#[v3.1] MvL Accurate
1 messages Β· Page 3 of 1
Nice
oooo sick, wish u the best of luck
New Pause Menu
Can You make it A Tad Transparent?
IDK Why Nintendo Make it Transparent In The Map not In The Levels
wait it was transparent in the map?
also grassland bg fix π₯
make sure you're utilizing integer scale numbers tho, or else the background will be very shaky with ds resolution
wym by that?
make the scale not be decimals
why yes member?
what about the x and y position?
i think that doesnt matter
scale is a whole number but x and y have decimals
yea im pretty sure the poision doesnt matter, only the scale
to be safe, make the position even
ds resolution my beloved
is the 3D really all that bad though?
no
no
infact maybe better than 2d
they're more smooth than the sprites and look better too
I might end up just making a toggle in the main menu for it TBH
also it only applies to goomba/koopa btw
what about bob...
it will be a good idea make a toggle about change the enemies to 2d or 3d
it will be only visual yk
or maybe for powerups too (idk if that is possible, i doubt it)
no powerups toggle
But the nds resolution already changes them from looking 3d/hd to the sprite look of nsmb
Doesn't it?
Although maybe it's inaccurate...
Goomba and MAINLY koopas still look completely different from OG. Making it innacurate.
I have made a toggle for it in the main menu however, so you can still have 3D if you desire and it will be enabled by default
update:
#mvl-development-and-modding message
e3 beta sneek peek
(accurate starman effect, accurate groundpound, accurate animation, accurate tornado sfx)
truly accuracy
Epic
is there any other accuracy feature you guys would like in accuracy 2.2? It is a big update
i would say new maps but there are only 5 in the og so.....
Redesign the whole menu so it looks like the og 
that is an idea I thought of too
I want it to look less like IPOD
Yeah I can see that working
hmmmmmmmmm
Have You Added GroundPounding Something With A Mini launches Your Further in The Air Yet?
whats with you and that thing π₯Ή,,,,,
What I Like Extra Small Mechanics With Stuff
That Are Barely Useful, But Are Fun
I Was Also Informed That It Was Slightly Easier To Triple Jump With A Blue Shell In Og, You Should Do That Too If Ya Haven't
wym by that?
Like, Groundpounding Something As Mini Mario,
Which Hits It
Launches You Higher Than Normal
yeye
It's Not Much Useful And Very Situational But Still Fun.
In The OG I Used It To Get Into The Chambers That The Broozers Were In In That One underground Level With The Red blocks At The End.
idk if this is in already but iβm playing the og rn and you canβt crouch while mini
This is in 2.2 already
In the "Remastered" branch if u wanna try it early
New Accuracy powerup transition and 2d enemies (yes the shell is still 3d
)
Only reason for this would be the small possibility of ipod merging some features into the base game in the future tbh
Just be careful tho
Some mechanics you added to accuracy mod are already in 1.8
For example the bounce off the enemy after stomping them
I Think You Should Wait until it Releases
I am well aware of that,
a BUNCH of things are from 1.8
HandleStarman is a fix I did to make it not lose speed when colliding with other players (this is alerady in 1.8)
powerups coming out of a block and stuff is also 1.8
implementation is different in both cases which could cause issues
but anyways... ill focus on releasing 2.2 first..
I might just instead manually port some stuff to 1.8 later (for PR and stuff), but prob not the whole mod
@scenic raven Actually, just try 1.8 port once it's out, there is no point make a 1.8 port when it's not even released and you will never know when it's out.
So just keep making updates for 1.7.1.0 until 1.8 is out.
@scenic raven Walljumping doesn't have a custom animation, it's just the jumping and falling one
As you all have noticed I havent shared much progress in the last 3 weeks.
And well, I havent worked much on the project since then. But I do still wanna release 2.2 soon
And tbh, it might be the last update feature-wise. But considering that 2.2 changes A lot, I might release 2.2 as a series of beta versions (for example 2.2 beta1) and fix bugs with time
.
