#🎛️ vic's Custom Match-inator

1 messages · Page 25 of 1

idle hornet
#

VERY WRONG LAD

heavy mountain
#

NOOOOOOOOOO

idle hornet
#

VERY VERY WRONG

idle hornet
#

its from [[If Undertale was realistic.]] or smth

#

haven't watched that

#

in a while

heavy mountain
idle hornet
heavy mountain
idle hornet
#
  • this is a mod thread, go to general or to general 2
heavy mountain
empty ore
#

poor vic man, ts is so unrelated 💔

idle hornet
#

i told them to go to general 🥀

heady sand
#

This match is so custom

stuck roost
#

did anyone tell vic about that one bug where you snap to certain surfaces?

heady sand
#

however the problem is indeed not present in any 2.x vanilla version so...

#

well, no idea

vagrant surge
#

eh? what's the bug

heady sand
#

so this seems to happen when losing all momentum after bonking on a wall while airborne. clearing the ledge in this moment will "restore" your momentum and snap you to the floor above, sending you running forward instead of actually keeping you stopped. i don't believe this happens everywhere... it's on objects like pipes, i think? @vagrant surge if you got no idea then that's fine too, i'll just look into it myself. just asking in case it's something you've encountered before

#

oh sorry you're already here didn't see

vagrant surge
#

its a vanilla bug but pretty rare

#

you've based vmci on 2.0.3, right?

#

it mightve been improved in 2.0.4

heady sand
#

oh, rare... it's intriguingly consistent and common in vcmi. 2.0.3.0, yes

vagrant surge
#

simple solution, merge from 2.0.4 :)

#

try taking just the PhysicsObjectSystem from 2.0.4, actually

heady sand
#

yeah i was going to do that eventually, thus my low priority on this lol

#

good to know it's actually a vanilla fix then!

vagrant surge
#

i doubt youve edited that so less merge issues

heady sand
#

ya

vagrant surge
#

i barely understand the physicsobjectsystem so im sure you dont even want to look at it lmao

heady sand
#

😬 i understand, i have no need to change anything anyway... not that i'd know how to

#

oh, there's multiple physics related scripts. you meant physicsobject.cs, physicsobjectsystem.cs, betterphysicsobjectsystem, or just all three to get it over with...?

#

hm, none of those three contained any meaningful changes (mostly just newlines, etc.) and the problem is still present

stuck roost
#

Vic's mod has a curse of having slightly different physics

vagrant surge
#

interesting that it didnt fix. hm

heady sand
#

ok, i checked out my first commit on this 2.0 port branch, and the bug is not present. so it actually was something that i introduced during development

heady sand
#

aight found the commit where the bug first appears. let's see what's different...

#

@vagrant surge ...the jump velocity had been increased (6.7 vs 6.6). lowering it back down a tiny bit solved the problem

#

what an oddball

#

even stranger: if instead of decreasing it back to its original value, i increase it even further, the bug disappears as well

novel comet
#

game doesnt like 67

heady sand
#

cosmic comedic coincidence

wet sun
#

shroob
or most sml2 enemies

naive escarp
#

Omg there is so many new customization stuff i might not even know how to use Triggers anymore

#

Let the big brain guys cook up gamemodes for us drybones

heady sand
#

ya they're definitely more complex... but also soo flexible! and i mean, technically you can still use them like the simple ones in 1.7, just ignore the "Who"s lol

heady sand
#

hrm... getting tired of the small soundtrack... most versus maps still use just the two from mvl. i wonder what other goode songs i could use...

#

the thing is, they need to be sequenced so like, i'm limited to nsmb games

gloomy socket
#

mkds mission mode and battle mode always felt like solid themes for mvsl to me

#

and since it’s a ds game yur files r rite there :clueless:

heady sand
#

let's give them a listen

#

hm, they kinda sound like menu songs not something you'd hear mid-match

#

like "select your stage!" kind of sound to them

#

however i really like sseq_0033 and sseq_0034 (i have no idea what they are)

naive escarp
#

Could you show me what sseq_0033 and sseq_0034 sounds like?

heady sand
#

sure
screen recording time

gloomy socket
#

prob a track theme,,

heady sand
#

i'm sure it's recognizable to you instantly so i'm only giving you 5 seconds (i nmever played any mkds so i shrug)

gloomy socket
#

yoshi circuit and baby park

#

gg!

heady sand
#

thankieeees

#

yoshi has great taste in music

gloomy socket
#

-# why do I recommend you mkds soundtracks yet what you actually like FROM mkds isn’t an mkds original 😭

gloomy socket
#

yoshi circuit and baby park are from double dash 🥹

boreal ibex
#

they are good renditions

#

-# i like compressed shit

cosmic swan
#

maybe bricks is the mvl version of baby park shrugcaptaintoe

tulip quiver
#

bricks 2 where its just 1 screen that loops in on jtself

heavy mountain
heavy mountain
stuck roost
#

will we ever be able to rebind the emotes?

boreal ibex
#

source:

spare swift
boreal ibex
#

ay cabron

spare swift
#

ucky kong

heavy mountain
heady sand
spare swift
#

definitely sounds like a midi

idle hornet
heady sand
spare swift
#

it’s not bad but it does sound kinda weird to me

#

i feel like some instruments are too loud

#

like the square waves

heady sand
#

well there's definitely a fun story behind that bc they used to be much louder in previous iterations of this export

#

and so they were lowered substantially

wise urchin
heady sand
#

No

naive escarp
#

Bonus got a reveerb effect when i first checked the flp

naive escarp
#

Why can't we have ts in the base game 🥀

heady sand
#

vic's lighting wizardry

boreal ibex
naive escarp
#

Holy krabby patty

boreal ibex
#

i actually already did this the marimba in the vid has a light effect in it 😇
-# the orchestra hit does too since both had effects in the actual flp

boreal ibex
#

sky

#

MAYBE ghost house with like a very small chance but

#

since yall vanilla musicmaker fellas like cheating a shit ton with yalls music yall make me want to not do ts ✌️

