT? Windows NT Workstation
Oh yeah vic, thanks for giving me host back when I was host 🧠 🦅
yall playing vcmi 1.8?
We were playing a few rounds goofing around
wonder how possible it'll be to import just the entirety of unicode emojis as a sprite sheet
automatically obv i ain't labelling each one by hand
???
did you change something for this to happen
cuz if this is vanilla i want to fix it
i set the "promote to host" button active in unity and then pressed it
right
here
i didn't actually have host. still couldn't change anything. just the sprite and chat msg appeared
yup
but you did gave it back at the end
that's agoode
so everything is good
totally real host
that you gave back
yep 101% real
Never build for vcmi again kids, dont delete the build folder kids
13 minutes shrug
skiissues
IL2CPP I'm calling it
oh god yeah thanks for reminding me, i have to make the lighting work in each level
for that juicy rtx
i like these little tracks
ow
Last Words before 2089 timeskip
it just says buh bye for me :(
laugh
gave it a listen, it's pretty good but i'm not sure i'm convinced for it being a main menu th
Do not worry vic, I will be waiting patiently!
https://youtu.be/h-MM4H5JAF0?si=OGaAwHVsP_7H8dzC hi here’s another but i think the other one is more of a catchy boppy menu theme
Nintendo DSi music that has been extended to play for at least 30 minutes.
Composer(s): Kazumi Totaka
Arranger(s): Kazumi Totaka
Developer(s): Nintendo EAD Group No. 2
Publisher(s): Nintendo
Purchase or pre-order this console here: https://tinyurl.com/ycjgdjf5
This video was uploaded from
https://www.youtube.com
This stream was submitted b...
i’m probably gonna use them for my mod but was curious to see if you were interested in using them
This one's not bad at all
ok!! all existing characters have been successfully ported and they look better than ever. also, you can choose the palette in the previewer dialog so you don't have to go back and forth
i'll re-add the unique colour palettes they used to have soon
actually let me make a poll
hi thanks lust
how do you like the "bowser's minions" enemies:
- no voicelines: either mute or with some infrequent abstract sound effects taken from nsmb - like in current-version vcmi
- have them speak: give dry bones, hammer bro, etc. their iconic voices from the modern mario games
Once I learn how to make maps in 1.8 I will build that Beach Versus Map I was talking about ages ago
instant yes for voices
i think it would be cool to add voice lines to the character, it would feel more alive
yes
i don’t like playing as the minions in vic mod cuz they just feel like a boring model swap
aww really?
i never added voices to them because they felt a bit... annoying
too much screaming
understandable but idk they just feel like bland husks without them
well then i guess i'll have to bring justice to them
it eats at your soul
-# crusty ass model
honestly the other part of the reason why i don’t like playing them
i think it would be reasonable to take a model from later games, that way they're higher poly despite not being era-appropriate
eh, you should try it tbh
cause like, man, i learned a lot ever since i added these models. i feel i could do a much better job but... work
depends if the voice lines itself are loud
tbf these characters don’t have that many voice lines either
and i think my final reason why i don’t like most of the minions even if i did play them is because majority of their body types are just big balls of torso with baby arms
but half of the chars have voice lines in super sluggers I think
shhhhh malo 3d world
oh god never again frosty
huh…
i HATE super sluggers!!!!
like all these characters circled feel basically the same to me
like monty is just shy guy but a hamster
the only one I don’t like to play as or rarely do is monty mole
the ? ones are a probably feel the same btw
agh, i know i know, i've been mentally fighting with that ever since i added them bc they're so wide. it's gotten so bad that we mostly play as luigi when freeze tagging for example bc of the proportionate hitboxes. but i kinda find joy in playing as an nsmb enemy so that's why i just...
yeah i get it
it’s not like mario kart where it’s just cosmetic (for the most part) for the enemies
i think it’d be fitting for you to do yoshi tho
sure, why not
and toad maybe (he’s a favorite in mmim so idk)
i'm a bit ehh with toad i'm ngl lol
what cus of the proportion hell?
ah no it's just because it's toad
what about toadsworth
ah!
that feels fitting for vic mod
yeah' he's not a bad candidate
i would suggest birdo but i don’t like birdo
idk how other people feel about playing birdo
i also don't feel like adding her, sorry
pianta?