You mean in E3? You are probably right, I believe those animations played if you held a specific direction while jumping
I dont think 1.8 port is a good idea unless ipod decides to merge parts of my code, which is unlikely given how hacky my implementatioms are (what even are the benefits of 1.8 anyways??)
ooo,
Dough,
Welp
True
The ideas are good but the results are just
y know
In NSMB too
Power up animation: 
But if ipod doesn't do that then make a pull request if you can
might get accepted
@scenic raven You probably already know about this, but star's rotation speed and bounce height are different in OG MvL
So in the Big Star's prefab, change the Rotation Speed to 3, and Bounce Amount to 5.5
Also, there are no star radius in original MvL
Which means that you don't need a minimum distance to make it spawn
So do what @modest bough says here
But instead of setting it to 2, set it to 0, which i believe will 'remove' the radius
Actually, try with 6
if it seems to be a bit too high then keep 5.5
@scenic raven i was actually thinking, since you limited the options to be the ones in the og game, what if you make the gameoptions ui exactly like in the og game?
it had the label, then the numer box with the arrows on the side to change it
making it a text field would be weird because its too limited to really type anything
i think for the map dropdown u could also use the preview sprites like in the og aswell, by making it work like the color palettes
btw it works better with 6
why is there no punching in e3 mode
Early development gameplay of New Super Mario Bros. with beta and cut content. E3 2004 and 2005 footage.
Source: E3 Access 2004/2005 DVDs
u can see in this video that mario can punch as well as kick
i assume it would work the same way as mario 64, there is an attack button, pressing it gives u punch, but if u press it while you are already holding jump, u get a kick
also idk if there is any footage of it but it doesnt make sense to me that you cant punch and kick while you have fire flower and shell
the kick adds so much to the game it would be much more fun if it was allowed with shell and flower, perhaps give it its own button
punch probably has its own button based on this video, i dont see how it is incompatable with fireball
also it seems like mega mario could get HELLA momentum like star mario
also seems like u could have 3 reserve items
its supposed to have rollback netcode i heard
huge for 1v1s especially
u wont get stomped from a tile away anymore
blue shell is no longer complete jank to use and fight against if they fix netcode
It was host based and it didn't work well with players with bad ping/webGL
so it had to changed again
They Couldn't Get The Punching Animation :P
punch looks like it sucks with how slow it is
do you wanna see a speedy mega
cuz i dont
Punching animation is not in mvlO
Unless someone wanna add it for me it isnt happening realistically
hey erick i think the tornado in E3 desert should push you in differents directions and altitude
bc in a single direction you have like a 90% of change of get groundponded and thats kinda... not so good
idk if that was already on the e3 about the single direction
but yeah just a suggestion about the tornado π₯Ή
@scenic raven piranha plant IS a 3d model in the original game
so i guess you can leave it as a 3d model
Why...
What
Like Uh,
both of you die
Why Did You Ping Him For Something He Already Did Tho π₯Ή
I Send you To The upsidown Relm
I'm 100% sure he said that enemies will be back to being 2d sprites
in the next update
I think it's declined already
So yea,
Development for this mod was paused at the end of 2.2 release
A lot of stuff happened since I last worked on it. And have even less time to work on it.
However, 2.2 WILL be released soon.
It is pretty much in its bugfix phase
Thanks
oh yipi!
welcome back erick!
hi back erick
Jello Erick :)
I should pr some sound related stuff, as iirc Accuracy doesnt have all hq sfxs
Also hi welcome back
I can no longer do anything with the mod tho, I do not have the disk space for Unity
Im pretty sure the remastered branch already has high quality rips and even an option to use MIDIs iirc
Lust when everyone uses sound mod: π
Lust when i use sound mod: πΉ
hey erick
@scenic raven You still need an iOS port?
Yeah, lemme just finish 2.2 first
Hey gabriel
is 2.2 gonna released?
@misty night
erick is everything ok?
Huh
True accuracy
the real accuracy mod
100% accuracy
3DS π not 100% accurate π bad quality upscaled screen βΉοΈπ
Luigi as Player 1?!?!?
i see no upscaling?
The 3ds got a higher res screen so it upscales the ds games into a blurry mess by default
i thought it lead to mixels instead of blurriness though
btw i think the size is normal since there seems to be black borders... i think..
or atleast for the top screen, dunno about the bottom screen
if its same size on both screens then it normal
I'm not talking about the stretching, but the bilinear upscale (can't be appreciated in that picture) that the 3ds applies for nds games to fill the screen
But I digress
playing with one cartridge lets you do that.
ik, but its super illegal to do that
nuhhuh
For those curious.
AccuracyMod 2.2 did not get any progress done since I was last active here.
HOWEVER. The update itself is already completed feature-wise, all that is really left to do is bug-fixes
If you dont wanna wait, you can check out its current state inside the "remastered" branch
Can i compile and build the branch?