spare swift
#

me when i’m cool and i use a tracker without cheating

boreal ibex
#

fuck trackers

heady sand
gloomy socket
#

I thought u were being genuine 💔

stuck roost
#

i got baited so hard

red mantle
heady sand
#

thank

craggy iris
naive escarp
#

turkish dumbass

#

i remember we had a romanian too

craggy iris
#

i would summon him on the spot for this but i dont feel like it

junior tiger
#

jarvis, abort the summoning

naive escarp
#

look

#

the authentication guy is here

craggy iris
#

authentic dumbass

naive escarp
#

Bro described him perfectly

junior tiger
#

why am i the authentication guy

#

im supposed to be autistic

#

pick one side

craggy iris
#

authentically autistic dumbass

junior tiger
#

ok

#

splendid

craggy iris
#

ok goodbye vcmi thread

#

truly

#

goodbye

naive escarp
#

Triggers

heady sand
boreal ibex
#

i think that's not a video

naive escarp
#

omg lol 😭

naive escarp
#

vic

#

you should make mega mushroom tiny again

heady sand
#

oh yeah that thing

#

ok sure

naive escarp
#

tongue

cosmic swan
#

baby mega 🥺

wet sun
#

i saw that the starman didnt have a box icon so

boreal ibex
#

this looks cool but why would you want this

wet sun
#

it looks weird when you have a powerup in your box but it doesnt have an icon

heady sand
#

It has already been fixed, thanks

wise urchin
wise urchin
heady sand
#

because i feel like it dunno

heavy mountain
#

hi there

heady sand
tulip quiver
#

this is giving do not the bob omb vibes

boreal ibex
#

no not really

versed cove
#

vic i broke your character select screen

boreal ibex
#

little bone hat :)

vagrant surge
#

maybe sending like 128x16 block break events isnt a good idea

heady sand
#

i was thinking of a way to break the terrain in chunks, with a tiny delay inbetween each one

#

the smaller albeit still noticeable lag spike at the beginning, when all the tiles are being brickified, is also a tiny bit annoying... could be nice if that happened during the "loading" portion instead of shortly before the players spawning

vagrant surge
#

the StageTiles array is initialized twice technically

#

once when the map loads, the second when the gameplay starts (enemies are spawned)

#

if you do it when the map loads as well, itll be a lot more performant because it refreshes the entire tilemap at once

heady sand
#

aha. currently i'm doing it inside versusstagedata's resetstage function

heady sand
#

killed enemy condition, and play sound effect action!

idle hornet
#

Wait "Killed enemy" condition wasn't already in?

heady sand
#

the video isn't loading!!

heady sand
#

so now it is a thing

cosmic swan
heady sand
boreal ibex
#

delayed effects is actually kinda cool

naive escarp
#

delayed earrape

boreal ibex
#

😭

wise urchin
vagrant surge
#

"ding ding" rather than "ding"

#

like mario 64

heady sand
#

i thought about that but it could become confusing in real situations because it just sounds like the jingle was played twice

stuck roost
#

Nice stuff vic

#

Genuinely a good idea

vagrant surge
heady sand
#

that only go once :]

stuck roost
#

say i saw that in the constraints you can chose the "Actionner", will it be possible to set the Who condition to the actionner as well? (for bumps, stomps maybe?) Just curious

heady sand
# stuck roost say i saw that in the constraints you can chose the "Actionner", will it be poss...

you mean the condition target being set to "actioner"? that's not possible. it doesn't make sense for "the person who needs to do something" to be "the person who something will happen to". think of triggers like a timeline. the condition is the past, and the action is the future. you can have the actioner be the conditioner (aka "the person who something will happen to" is "the person who did something"); but you can't have it the other way around because you can't travel forwards in time

however, as for your other concern, next version will include conditions such as "stomped someone" or "killed someone", to target the attacker instead of the victim

stuck roost
#

I mean yeah it wouldn't work for most conditions
but alright, having those conditions was exactly what i was thinking of, so that's great!

wise urchin
heady sand
#

it's over, vic officially HATES fun

novel comet
#

dear god my ears

stuck roost
#

really good addition

viral verge
#

It may be a stupid question, but why does it go up 18 by 18?

heady sand
#

it's kinda detected automatically, the limit being close to what would've caused a crash. that way it's neither too low or too high

#

this shouldn't be noticeable in normal gamemodes, it's just to prevent "wrong" rules!

viral verge
#

Alright thanks for the answer

#

was out of curiosity

heady sand
vagrant surge
#

i think the stack size can be different on every client

#

leading to different numbers of executions

heady sand
#

Awww

#

But the alternative is to have everyone crash...

#

I envision this to be a rare thing, not to ensure a certain number of executions, rather a way to catch the problem and tell the host "go back and review your rules"

#

I believe a desync, from which you can go back to the room, tell everyone to rejoin, maybe backup your ruleset, is better than the game closing suddenly!

vagrant surge
#

:P

heady sand
#

Thing is it's not about the number of rules executed at one time... It's the amount of them that are recursive...

tulip quiver
#

rule recursion counter

vagrant surge
#

also by "rule execution counter" i mean like recursive rtules

heady sand
heady sand
#

This works good enough

vagrant surge
#

all you'd need is a mapping from effect -> trigger

#

for example, ActGiveCoin -> CollectCoin

#

then for each rule, you check if you can ever loop back to executing the same rule

vagrant surge
#

if that depth ever goes above a constant, you dont execute any further effects and you bail early

heady sand
#

That's what I was trying to explain earlier lol

vagrant surge
heady sand
#

I have no way of knowing if a trigger was activated by another one (recursion depth increases), or by normal gameplay (recursion depth should not increase)...

vagrant surge
#

the problem is recursion, right?

#

so if you did

#
public void Update() {
  SendTrigger(EveryFrame);
}

public static void SendTrigger(Frame f, TriggerType trigger) {
  if (++triggerDepth > 20) {
    return; // Fail early. recursion depth reached.
  }
  f.Signals.OnTrigger(trigger);
  triggerDepth--;
}
#

something like this

#

now imagine you have

EveryFrame -> GiveCoin
GetCoin -> GiveStar
GetStar -> GiveCoin
#
SendTrigger(EveryFrame):
  triggerDepth++ -> 1
  SendSignal(EveryFrame):
    Rule (EveryFrame -> GiveCoin) triggered
    GiveCoin calls coin interaction executer
    SendTrigger(GetCoin):
      triggerDepth++ -> 2
      SendSignal(GetCoin):
        Rule (GetCoin -> GiveStar) triggered
        GiveStar calls interaction executer
        SendTrigger(GetStar):
          triggerDepth++ -> 3
          SendSignal(GetStar):
            Rule (GetStar -> GiveCoin) triggered
            GiveCoin calls interaction executer
            SendTrigger(GetCoin):
              triggerDepth++ -> 4
              ...
#

that case will eventually reach 20 and error out

#

but if we get rid of GetStar -> GiveCoin:

SendTrigger(EveryFrame):
  triggerDepth++ -> 1
  SendSignal(EveryFrame):
    Rule (EveryFrame -> GiveCoin) triggered
    GiveCoin calls coin interaction executer
    SendTrigger(GetCoin):
      triggerDepth++ -> 2
      SendSignal(GetCoin):
        Rule (GetCoin -> GiveStar) triggered
        GiveStar calls interaction executer
        SendTrigger(GetStar):
          triggerDepth++ -> 3
          SendSignal(GetStar):
            No rules triggered
          triggerDepth-- -> 2
      triggerDepth-- -> 1
    triggerDepth-- -> 0
normal execution continues
heady sand
#

Oh I get it now

#

Hm...

vagrant surge
#

if you ever get to depth 20 (or whatever constant you choose) you can send the f.Event to warn

#

just like you do with the stack thingy

vagrant surge
red mantle
#

these should be added for the play jingle action

junior tiger
#

Final Castle rigged stuff

#

Hi salt long time no see

red mantle
#

heya

vagrant surge
# red mantle

problem is that "incorrect" is the same sound as trying to use a reserve item without one

heady sand
#

Ye

red mantle
#

nsmb still uses it when you go the wrong way in 8-Bowser's Castle at the looping section

heady sand
#

That's why I chose the mini game variants. Still familiar and similar but won't lead to confusion

red mantle
#

i do see the issue of using it though

empty ore
# heady sand before and after

te lo digo en spanish pq da hueva el ingles
no crees que sea posible hacer reglas que si tal cosa pasa, el juego manda un mensaje de forma global? que muestre lo q sea q el host haya escrito

#

tipo no se
got coin = send message "this bozo got a coin"

#

es un tanto irrelevante pero seria gracioso

heady sand
#

Ohh en plan "send chat message" action

#

Lmao ya

empty ore
#

creo q lo explique horrible pero si jaja

heady sand
#

La manera en la que será abusada me hace muy extraterrestre sollozando

wise urchin
#

pa cuando los idiomas en vcmi

heady sand
#

Nunca

#

Las quite a propósito pq hay mucho texto nuevo

naive escarp
#

NNNNNNNNNNNNNUNCA 🗣️

empty ore
#

cuando mueres

novel comet
spare swift
#

i’m using the palettes i made for this mod a bit ago using ez mod and ngl they’re actually all really good

#

i heavily recommend others to use them for ezmod aswell uckykong

heady sand
#

after all why shouldn't i add them to vmci right now while we're at it

#

uhh i think i can make a build soon yeah why not

#

since this update will have mostly rule-related additions, i think it's fair that for the next one i focus my attention to the levels. as in, add more enemies, obstacles, objects, etc that are missing from og nsmb so the camapign maps aren't as empty or boring and are more unique...

#

buzzy beetles, standing piranhas, paratroopas, launcher pipes, vines, '?' switches... urgh, please be kind to me mvlo coding

spare swift
#

pumpkin goomba :)

heady sand
#

The whomst

boreal ibex
heady sand
#

I can't do that shit man if I try to add bg tiles it looks horrible

boreal ibex
#

do you think my attempts at doing so were good then? 🥹

gloomy socket
#

overdecorated maps special effect gg

empty ore
#

hi frosty

boreal ibex
#

i fucking did it

naive escarp
boreal ibex
#

okay yeah i did it

boreal ibex
heady sand
#

I used to pray for mods like fcmi

spare swift
#

fic

heady sand
#

voxyyy

naive escarp
#

Sebumm

spare swift
#

reference

boreal ibex
#

i believe it will send

#

uh

#

there we go

#

the only thing that makes me notice its not really the same is that i think while in fl it uses nearest, here it uses linear i believe? so the instruments sound a little bit different.. but besides that its like close to FULL accuracy and im proud of it

#

vincells i love you but fuck you for cheating with the orchestra hit and the square waves 🥹

naive escarp
#

foxyyy what's considered cheating when it comes to converting audio to midi

boreal ibex
#

what i see as cheating in this is using stuff from outside nsmb

#

not related to midi that much

#

UNLESS its from outside a soundfont

#

because vincells thought itd be very very funny to use NES VST so i had to fight gods to find close to accurate square waves in soundfonts

#

since i make my own soundfonts with only what i need i can take from other soundfonts but having to do that is painful

#

so yeah what i see as cheating is more on the composing side than anything

naive escarp
#

Me when Nintendo lowk have bad instrument taste so i use other soundfonts

spare swift
boreal ibex
#

what end note

heady sand
#

The sponies jumping oh god

spare swift
#

didnt feel like being there to harmonize ig

heady sand
#

Oh that... Sorry foxy I forgot to tell you but there was a bug with that chord where two of the notes were too short, so I had to go and extend them

boreal ibex
#

im really confused

heady sand
#

It's ok I can edit it myself so fl doesn't curse us anymore

boreal ibex
#

ion even get what note yall talking about 🥹

spare swift
#

how do you not hear it

boreal ibex
#

how do YOU hear it

#

there is nothing?? 😭

naive escarp
#

the last note is played at the incorrect tone

spare swift
heady sand
#

I'll send you a thing to show it to you

boreal ibex
#

oh i notice now

#

its a fucking

#

1/64th note slammed there

#

being a pain in the ass

#

👽

heady sand
naive escarp
#

volcano is saved

spare swift
#

hooray

boreal ibex
#

yeah see that little bitch

#

vic show us how it works in 2.0!!!!!!!!!!!

heady sand
#

now showing

#

let me set the loopoints

#

i'm going to krill myself where's the audio

#

ok rerecord

naive escarp
#

i thought vic trolled us again

boreal ibex
#

HAHAHAHA

heady sand
heady sand
#

thanks foxyyyy

naive escarp
#

jungle next? trolled

heady sand
#

junjle alr has a song (even if it's not vanilla's)....................