i feel like that strays away from nsmb too much
i mean
rex and bully are right there
erm that’s a mario & luigi rpg thing
i would definitely main boo or smth
no legs but idk it could work i think
i would be down to do custom animations for him too
color palettes would be tricky tho
unless it’s just boo and the dark boo from smg
urk yeah, animations... it would be so benefitial for all characters to have something more than the humanoid mario-based anims. but i'm not too fond of opening that can of worms rn
i know i'm learning blender and stuff but only modelling, haven't touched animation at all
boo and the such would be sick, yeah. they'd have to... float around(?) instead of walk and run, i feel like. also palettes wouldn't be a problem, they don't have to have heaps (or any for that matter)
if you wish, i'd me more than grateful
i don't want to have my mod overflow with characters since that's not its main premise (it might be too late now though), but i can't say no to boos
or... those guys that fly in a straight line in smw
eeries?
ngl i’d rather work on that than my own mod lol
not sure if my computer can handle 1.8 tho
it shouldn't be any heavier than 1.7
i mainly mean storage wise
plus usually when i fork anything nowadays something is missing or broken
i have a portable storage thing i can put it on but this still usually happens
why not make his hat, gloves, and boots, the second color?
The secondary color doesn't exist there lol
For broozer especifically
No wait it's snow spike 😭
oh yea i see
it'll be a few gigs. also, running projects from external drives (anything other than C) leads to problems
the mario and luigi palettes aren't supposed to be applied to them lol, it's just that i have to write a bunch of code to make it how it used to be in the current version of vcmi
also the gloves, hat, boots, etc... aren't colored bc they show what powerup they have active, be it fire or ice flower
yet another dialog of toggles. this is to customize which elements the minimap and scoreboard shows. in the current version of vcmi, you can only disable or enable players, but maybe you'd want to show who's frozen (freeze tag), hide stars, or bring attention to a certain team's position on the map...
the right side will have mostly the same things but for elements on the scoreboard (star, live, coin, etc. counts)
oh god imagine a traditional versus match but with stars hidden in the minimap
zero strategy
this is why ghost house only hides the players, not the stars lmao
peak menu of the characters
Figured I'll ask
How do you prefer rulesets to be saved/exported?
- keep it as an actual file. Easy to store but might be awkward to share if one can't upload things onto the platform they're sharing it to. This is how it works currently
- as a string of numbers and letters that you can paste into the game. A bit more tedious to store on your pc, but very easy to share around. Could even work in the in-game chat
how about both
what if it was like a list of available rule sets and people can upload theirs there? like how mvlo maker does it for the levels
ofc that’s a lot more hassle than the 2 options you provided lol, but I’d go with 2
I mean, it would be very cool to have that. But since it's pretty complex of a thing, other stuff has priority
I mean... is it?
You could just send the ruleset in a command
Or do you mean like UI / logic lol
nah i mean what frosty said about pulling out a server, database, api thing for the ruleset upload feature
1 or 2 of my poll is definitely nice and simple though
Ah. I mean, didn't u do that for mvl maker 
yeah!! that will make the process smoother... but it'll still take time...
maybe for idk v18.0.3 or whatever lol
peak menu
thanks
did vic already implement midis?
yes, it's been the main source of music for vcmi for a long time and they'll keep being in v18
it was easy to port too, just mute the normal music and copy and paste my midi playing script from previous versions hoho
I have midis working on my accuracyMod v3 as a toggleable option
But the musics dont seem to play accurately at times
Idk if it has to do with fluidMidi playback or something with my files
Yeah, it's a fluidmidi issue. The sequencer is not quite accurate enough. In the last couple versions of vcmi I have migrated to MeltySynth
It's not fully plug and play, but it's more accurate and cross-platform
more toggles for hiding and showing things
some of these are already in the current vcmi version, but it'll be more organized now
juan
Can't have an icon that represents "player names" better than that..
anonymous ruleset
0 strategy at all 😭
Exactly!! Absolute gameplay
Nintendo DSi music that has been extended to play for at least 30 minutes.
Composer(s): Kazumi Totaka
Arranger(s): Kazumi Totaka
Developer(s): Nintendo EAD Group No. 2
Publisher(s): Nintendo
Purchase or pre-order this console here: https://tinyurl.com/ycjgdjf5
This video was uploaded from
https://www.youtube.com
This stream was submitted b...
it was my first nintendo handheld
Nintendo DSi music that has been extended to play for at least 30 minutes.
Composer(s): Kazumi Totaka
Arranger(s): Kazumi Totaka
Developer(s): Nintendo EAD Group No. 2
Publisher(s): Nintendo
Purchase or pre-order this console here: https://tinyurl.com/ycjgdjf5
This video was uploaded from
https://www.youtube.com
This stream was submitted b...
ds generation my beloved
I'm testing vcmi on an android tv and when I pause with a controller it automatically unpauses
However the on-screen pause button works properly
The same also happens in mvl renewed (although it doesn't even show the pause menu)
Yeah, in vcmi the menu waits for the animation to finish and so you see it, and that's not present in vanilla/renewed so there it'll disappear very fast. Considering it happens in multiple mods, it has to mean it's an issue with android TV itself... Maybe a bug in the OS or a difference in how gamepad inputs are sent...