What about re-distribution?
Wym?
Yea sure
Give others the build i made
happy anniversary accuracy mod βΌοΈ
Wacky
-# π
So much has been added in 2.2 that i feel like it should be released asap.
Does 2.1 have a toggle for enabling/disabling 3d enemies?
I dont rlly remember lol
well erick you didnt check out the dms
but heres the ui for the beta e3 mode
damn, more stealing from vcmi?
that ui.png sheet is straight from there, i drew a bunch of those icons
but whats wrong?
I saw the team colors and i thought ipod made the device/webgl detectors for 1.8 π
that sheet is, apart from some numbers, taken directly from vcmi
- Those aren't even beta e3 stuff to begin with
like, vanilla's assets are right there, why go out of the way to take stuff from another mod without even asking?
i am not patient
be then
taken directly from vanilla smh
What a hypocrite I am huh
so
finally got proper 2d, 3d enemy switching. No more 3d koopa shells in 2d mode
finally got myself working on this project again
hey erick are you afk?
Im here
the beta e3 track
this game is updating
π
π
curse of vic
No wonder why the buzzy beetle looks scared
excuse you, the buzzy beetle is very calm and sleeping
-# π π π π π π π π π π π π π π π π π π
it shat itself
vic turned windows and me into pears
why are you so mean!
_ _
worst thing about working on my mod 1 year later is that I have to re-learn how I initially coded stuff
fax
like....
i spent longer than I'd like to admit to find where my death transitions were located in the code
turns out that there are pieces of that code on FadeOutManager, GameManager, PlayerController AND PlayerAnimationController
i prefered not to touch my mod for a good while because i forgot how to add tiles π₯
FadeOutManager
that rings a bell
ring ring or dingdingdingding
more like ding ding ding ding ding ding ding... ding-ding ding
https://github.com/Wiiucoop/NSMB-MarioVsLuigi-Accurate/blob/Accuracy%2B/Assets/Scripts/UI/FadeOutManager.cs
https://github.com/vlcoo/VicMvsLO/blob/vcmi-17-stable/Assets/Scripts/UI/FadeOutManager.cs
what about it :simple_glare:
you're erick high definition?
but it's just part of cleansed now so it's fine
just found it funny https://cdn.discordapp.com/emojis/1329159242610901075.webp?size=48&name=shuhs
I even asked your help on it back then lol.
I just changed some animations slightly to add the pipe transitions that was incomplete
also, my current branch is REMASTERED and no accuracy+
I will have to merge it all back on accuracy+ but yea
yea i remember the 3d models but my memory's going bad
working for a better world
or, a more accurate mvl
also why does this have fadetime and blacktime? they... dont do anything
lol
i think i had plans for extra functionality (like arbitrary speed/waiting time) but i concluded i didn't need that so never got around to a) finishing it, or b) properly removing unused code
Pipe Transitions.... and its just the yellow pipes
the only reason i get to dislike pipes is because of being hit when coming out of one and how stars get lost when going through this part
how so
Can't Find The Clip but They Get Pushed Back in Bounds If They Hit The Border of The Screen
mario is not doing good rn
I just added 1.8 particles. So that should now be WAY more accurate
Yay Yippie
hey erick
heyy
I am not at home yet. But I can send it asap
send me in dms pls
holy mega
Cant believe there was no spawning animation up until now, I finally have one nowππππ
now port it to 1.8 and PR it
π
what do you use for the pipe?
multiple images of a growing pipe?
it seems a little... jagged...
I Remember Him Saying That The Code Is Really Old And Janky...
It was the first ever thing I added to accuracymod
Back in 2022 before it was even public
Only reason I never ported it to 1.8 yet is that literally everything about it is weird.
It literally spawns at mario's regular spawnpoint and snaps to the ground with gravity=99999 (frame 1 of the pipe animation is blank so players dont notice this)
tbh the way i imagined it working would be using the sliced spriet renderer mode and just increase the tile height till a certain point
my vision was just a sprite which had its vertical position animated or tweened upwards lol
1.8 is Def SUPER Weird...