#

if anything it should be sky or bongus

#

but that's not for me to decide

naive escarp
#

oh jungle is the mkds one right

heady sand
#

or any of 10p2's maps

heady sand
#

desert, ghost house, and beach have ones from mkds too

spare swift
# heady sand

me when {insert popular music artist} walks into my house

#

also you can do jungles easily i bet

#

it’s not made in fl studio

boreal ibex
#

i'm not doing jungle

#

if anything jungle would be last

boreal ibex
boreal ibex
#

i will do more eventually

spare swift
#

and the samples ig

spare swift
#

why would that matter tho glungus

boreal ibex
#

I hate dealing with ts

heavy mountain
heady sand
#

can i release the update now or yall asleep (ik it's not the weekend so)

stuck roost
viral verge
#

I sleep glungus

junior tiger
#

What's sleep again

naive escarp
#

im sleeping inside so

#

tomorrow

heady sand
#

hm, i found a setup that makes the web build only crash 50% of the time instead of always, and run at 30fps instead of 2. might be getting there!

empty ore
#

vic discard web for a while

heady sand
#

i already discarded it for the entirety of v20.0.1

#

dw, web isn't like delaying the normal builds or anything

#

i'm just letting you know how stuff's going

heady sand
#

New version: 20.0.2 has been released.

  • New conditions: "Every X Seconds", "Stunned Someone", "Harmed Someone", "Killed Someone", "Froze Someone", "Used Powerup Ability".
  • New actions: "Explode Level", "Play Jingle".
  • Added "All terrain is bricks" special effect. Also, made it so the "No coins" effect also removed coins in blocks.
  • Triggers now have more parameters to customize their behaviour!
    • Constraints: it's like a second condition that needs to be true while the rule activates. For example, a person having a certain amount of stars, or the timer being above or below a specific value. You can also create custom targets this way, i.e. to affect anyone that's a certain powerup state, or only those who are frozen.
    • Action delay: wait before the trigger activates.
    • Repeat count: no more duplicates... use this to run the action multiple times at once.
    • Random chance: add uncertainty to your triggers...
    • Tip: hover over certain buttons to get an explanation of what each feature does...!
  • New rule: "score"! This is a brand new counter that does nothing at first, but can be controlled exhaustively using triggers. Create custom timers, variables, or player stats!
  • A customizable description field for your room. As host, you can write here an explanation of your ruleset for everyone (including those outside the room) to see and understand.
  • Added an option to hide player names, or to show everyone else's coin count (HUD Elements).
#
  • 6 new Versus maps: some previously missing, and others from fellow mod Hit' Em!.
  • Added a "Give Up" option in the pause menu.
  • Certain replay QoL additions!
    • Freecam is now accessible even after the match ends.
    • You can zoom even while spectating a player.
    • The replay controls hide on their own when you stop moving the mouse (like on YT).
  • Added new songs for VS maps! Volcano, underground, alternate versus.
  • Added a few extra colour palettes.
  • Adjusted physics: lesser grounpound restrictions, remove sticky crouch while airborne, fix crouching while mini, less friction while sliding on ice.
  • Fixed some bugs with match settings UI while changing hosts.
  • Fixed sticky pipe bug.
  • Fixed rumble; now it works again!
  • Fixed the vcmi demons.
  • Fixed the replay layers for campaign maps.
  • Fixed chat not showing in-game.
  • Recursive triggers shouldn't crash the game anymore; instead, it will prompt you to fix them!
  • Browser build is back on itch.io!
idle hornet
#

Good job vic

#

You may rest now

heady sand
#

a modder never res

#

honk shoo

stuck roost
#

🔥

#

lesser grounpound restrictions, remove sticky crouch while airborne
this is great

novel comet
#

☹️

empty ore
#

vic i hav big fingers how i can jump

empty ore
novel comet
empty ore
#

aw

heady sand
#

i agree the buttons are small but i'm literally using my face to press them and i can still jump

junior tiger
#

You what

stuck roost
#

seems like the score is a bit broken atm

#

i was seeing 0 score while electro said it didn't move

#

(he's the host)

heady sand
#

Should still be counting fine behind the scenes

stuck roost
#

I think there's a problem with the "All terrain is brick block"
Once activated, if you deactivate it it doesn't go away

#

Also it seems that saving the code for the rules resets the constraint (I had used IsXPowerup -> FireFlower, after loading the ruleset in a new lobby it resetted back to smallmario)

heady sand
stuck roost
#

For some reason with this ruleset nobody is given fireflowers

#

(i wanted to test if the AddXToScore works in the first place because i suspect it doesn't)

stuck roost
#

Say, is it intentional that everyone hear a jingle being played and not just the person it's played to?

heady sand
#

Yes

stuck roost
#

But.. why? If I want everyone to hear it, i would play it to "Everyone" not the "Conditioner"

heady sand
#

I figured it would work like normal sound effects. Positive and Negative "come out" from the character, like their voice lines, and you hear it only if you're close enough

#

Although you make a good point. To have it individual by default, and then have the user set the target to Everyone only if they want to...

boreal ibex
#

so like you could do used powerup ability > harm player so its a single time use fire flower?

#

that is kinda cool actually glungus

stuck roost
#

Not sure what is wrong here. At no point does team A get points (collisions are deactivated) yet when you freeze everyone you win. It feels like a ruleset I deleted is still there but not displayed.

Maybe it considers removing 1 from 0 counts as reaching 0?

#

So I guess the EveryXSecond rule is entirely broken
I saw it work before but now it won't do anything

#

Did you add that feature where enemies despawn when outside of the screen? I just saw a shell despawn

#

Having a rule with AddXToScore and a delay doesn't work. It's specifically with the AddScore with a delay

#

The score is limited to 1000?

#

I'm sorry that I have so many complaints

stuck roost
heady sand
heady sand
heady sand
#

the timer for the every x seconds condition might've gone out of sync and that's why it won't work for you guys. i've had that happen before, but i thought i fixed it

stuck roost
heady sand
#

the only fix atm seems to be remaking the room, although it will desync again after a bit

stuck roost
#

we already tried that i think

heady sand
#

sigh, idk. i think the dropdowns and text ui is not fully updating. that's been hell to code for so

heady sand
#

i don't think you did.. i don't remember such...

empty ore
#

i think theres some conditions missing here

#

wheres "if player reaches to a specific amount of score"

#

tmb hace falta cosas como "restar cierta cantidad de puntos"

empty ore
heady sand
#

hay restar 1, 10, o 100, luego con el repeat ouedes hacer cualquier numero

empty ore
#

vic yo creo q deberias organizar un poquito mas las condiciones, me mareo mucho tratando de ubicar ciertas cosas 😭
no se, organiza ciertas condiciones en categorias

#

world y ui

empty ore
#

what the hell

heady sand
#

you started twice

empty ore
#

it was not me sob

#

oh wow 😭

tired raptor
heady sand
#

the vcmi demons

#

no i wasn't spectating

boreal ibex
#

praying for the day all the goodness of fcmi gets added to vcmi

robust sequoia
heady sand
# vagrant surge Show the code for it?