Fixing this seems to be outside of my reach but thanks for the report hoho
Honestly I don't mind if the bug is fixed or not, I'm sure no one is even playing mvlo on an android tv
[💤] vic's Custom Match-inator
I'm having a busy summer. Sorry for the delay and lack of progress on the update, it'll be out eventually!!
A quick nap...
vic's Custom Match-inator
HP: 7/10
FP: 5/5
Status Effects:
Sleeping: 3 Turns
vic joining miibumm mod on the pause train
Current version, 17.0.11, has the ~18 levels. The 30+ will come in the next update (based on 1.8), which is still in progress but coming soon.
Wait where did the message go
i think it did the fake out earlier
where it says something was here but then you check and theres nothing
oh damn thats huge
any idea when its coming out, this seems exciting
and i assume the intention is to eventually have all nsmb ds levels, right?
Not necessarily all (there are some I don't really like), but sure, it can keep expanding
Most surely a bit after vanilla 1.8 comes out
Koopa
koopa troopa paratroopa bowser's castle go kablooka
BlockBump?
no... bump, the predecessor to knockback
1.8 bumps better
[👁️] vic's Custom Match-inator
we have opened our eyes
VICS MOD 2 TOMORROW CHAT
Will rebase on 2.0.1.0 and after that we ball
Will be some sort of pre release version. Many features and maps are already present and playable
this aged well
Will rebase on 2.0.2.0 and after that we ball
1 day later:
Will rebase on 2.0.3.0 and after that we ball
Gu
at this point VCMI will be rebased on v3.0
vcmi 2.0.3.0 will release in 2030
actually it will release on 9.9.9.9 version on year 9999
theres so much wrong with that image
yeah, a lot went wrong very quickly. many merges have gone well with no issues, and it looked promising. but once the upgrade to unity 6 arrived, everything broke so hard
agh i don't wanna re-port everything now, even though i can copy paste all assets, i've made so many changes in all sorts of scripts i can't possibly remember
but the merges really are just not it
i could just go a few commits back before this last broken merge pictured up there, and release that
cause everything works OK there
but that's a 3 month old 1.8
sigh
think vic think
yeah merges have Been CRAZY... so i instead just made thing unrelated to existing files and it went well...
-# just... Not for the mod i didn't do that for... (you know the one)
gud lucks tho...
vic i swear im not goìng crazy the bg looks a bit squished for some reason pleas check if the scale is set up properly omg 🥹
you'd be correctorl, it is squished
maybe you could try to rewrite VCMI rather than trying to merge old code
yeah that is the path i will take in the end...
both choices are tons of work but rewriting is definitely much cleaner
and i can obviously copy-paste assets like the maps and characters
if I can patiently wait for v2 I can patiently wait for vcmi <3
idk what emoji is more representative of this mod
⚙️
🎲?
This mod isn't decaying wdym
🦤
🔧
☣️
These are all very good options...
vic release vcmi for 3.0
so no one can play or fact check its existence due to no vanilla 3.0 yet

I'll travel in time and have all unreleased features like voice chat and penguin suit and idk what else before they even get announced
🎛️ vic's Custom Match-inator
Hmm... Dunno
🐕🦺🕥
new mod leaked
vic will you add disable fire hard knockback as a special rule
will you add "every second" events?
Uhh sure fine
Uhh sure fine
will you add a cat to the main menu
vic will you add wario
Uhh sure fine
No
fire
vic will you add all mario kart world enemies?
Naw
vic will you remove all mario kart world enemies
Object reference not set to an instance of an object
vic are you neutral about mario kart world enemies
no, I'm actually quite OK with them because i like more representation for mario enemies
i havent been on this thread in a while
vic what’s your reaction to the Vic questions returning to the thread
-# just like old 1.7 vcmi times :sobbing sob 🥲
vic's Qustom Ratch-inator
I like the letters they're made from
vic what is your favorite letter
the g from the android skull keyboard
I don't know what I did to deserve such kind words, but thank you I appreciate it
Vic you are 最 and 高 :3
Guess what
1 day later:
Will rebase on 2.0.4.0 and after that we ball
Gu
your about me is evil lol
what? it's just a normal heartfelt message... :]
encoding errors
discord more and more buggy by the day... 🙄
bogos binted
It's ok
do you prefer one type over the other
What type!
yay