But It's So much Better Once You Get Used To It π₯°
this is what i was going to recommend
Im saying that my pipe spawns are weird not 1.8
@scenic raven when you spawn the object, you can do a Physics2D.Raycast downwards at the spawn location and set the pipe's position immediately
no need for a physics body / gravity
both.
thanks!, Now they use Raycast.
and pipe sprites are more accurate
can we see the pipe animation now
if I get this to work it will be huge
already got it working
I got them from 1.8
but I believe they are this quality in the OG, so there isnt much I can do
How it works right now
I really like where this is going
I am just a bit scared that I haven't tested player to player interactions in a while lol
omg yes accurate ui β¨
I am doing a lot of menu changes
EntryPipe now uses DOTween! Smooth animation and looks like the OG
Pipe entering in general now uses the IDLE animation instead of that weird pose ipod chose to use in 1.7
the pose is used for entering pipes
its just that they dont look towards the screen in the og game
Are you sure?
This screenshot is what it is supposed to look like.
Using "pipe" animation makes mario arms to be straight down. But using "idle" gives the same pose as the one in this picture.
i think it uses the first frame of the idle animation
increase the text box's width!
Idk if Ipod's 1.8 will be renamed to 2.0.
But maybe I should rename accuracy 2.2 to 3.0? Lol
makes more sense since it's a bigger update that finishes everything off
Opinions?
Stick the odd players to the lefts first, nothing complicated
i would recommend you to remove these shadows
also what if you try to add the shadow on the numbers?
I also need this "Choose Each Time" font, which is apparently different as mine looks off
try to use the win text font that 1.8 uses
or well i think thats vic font...
it looks like the text is a more squished/resized version of that normal font
but im not sure theres any .ttf of it anywhere cause in the game its a graphic
ig it is
The one in the game looks hand drawn. It's pretty different from the normal, unsquished font
Right now all I will focus on is bugfixes before 3.0 release
I will try to release it asap
As I kinda wanna work on my other projects after 3.0
dude that's fire
Before release all I have to do is fix the knockback and some combos
Spawn pipe rework should be finalized and working properly
Funnily enough, this mod makes a bunch of enemies and powerups 3D but mega mushroom
dont the powerups just use the reserve sprites tho instead of 3d models...
No wonder why they look 3d...
REMOVED SLOPES in code
π
Dont think sliding was even in the original
And tbh, I think 3.0 is pretty much release ready, unless Im forgetting something
i mean...
mvl Didn't Use Slopes but Slopes Did Exist...
Thing is, slopes are very buggy in mvlo 1.7
So i wanna avoid that, as you can even slide off blocks in 1.7 if you crouch a certain way in a corner
Kinda a slap on fix but idk how one would properly fix it regardless so :p
it works
Slap the turnip!
there's no slope hyperspeed now?
you can slide in og mvl, but only works on rom hacks since there's no slopes in the levels
this will hurt drastically the economy...
also you can't slide on mushroom platforms in og nsmb
I actually had to add that behavior to the sky tileset in a mvl rom hack I made so it would be accurate to mvlo
fair enough
as far i know theres no slopes in the mod itselfs
or well, technically there is slopes in e3 plains but bleh, innacurate π¦
the mushroom platfs in plains werenβt even supposed to be there lol
i think I added it because o people telling me to???
wait I worded that wrong
the slope collision in the mushrooms
It wasnt even intented for you to use it as slopes to begin with
there was like a single pixel for do hyper speed in these mushrooms
mushroom platforms arent even intended slopes
they're a mvlo 1.7 thing
not a nsmb/og mvl thing
βοΈ
how wonderful that you can now recreate the og's mushroom platforms in 1.8 π
I dont have much time to test my mod for bugs tbh
I will release it as beta i think
yeah
other folks will play and find the bugs
3.0 RELEASES SOON
cant wait for it
accurate
Just to update on you guys. 3.0 is ready, I just didnt have enough time yet to compile and release it
Are you gonna compile now, then?
I could offer myself to do that for ya lol
I will sleep now. I can compile soon dont worry
I compile for
WebGl
Android
Windows
Linux
Mac
aaaannnnd
ACCURACY 3.0 RELEASED!
https://github.com/Wiiucoop/NSMB-MarioVsLuigi-Accurate/releases/tag/3.0-Accuracy
[3.0] MvL Accurate
Please do let me know of any bugsππππππ
awesome
Dont forget to star the github
@scenic raven uhh this is just a lil detail but i just keep my color pallete
i think you didnt change anything related to the save files
I tried to force it to use default pallete always, but didnt really test it
i see
it wouldnt be better to reset the save file changing the product name or the company name?
yk for avoid these lil issues
i dont know exactly how save files works soo uh yeah
They are in local app data
Its only on the right side isnt it?
yeah on the right
I noticed that and had no idea on how to fix
I will look into it after I have more free time
you could instead just have the game ignore the color pallets...