for the timer? i'm not entirely sure if the implementation is what's incorrect, or the ui is not showing the actual parameters and is making us think it's enabled when it actually isn't. been a difficult thing to reproduce by myself

heady sand
# vagrant surge Show the code for it?

it's in multiple places:

  • public byte LoopingSecondsTimer in Frame.User.cs
  • GameLogicSystem.cs
    • f.LoopingSecondsTimer = 59 in the Starting case in Update, below the EnableGamemode statement.
    • in the playing case:
                    f.LoopingSecondsTimer--;
                    f.Signals.OnSecondTicked(f.LoopingSecondsTimer);
                }
                if (f.LoopingSecondsTimer == 0) f.LoopingSecondsTimer = 60;```
- in MatchConditionerSystem.cs, which observes the signal:
```public void OnSecondTicked(Frame f, byte time) {
            // possible parameters: 1, 5, 10, 15, 30, 60. time ticks every second from 60 to 0, and loops.
            if (time % 60 == 0) ConditionActioned(TriggerCondition.EveryXSeconds, f, default, "60");
            if (time % 30 == 0) ConditionActioned(TriggerCondition.EveryXSeconds, f, default, "30");
            if (time % 15 == 0) ConditionActioned(TriggerCondition.EveryXSeconds, f, default, "15");
            if (time % 10 == 0) ConditionActioned(TriggerCondition.EveryXSeconds, f, default, "10");
            if (time % 5 == 0) ConditionActioned(TriggerCondition.EveryXSeconds, f, default, "5");
            if (time % 1 == 0) ConditionActioned(TriggerCondition.EveryXSeconds, f, default, "1");
        }```
#

geez what horrible formatting

vagrant surge
heady sand
#

oh, i didn't know it needed that

#

those are the only usages

vagrant surge
#

defined in the QTN

#

no real reason to put it in Frame.User.cs

heady sand
#

fine

#

will do

vagrant surge
#

the Frame.User.cs is more meant for things that aren't easily implemented in the QTN... so for example the StageTiles array

#

since collections in the .QTNs either have to be fixed size, or limited to the size of a single page of quantum heap space (32kb by default, i think)

#

@heady sand do you even need this timer, tbh?

#

couldn't you just increase the modulos for each "every X seconds" 60?

heady sand
#

i think i do? to like, know how much time has elapsed

vagrant surge
#

I mean you do (f.Number - f.Global->StartFrame) % f.UpdateRate == 0

#

that's every 1 second right there

heady sand
#

yes, that's the thing that ticks the "one second elapsed" signal

#

but then i need to know if it ever reached 5, 10, etc

vagrant surge
#

(f.Number - f.Global->StartFrame) % (5 * f.UpdateRate) == 0

#

now it's every 5 seconds (300 ticks)

heady sand
#

ah, i suppose

vagrant surge
#

yee

#

you can do it either way

#

simplest change would just be moving the variable to globals or implementing Serialize/Copy

heady sand
#

i'll start by moving it to global since it's the smallest change i can do now

#

speaking of stage tiles, another thing is the all terrain is bricks implementation overwrites the stage tiles but doesn't make them come back. i didn't know the implementation would be "permanent". in StageSystem.cs, i changed OnMapChanged so it looks like this:

[...]
fixed (StageTileInstance* originalData = &stage.TileData[0]) {
                    if (f.Global->Rules.SAllBricks) {
                        var replacementBreakableTileInstance = new StageTileInstance {
                            Tile = f.SimulationConfig.ReplacementBreakableTile, Flags = 0, Rotation = 0
                        };
                        for (int i = 0; i < stage.TileData.Length; i++) {
                            var tileData = stage.TileData[i];
                            if (!tileData.HasWorldPolygons(f) || tileData.IsSemisolid(f)) continue;
                            originalData[i] = replacementBreakableTileInstance;
                        }
                    }

                    UnsafeUtility.MemCpy(f.StageTiles, originalData, StageTileInstance.SIZE * count);
                }
[...]
#

i assume i'm replacing the wrong list...? i didn't know too much what i was doing, tbh

vagrant surge
#

you're editing originalData

#

you wanna edit f.StageTiles after the fact

#
[...]
// Copy to f.StageTiles
fixed (StageTileInstance* originalData = &stage.TileData[0]) {
    UnsafeUtility.MemCpy(f.StageTiles, originalData, StageTileInstance.SIZE * count);
}

// Replace f.StageTiles
if (f.Global->Rules.SAllBricks) {
    var replacementBreakableTileInstance = new StageTileInstance {
        Tile = f.SimulationConfig.ReplacementBreakableTile, Flags = 0, Rotation = 0
    };
    for (int i = 0; i < count; i++) {
        var tileData = f.StageTiles + i;
        if (!tileData->HasWorldPolygons(f) || tileData->IsSemisolid(f)) continue;
        *tileData = replacementBreakableTileInstance;
    }
}
[...]
heady sand
#

right right right, so f.StageTiles is what's temporary

#

i thought originalData was the temporary copy of the stage's tile data

#

(has never worked with pointers before) marioisevil

#

ok well thanks for the help

vagrant surge
vagrant surge
#

the fixed (x = &y) is the syntax that lets me gets a pointer to an automatically garbage-collected object

#

if you dont "pin" the array, the c# runtime might move it somewhere else, or even garbage collect it, which would invalidate the pointer

heavy mountain
#

🔥

fair seal
heady sand
#

So the slope hyperspeed can be done with drilling too, not only gps...

fair seal
#

yes

heady sand
#

Very cool...

naive escarp
#

Drilling = Groundpound

viral verge
#

I knew that already

#

On sky it's an easy thing to do 🤓

naive escarp
#

Propeller is more useful in Sky and Desert because of it propellermushroom

fair seal
#

yes yew ye

heady sand
#

guys i think he gets it

heady sand
heady sand
#

enched forst

boreal ibex
#

🦅

#

,,could i at least know what version of unity i need to get

heady sand
#

Unity version I don't remember but it should tell you.....

boreal ibex
#

i pray for god that i can open this shit with the one i already have for fboc 2.0

heady sand
#

Oh ok I looked it up it's 6000.0.56

boreal ibex
#

i will cry a whole river dude

boreal ibex
#

i'm just gonna bite the bullet and let that install

#

anyways, since like midis are something i can manage way better ngl i wouldnt mind trying out some quirky ideas with them in this fork

#

frontrunning included in midi..

heady sand
#

It's super easy to create variations by changing tempo, pitch, and/or muting channels...

#

Thanks me 😇

boreal ibex
#

would it be possible to do smooth transitions

#

because it pisses me off that in fboc it wasnt smooth any time you went on to get the lead