Then Folks Get To keep Their name And Controls π
its NOT accurate rabo!
ok me and turnip tried accuracy mod and we noticed that combos are kinda... broken (or they just doesnt work at all, prob cuz 1.7 netcode and stuff)
ok so the way how combos works here is fine, but some specific combos doesnt work at all
if you fire ball knockback someone and then jump on your opponent, the stars are not going spawn for some reason, it will just spawn like one star and then the rest are just not going to spawn (look at the star counter)
oh yeah and the star counter itself desyncs when you do some of these combos (but ig thats a 1.7 thing)
Is it?
Because i can just rollback 3.0 to try and fix those issues
That groundpound thing is so weird, this needs fix asap.
Today ill focus on those issues
do you guys agree
Wym?
@scenic raven i found a bug
Lmao
that costed me a whole round
holy shit accurate shell model
me when me
Erick why are the characters tilted more straight than they should be?
Iirc mega mushroom and blue shells are like this in the og
So i made them like this
Hmm
Accurate source
this mod deserves to live forever
Thw update is great, this mod just needs a tad more UI work and it'll be cinema
This Mod Would Be Super Cinema When It Gets A 1.8 Port π
Give him a break
@scenic raven I made the Pull Request, check it out when you can :)
Why did u delete the video @stone needle
Resend
whats the difference hi
the knockback animation is slightly different
it currently uses the groundpound anim which looks kinda off
so i made a lil edit of the sdown anim and put it in the game
Looks nice
So far bugs are
-skins not resetting
-groundpound attack not working properly
-attacks sometimes dont drop stars
-getting crushed on ice level
Any other bugs not listed above?
erick why you remove the palette colors?
Bro is mad that he can't play as Wario anymore
i mean i questioned the removal too but it was prob just accuracy stuff :clueless:
It was just to clean up the lobby menu a bit
My plan was to make it look like a 1:1 menu remake
Maybe the groundpound thing could be related to me removing sliding feature?
Not sure but I will definitely test it
this bug seems to be exclusively for the blue shell strangely
I wonder if it only happens on 3.0
yeah because you uncrouch in order to get out
since you can't crouch jump and move with blue shell
do you know how it works on the OG?
You get noclipped out
yeah cuz apparently this runs the same code from when you get crushed on FORTRESS. what if I just make it so that you cant get crushed at all on SNOW level ?
Then how would you get out
best way to fix a bug is to make an exception for it lmao
but with this you dont get noclipped, you just walk through it as if there were no walls lmao
that sounds broken and unfair lmao
free hiding spot
in the vanilla game, you just slide out normally
you prob fucked up something
where would this part of code be located tho?
idk, ask ipod xD
@tawny reef do you still remember how this works? sorry for the ping in advance
Also this is probably rude, but what's the difference on the shell model??
I compared vanilla model and accuracy's model and they look the same
Is it some size/rotation changes in the player's prefab?
i cant remember correctly but I believe its the size of the shell itself and its position on the player model
it was a long time ago
@stone needle it could also be the change in hitbox size ngl
changing the shell's scale in the prefab doesn't affect the hitbox?
no
what I did was
I reduced all the players hitbox, to make it more accurate hitboxes for PVP
but the downside, is that the hitbox for every other action in the game such as hitting blocks are now innacurate
MvLo only uses 1 hitbox for large mario and 1 for small mario
while the OG had multiple different hitboxes per model
WAIT
I think i know what's the cause then probably
The player's hitbox with the ice tunnel!
it's reduced at some point you are able to uncrouch
which causes that bug
that's probably it idk
I dont remember if blue shell just uses small mario hitboxes
or if it just halves big mario's one
I can't really tell if it's the different rotation, or a minor model difference lol
the holes look bigger?
Looks like it, yea
maybe what I want is in here? but i didnt change this part at all so it must be something else
uhh
did you add an extra scene to the game?
or reorder the build indexes?
because theres code that checks if the scene index is 4, and if so, it triggers crush code instead of "eject from block code"... its used for fortress
search for "janky hack", its in a comment, i think.
plot twist
ipod made a typo, and erick cant find the comment
//janky fortress ceilingn check, m8
yeah that
i dont think i changed my build indexes tho
so what I made is that I replaced SceneManager.GetActiveScene().buildIndex != 4 with CASTLE, which is pretty much the same thing
however
im now stuck
ill try that know
removing the code makes it lose powerup
hmmmmm
but if I put the code back and do increase crouching hitbox, blue shell gets stuck inside shell like the image instead of getting damaged
yeaaah i dont remember much about 1.7 anymore lol
well, the issue was indeed the hitboxes lmao
changing 0.9 to 1.05 seems to do the trick, I still have to check if there are any side effects though
Okay,
The hotfix update should be almost done
I believe I fixed most of the main issues with 3.0
And some quality changes made by 
combos should be fixed now, next update will be purely on bugfixes, I wonder if I will even call it 3.1 or 3.0 hotfix lol
bring back the palettes in new versions of this mod pls
but this is the mod that wants to be as accurate as it possibly can!
I am making it so that you can uncrouch here with all powerups as well. which iirc was the case in the original
sadly I have no plans for skins π¦
I am behind on working on this mod
I will just release the new patch soon
I dont want this to take years again lol
yay
First time someone prioritised sleep and not MvL Mods holy moly
COMBOS ARE BACK
Good
wheres the palette colors? 
this is accuracy mod, there's no color palettes
you've already been told many times that color palettes were removed because this mod is supposed to be just like the original, and the original doesnt have color palettes. you should really stop bothering about them π₯΄
It was removed to make the lobby menu more accurate
Yeah go play WMM if you want to play as Wario 
@stone needle have you found any bugs yet?
I didn't play it yet
[3.1] MvL Accurate
I am pretty happy with 3.1
Although sadly it apparently wasnt played as much by you guys
I wanna focus on bugfixes-only for now.
If yall find one please post it here
i think it's just cuz the modding scene just isn't as alive it was a year ago...
Yeah it happens all the time
Starman doesnt seem to make your character rainbow
always
im pretty sure beta starman also makes your character rainbow and not only green
Source: https://web.archive.org/web/20060224205227/http://files.pro-g.co.uk/Pro-G_NewSuperMarioBros.zip
Backups:
https://drive.google.com/file/d/0B_yBl-184usmWlNycFl4V2pDWlU/view?usp=sharing
https://mega.nz/#!cVZ3hKoL!1T_3ANxaPA58xStl8J0svmKVVyVxX66k9i5X-ahZ70w
http://www.mediafire.com/file/ys1jat42r6swd8f/Pro-G_NewSuperMarioBros.zip
https://ww...
its not rainbow like the final game
i know it doesnt make the character rainbow like final
but it doesnt look like the only color is green
oh yeah i kinda see it
itβs hard to tell cause if the quality but it does look like Mario goes through multiple colors instead of just green
it just doesnβt do it like the original game
My mod just uses the same effect as the one you get when you are about to lose MegaMushroom powerup
I could try to add more variations tho
ooh wait what happened to this?
do my eyes deceive me or is that the cap being animated during falling
the cap is indeed being "animated". Only in the E3 beta mode that is
how neat, I wonder if improvements like these are gonna be put in 2.0.0?
My project is separate from ipodtouch0218's
My game is supposed to look as accurate to the DS version as possible.
So 2.0.0 has nothing to do with this
[v3.1] MvL Accurate
But why not just make a pull request?
I think that's MvL's goal anyway
No?
I'm definitely not in the loop, so
I mean I saw the talks about the blue shell size and rotation speed..
A pull request containing all this would be awesome for everyone π those end up making everything look polished
Ipod would not be willing to merge all the changes I have done so far.
But I am sure there are lots of features he would be interested in adding in.
The only reason that I never did a PR so far was that my project was initially created using a very outdated version of MVL. So I would need to recreate my changes from scratch on 2.0.0. To only then make a Pull request
Ahh I see
wait so was this updated to 2.0 or nah
No and probably never will as there is no reason to do so
i mean yeah sure nothing would change but doesnt 2.0 perform better than 1.7 and 2.0 has netcode?
i think it would be benneficial to keep everything in the mod exactly in the same but just update so players have access to netcode lol
from what I can gather this seems to not be multiplayer centered
though Id love it if someone ported the enhancements to 2.0
im pretty sure its supposed to be as accurate as possible to the vanilla DS game which is only 2 players
which is still multiplayer
2.0 is a complete rewrite of the game, so to update accuracyMod to 2.0 I would need to basically remake the entire thing
This mod is focused on 1v1, which is how it worked on the DS.