#

it was just either YES frontrunning or Nah fuck you.

heady sand
#

You mean like fading?

boreal ibex
#

ig

#

id switch to midis in a heartbeat if that was easier :istg

heady sand
#

Yeah I do it with the menu world songs

#

Just call the function and it changes songs while fading the volume

boreal ibex
#

god damn

#

im so tempted to do it

heady sand
#

Well technically that specifically you can do with normal music too

#

It's just tweening

#

What's frontrunning again? Just different songs?

boreal ibex
#

in fboc its the same track but with the special drums

heady sand
#

Oh ok
But what do you mean then by smooth

boreal ibex
#

but i added specific instruments exclusively for when youre winning with almost all stars

boreal ibex
#

like in mario kart 💕

heady sand
#

Welll

#

You could either add the drums to a new channel in the existing midis and then switch it on and off

#

Or create a second midi with the extra stuff that you fade towards

#

I might try later to add a way to fade individual channels. Because the mute flag currently is just true or false

heady sand
#

If you want you can check out Songinator.cs because allat is there (functions like SetPlaybackState and SwitchToSong which both can optionally take a fade time)

#

Oh no I left the TV on for so long that they started playing tv slot betting

boreal ibex
#

@junior tiger will enjoy dissecting this frame by frame 👀

heady sand
boreal ibex
#

vic........

heady sand
#

Ok then we don't sorry I didn't mean to be rude do whatever you want to

boreal ibex
#

can you add the color thingys i had for fcmi that said what maps were good and what maps had potential but werent good

#

nooo vic i just wanted to ask 🥹

heady sand
#

Ohh that feature. Well hopefully eventually all levels should become "decent enough" but until then yeah sure

boreal ibex
#

yay

#

i loved having the levels thingy and having some with green and some with yellow and some with red

#

fcmi final version had like over half the maps on green 😊

heady sand
#

Those were splendid times

boreal ibex
#

i want to play fcmi.......

#

or just vcmi hide and seek at least 🥹

#

also gee your fucking game takes ages to load its been stuck at half loading

heady sand
#

Hey blame that piece of nonsense unity

#

First time load is always long, afterwards it'll be much quicker

boreal ibex
#

fuck you im not holding shit

#

does unity have no arms glungus

heady sand
#

The devious wait up

boreal ibex
#

why does it need many iterations of importing

heady sand
#

It's importing all the inators

#

Obviously

boreal ibex
#

the importantest of inators right here

#

it opened

#

where do i start... hmmm

#

why are there 3 main menus

heady sand
#

Oh no no ignore the extra ones

#

They're copies from prev versions I used as layout references

boreal ibex
#

i see

heady sand
#

They're very broken obviously

#

But they helped me copy the sizes and positions.....

boreal ibex
#

viccccc

#

guide me

heady sand
#

Whaddya want me to guide you towards

#

The song stuff is like basically 99% the same

boreal ibex
#

fuck am i supposed to do 🥹

#

how many maps are there again

heady sand
#

More than 30

boreal ibex
#

this feels weird

#

why cant i enter a room inside unity play thingy

heady sand
#

Ohh oh oh

#

THAT thing

boreal ibex
#

h

heady sand
#

Tienes que hacer eso 👉👈

#

Solo una vez

#

Wtf I have to stop ohing so much

#

Weirdo

boreal ibex
#

oooohhhhhhhhhhhh

#

unity killed itself and my browser

#

i was watching that you bitch

heady sand
#

The devious Ctrl+Shift+T

boreal ibex
#

2-3 is surprisingly a great map for races

#

i doubt itd be as good for

#

hide and seek

heady sand
#

Is 23 the sewers?

boreal ibex
#

ye

heady sand
#

Aha

boreal ibex
#

vic pick a number between 1 and 40

heady sand
#

Yeah I like how unique it feels and honestly I believe it can make a nice hide and seek or tag map too

boreal ibex
heady sand
#

BC of how labyrinthic like it is

boreal ibex
#

yeah

heady sand
boreal ibex
#

what i dont like tho is the dead ends

heady sand
#

There are no dead ends
I opened them up

boreal ibex
#

well, more like not liking the one way parts

#

wrong word sorry

boreal ibex
#

alright

#

8-4 it is

#

@cosmic swan rabano

#

pick number too

#

@reef narwhal knock knock number now or i will kill your pet rock

heady sand
#

W8 is so underplayed

boreal ibex
#

im about to make W8 great again

boreal ibex
#

pick a number between 1 and 40

#

pwetty pwease

#

also @heady sand how are you handling layer stuff here so i can know how to make them be

reef narwhal
#

39

heady sand
#

That should be it. The background uses the "dim" material which makes them darker but still lit by light

boreal ibex
#

two world 8's.......

heady sand
#

Noo choose another one right meow

boreal ibex
#

kkt can fix this

#

if he

#

chooses a numbe

heady sand
#

Meowdy I am turnip I choose 16

boreal ibex
#

actually @gloomy socket are you alive i know you are open your closet and let me out

boreal ibex
#

auto tile doesnt work there

heady sand
#

It very much should

#

Maybe you selected the wrong tile

boreal ibex
#

i feel like a dinosaur

heady sand
#

Oh it might be because of the

#

Thing where I didn't do

#

Ok yeah it's not that for me it works

cosmic swan
boreal ibex
#

🥹

heady sand
#

Explosion

boreal ibex
#

i dont even remember its layout

heady sand
#

Does it work on the normal ground? And in other levels?

boreal ibex
#

it works on ground but not on background

boreal ibex
#

i can work with that

heady sand
#

Then maybe delete the bg grid and duplicate the normal ground

#

Change the material to dim and donezos

boreal ibex
#

...?????????????????????????

heady sand
#

Ok

boreal ibex
#

i went to check 7-5 and came back and now theyre doing their stuff??

heady sand
#

Vcmi demons

boreal ibex
#

putos espiritus chocarreros

heady sand
#

q tocapelotas jajaja

boreal ibex
#

pero es que te juro que

#

quise poner mas tiles y se volvieron feas otra vez 😭

#

voy a hacer lo que me dijiste

heady sand
#

Idk si no reinicia el programa y ya

boreal ibex
#

gg

#

funciona

heady sand
#

Guay

reef narwhal
boreal ibex
#

😭

#

ok let me cook

heady sand
#

If I see that word one more time I might break someone's spine

boreal ibex
#

what word

#

terrain

#

minecraft

heady sand
#

""""""ahh""""""

#

It has that rancid "unalive" energy

#

Sorry zomboloid

boreal ibex
#

give me 1 number from 1 to 40

#

preferably any under 24

#

and not 37 nor 24 nor 39

reef narwhal
boreal ibex
#

uhh