You can play with 3+ players but it is not recommended
π€·ββοΈ
Which features that are in 2.0 that are not yet in AccuracyMod that you guys miss out on?
rollback netcode LOL
thats a pretty huge one
gets rid of host advantage somewhat entirely
i think some of the maps were briefly touched on as well to be more accurate, im not sure how much in comparison to the mod but yeah
DS resolution changes
framerate changes
colorblind changes mainly
the mario and luigi changes to make them more accurate to the original game idk
its mainly just the networking your missing out on by not updating the mod
and arguably the networking on 1.7 isnt very good
colorblind mode in 2.0 just changes the sprite of the purple coins and the team icons
not missing out on much
is that actually it I thought it changed some other things like pipe colors
bruh
colorblindness on par with most colorblind changes in video games
remember when among us's colorblind mode was like
changing the wires and thats really it
W update
i havenβt played among us is years so i wouldnβt know
in 2.0 everyone can use the colorblind mode if they wanted to whether theyβre colorblind or not
i probably will especially if it gives an actual gameplay advantage
my computer basically makes me blue colorblind since i have the warmness setting cranked up to max so my eyes dont get eye strain
genuinely cannot tell the difference between green or blue on this setup
iβm red shade colorblind so itβs hard for me to tell between green and yellow, or blue and magenta
at least with how light the green is
what happened to those glasses that every colorblind youtuber and their mom was flaunting about that "corrected colorblindness" a while back
were those just like a trend
my colorblindness isnβt anywhere near as bad as other peoples so i donβt think the glasses would do much
besides make everything red more saturated ig
would still be cool to try them tho
i mean maybe you get them custom made lol
surely they test you first before making them
what else would need to be changed in mvl for a colorblind mode?
idk like pipe colors ig thats all i can really say
there's not really anything thats distinguished by color only, besides maybe the player glow colors?
why would pipe colors matter?
you can only enter yellow pipes with the occasional green mini one
I suppose. I'd need an example of what else it could look like then
im not really sure either tbh
you could put a down arrow on them (or up depending on direction) if colorblind mode is on
that I can do
Tbh, no
I was gonna say this yesterday!! the only pipes that work are obvious in a design sense
other than that theyre just a decorative element
it wouldnt make sense really
I mean, if you're red/green colorblind and you're seeing pipes for the first time, I can see how it'd be confusing
maybe colorblind mode could put a text during the level loading saying "the pipes are aesthetic! only the far right & far left pipes can be entered"
but idkk
theres also that middle pipe on pipes tbf
i don't see why there can just be arrows on all enterable pipes in colorblind mode
i don't think it would be that distracting
Anyways, I am not actively working on this project right now due to.... life... and also other projects
I do want however to release an update to fix Small mario's HEAD model though
,
up
holy shit when the accuracy goes down he returns....
wym by goes down? π
people are very against accuracy in mvlo as of late it seems
like some changes are being made to that basically revert accuracy changes
example blueshell going fast on slopes while sliding or stomping in whilie being in knockback being changed to not work on whoever hit the person
and probably some other stuff my shitty memory isn't recalling
damn...
But tbh I dont think ipod ever aimed to be 100% accurate, but more of a "better?" online experience
and do people still give attention to 1.7 based mods?
I remember lots of people requesting that I updated my game to be based on 2.0
ig so but idk i feel like finding a good balance is nice
well, thats why my mod exists ig. to bring the DS experience as closely as possible
miibumm mod and that's it i think cause it came out recently
im out of ideas on what to add/change to accuracyMod though.. other than the small mario model. do you notice anything looking way too innacurate?
i don't remember what exactly is and isn't in your mod
but i remember combos being a not so accurate as we thought at the time
unless im misremembering
I remember combos being broken on 3.0 release. it was fixed in 3.1 but even then, I dont remember how accurate they actually are lol
crazy to think its been almost a year already since 3.1
do you plan to port this to 2.0?
i mean, 2.0 has technically has some "accurate" stuff like combos, particles and physics but i feel like accuracy mod had pretty cool stuff like E3 beta stuff
tbh if you want to update your mod, id say to start from scratch with 2.0
it would be kinda pointless to keep working on a unstable version with a bunch of netcode issues