#

@heady sand am i forced to use only a single background layer

#

because my ideas kind of require MANY of them

#

like up to 4 in worst cases

heady sand
#

Nah you can just do what you used to do in fboc 2

#

Works the same, only difference is that the colour comes from the material instead of the colour picker above

boreal ibex
#

oh

#

is it really forced to only be the material

#

glup

heady sand
#

Why

boreal ibex
#

i want to do color picker shit

heady sand
#

Are you really going to have that many colours

boreal ibex
#

i may

heady sand
#

I mean yeah you can just use the "sprites default" material instead but then it won't follow the light

#

Which makes me sad

boreal ibex
#

its more of a warning than me needing it rn

heady sand
#

Or you can create multiple materials each with their own colour/opacity

boreal ibex
#

hm,.,

heady sand
#

But well maybe consider not overdoing it

#

You're the art director here but sometimes less is more...

boreal ibex
#

wow

#

this looks way better with the shader shit

heady sand
#

It's almost as if giving ghost house the same lighting as grassland doesn't look terribly pretty

boreal ibex
#

fuck did i break now

boreal ibex
#

brother we just started

#

and i broke smth in a way i dont even think i can fix

heady sand
#

What happened??

gloomy socket
heady sand
#

Or vanilla nsmb for that matter

boreal ibex
#

choose another one

#

im not touching an already fine map 🙏

boreal ibex
#

so only the collisions from bg matter

#

but if i disable bg then ground gets cured from ligma

heady sand
#

Oh most likely the background is using the ground's layer/tag

#

Change its properties until it's the same as in other levels and

reef narwhal
#

however I'm too lazy to check mvlo if it has the shader

heady sand
#

You don't have to check in unity, I meant looking at it in game

boreal ibex
#

stupid cutoff

#

reminds me of how i had to change the bg slightly in fboc because the ghost house one has the same ugly ass cutoff there

heady sand
#

I'm not good at lining up stuff

heady sand
#

i HAD to change that, that's why it's a feature in ezmod too

boreal ibex
reef narwhal
#

oh wait are you talking about like lighting given to sprites?..

#

cause if so then neat

heady sand
#

That and lighting being different across maps (darker in ghost house, or warmer in desert)

#

But anyway

boreal ibex
#

i even remember mentioning it before

reef narwhal
#

i do know this though

#

I just thought you were talking about Mario having inaccurate lighting or something

boreal ibex
#

then why you so surprised do you have alakazam

#

was it that bad of a joke 🥹

heady sand
boreal ibex
#

higher budget higher quality they said

heady sand
#

Oh my god please have my entire GitHub repo

boreal ibex
#

and this is only the first part

#

😇

#

we testing tomorrow lads

reef narwhal
boreal ibex
#

that reminds me

#

i played the og mvl today

#

teehee

boreal ibex
#

am i cooking or getting cooked glungus

heady sand
#

It's supposed to feel "bottomless pit"-y

boreal ibex
#

i mean if i push you off you still die to a bottomless pit

#

i see no difference chief glungus

heady sand
#

Yeah obviously but I mean the visuals

boreal ibex
#

...bawwwwwww i liked it so much thooo 😭

heady sand
#

It's everywhere else thoughh

boreal ibex
#

wdym

heady sand
#

Like you only need to have less background decor at the platforms area

#

Where there's normal ground you can keep it

boreal ibex
#

alr alr guess ill move that bit to somewhere with floor then

#

less work-

novel comet
boreal ibex
heady sand
fair seal
boreal ibex
# heady sand

i only want to say that the score thing looks goofy

#

i want to believe at least that the 123 thing is the score-

heady sand
#

Rose made a better icon but I didn't have time to replace it yet

boreal ibex
#

what is her icon

heady sand
#

She made multiple but the one I prefer is the podium one

heady sand
#

is the decorationing going good? 😇

heady sand
boreal ibex
heady sand
#

That's the icon for "win count"

boreal ibex
heady sand
#

That's ok

boreal ibex
#

-# for a number that only serves to point out how much of a sweat you are or how much you suck when youre in a lobby with everyone having 2 wins and miibumm having 30 feeling all special like if he did something great and awesome glungus

naive escarp
#

Exactly why i like win count

boreal ibex
#

i hope you get smited out of this world one day

harsh smelt
#

so this is a thing in 1.7 apparently

#

could be there in 2.0 too

naive escarp
#

What map is that?

harsh smelt
#

rock pit

#

shiju found it first

#

i only made the rules so we could look better

#

ok so apparently snayp knew about this too so it's not new

spare swift
#

that’s been a thing for years

harsh smelt
#

looks like i'm late to the party

heady sand
#

time to go to the bathroom

spare swift
#

what vulgar process are you currently executing

heady sand
#

I'm going to the bathroom!

spare swift
#

ah i understand, however, what is the reasoning as to why you are currently not propelling your body at my general direction from above. i was made aware that that action is what your person is required to be committing.

heady sand
#

perhaps i'll choose doing so at a later god foresaken moment.

spare swift
#

insufficient, i am a god forsaken villainous opposition of yours and your purpose is to defeat me via gravity.

#

real quick btw

#

i’m pretty sure the original video got taken down

#

i am just now finding out

heady sand
#

in that case, let it be that way. after i finish tidying up my attire, i will CONSIDER hopping at you.

heady sand
#

ig the creator wasn't happy with it no more

craggy iris
craggy iris
#

i was gonna change it but havent been able to since

#

if you have any ideas for replacement go ahead

boreal ibex
#

While you did say bottomless pit thingy blah blah

#

i want to keep the pillars 🥹

#

i want them to function as extremely risky but cool to use hiding spots

#

also i uhhh think i will blast those up there

#

they feel like a real ugly hiding spot tbh its quite hard to access unless you do it in a specific way

#

i kinda want to prevent shit that would end up feeling like going around the rock at 6-1 🦅

#

do you see this making any sense @reef narwhal

#

i have no one to rely on to judge on this help me lad

reef narwhal
boreal ibex
#

yay

#

also so like since he told me to get rid of that part which had old destroyed castle shit i want to move it to be part of like some sort of cohesive world building

#

seeing how after this level 8-4 next level is 8-castle

#

Soooo... i could make the later half of the level more oriented towards it, probably...

#

especially at the end

#

also what do you think about the starting bit

reef narwhal
#

for hide and seek spots, it's cool

#

much more interesting than a bunch of background terrain

boreal ibex
#

gg

#

this is why im doing this

#

While i could just go the simple way, we gotta agree its ten times better having a decorated level with actual decoration

#

what i did for fcmi was better for just having something to play with, but here i want to make an actual experience

#

...hopefully vic does like, add the decoration as something separate

#

like a "Added decoration" effect or smth idfk

#

its too cool to not be used ✌️

reef narwhal
heady sand
heady sand
boreal ibex
boreal ibex
#

that depends on you i guess

#

it would be cool if it was always active ngl but people like hating on things for being a certain way they dont like so.. 🦅

heady sand
#

Ya I understand

#

I'll make the decision once all is finished...

boreal ibex
#

vic would you be down to test today to see how cool it is 🦅

#

might need the rest of the gang on ts

heady sand
#

yes...

boreal ibex
#

ok 🦅

#

i should prob get a couple of maps done then

#

ill se what can be done abt dis

#

seeing how today my vacations start....

heady sand
#

yipee

boreal ibex
#

vic am i taking this into a good direction

heady sand
#

yeah man you're doing great

boreal ibex
#

since this is more streamlined compared to the urge to be happy thing from fcmi i feel the need to make sure it's enjoyable and not ugly

heady sand
#

I like the idea of doing "world building" with the themes and stuff and not just random shit I'd be doing

boreal ibex
#

On other levels

#

But yeah i want to make sure hard to reach spots arent used as actual hiding spots for how ugly itd be

heady sand
#

Sure

#

There are some more spots like that one, yes

boreal ibex
#

kk

#

are you gonna add some levels' gimmicks eventually 🦅

#

that question goes more for blockhop than this but itd be nice to know what would and what wouldnt come

#

-# also i kinda noticed that the background is a wee bit inaccurate

heady sand
#

Missing enemies, tiles, platforms, etc

boreal ibex
#

mmmmmmmhmmhm...... Tasty

#

so do you have a scope of what you're adding or are ya js gona do all

heady sand
#

Just do whatever I feel like lol

boreal ibex
#

vibe

heady sand
#

I don't "plan ahead", I don't "note down my ideas". i WING IT, and if nothing works I CANCEL the project

boreal ibex
heady sand
# vagrant surge oh and the good thing about quantum events... it does a hash and only sends mult...

My mind's been jumping back to this lately... Does this happen with signals too? I assume this applies only within a frame, right? As in, if events with the same hash are sent during one frame they get skipped, but if it's a different frame they still get triggered. Also... It's pretty common for an event to have the same hash, right? For example if you have one with no parameters it would always be the same I assume...

vagrant surge
vagrant surge
#

They fire immediately. Unlike events, are queued into a list an executed once the quantum loop exits for that unity frame

heady sand
#

Ok good to know. The inclusion of the frame number is what makes the event unique across frames

#

Argh, then I don't understand how my one second timer signal simply stops after some time

vagrant surge
#

Send code?

heady sand
#

It's the same one I sent you last time, but the timer is in global instead of frame.user. remember how I told you I'd start with the smallest change and test it before going further? We'll I'm fairly certain today I encountered the problem again so that didn't seem to fix it

vagrant surge
#

time is a byte

#

Wait nvmd you reset it to 0

#

Not an overflow thing

heady sand
#

Ya, it should only exist between 0 and 60

heady sand
#

Yeah, that one. At a certain point it will stop being called. I haven't been able to debug it further because I can't find a reliable way to replicate it

vagrant surge
#

Add debug.logs everywhere

#

All I can say

#

Or

heady sand
#

And it's not necessarily "after a set amount of time", I think. Like, it can work for 2, 3, 4 minutes. But suddenly you start another match and then it's gone. And never comes back

vagrant surge
#

Get the replay?

heady sand
heady sand
#

The thing is I started that match with it not working

#

Whereas the previous one was. Iirc

vagrant surge
#

And the replay would mean you have a consistent way to reproduce it

#

If it's NOT broken in the replay, it means it's some non deterministic issue

heady sand
#

ok, i'll check out my replays tomorrow. btw, is it easy to serialize a field you add to frame.user? should i just follow what StageTile does?

harsh smelt
#

so apparently, if you set coin runners and grab enough coins to get a powerup, the game crashes

heady sand
#

fixed!

heady sand
#

Made the controls bigger and closer to the center

#

Also fixed the dark looking enemies on mobile

novel comet
heady sand
#

if you have any suggestions to make the controls better do tell me...

novel comet
heady sand
#

Both the stick and the buttons?

novel comet
#

nah only the buttons

#

wait let me test again

#

yea only the buttons

heavy mountain
heady sand
boreal ibex
#

is there a bowser version?

heady sand
wet sun
#

is there a pouncer version?

heady sand
boreal ibex
#

fuck you vic :broken:

heady sand
#

wow
rude

viral verge
#

You're great vic bup

heady sand
#

aw thanks man

heavy mountain
naive escarp
#

fcmi tomorrow

boreal ibex
#

fcmi not tomorrow

#

i am too busy with my game brah 😭

heady sand
#

nah jk take your. time

tulip quiver
#

vic's custom vcmi-inator

spare swift
#

vic ngl i didnt think youd only take 2 of the palettes i made for you out of the 16 offeredcaptaintoe
not a bad thing cus i can use em myself but idk i just expected youd choose more

heady sand
spare swift
#

ah i see

sinful escarp
#

hi vic

heady sand
#

hello poobis

wise urchin
#

hii

hollow ore
#

why does it

#

also am i tripping or wasnt there a custom palette maker

#

what happened there

junior tiger
hollow ore
bleak heron
heavy mountain
#

found several bugs

#

when spectating, activating free cam (or just spectating normally) the text will be the placeholder: "ui.freecam" or smth like that

#

When playing the sewer map and doing several laps, if you have a powerup, there's a small chance you will get softlocked by clipping through the walls

#

i can't get footage, but I'll try to get a screen shot of the free cam thingy

#

Vic's custom match inator mobile ™