#๐Ÿ—๏ธ MvLO Maker

1 messages ยท Page 4 of 1

rigid aurora
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uhhh ye sure

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uh

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uhhhhhhhhh

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your suing for defamation is invalid because uhhh

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uhhhhhhhhhhhhhhhhhhhhh

rotund grove
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James what the fuck are you doing

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๐Ÿ˜ญ

rigid aurora
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I'M TRYING

rotund grove
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YOU'RE COOKING ME

torpid zephyr
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somos schizo posting

rigid aurora
rotund grove
rigid aurora
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FUCK YOU ๐Ÿ˜ญ

rotund grove
rigid aurora
torpid zephyr
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anyway could you not roleplay in the thread

rotund grove
torpid zephyr
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i donโ€™t think vic likes it

rotund grove
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true

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I didn't think about it

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sorry vic ๐Ÿฅบ

nocturne lantern
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It's ok

cloud turtle
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how do i use the warp pipe target?

faint gate
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theres no horizontal warp pipes yet

brisk crescent
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wdym "yet"

faint gate
brisk crescent
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Ain't no one ever adding horizontal warp pipes bo

faint gate
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dw about it

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i believe someone would

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ts is about "hope"

nocturne lantern
faint gate
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hi vic

nocturne lantern
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Hello rose

shy belfry
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you should help with the addon system instead :))

nocturne lantern
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Ohh yeah ture

smoky raptor
brisk crescent
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Yeah, the diference is that you can't make your own levels and upload it for anyone else to play it

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and it doesn't have wonder badges ofc

smoky raptor
fading lynx
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you guys didnt add a overworld brick with a coin? ๐Ÿ˜ญ

woven fiber
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nevr was a thing in vanilla cus itโ€™s never used,,,

brisk crescent
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i was about to say its easy to make it yourself but this is MvLO Maker

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shut up frosty you're not a mvol modder

quaint rapids
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E

finite sandal
solid lichen
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Mario Vs. The World and Luigi is there too

keen tartan
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why's there like 5 copies of the same map

nocturne lantern
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because people keep uploading their WIP levels and not deleting the old versions afterwards

shy belfry
quaint rapids
strange yarrow
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yo

cobalt saddle
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How do I download levels from the browser as .vsm files? And can I self-host this?

nocturne lantern
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Downloading other people's levels to file is not allowed atm. Also, the server's code is still private, sorry

shy belfry
nocturne lantern
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In my defense I deleted them right after but you know how git history can be
All... historical

cobalt saddle
upbeat heart
cobalt saddle
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10/10 documentation

plucky agate
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man, i seriously want this mod to get ported to 2.0

golden dust
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true

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Same

oak nest
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I would love it

nocturne lantern
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Agggh why can I not work on smth for more than two days

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I need to get that checked

oak nest
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Hey no pressure

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I'm not scared of anything after waiting for 2.0
quality over quantity star

nocturne lantern
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Fair enough

faint gate
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hi vic

golden dust
# faint gate hi vic

Me when Rosy wants to make Triple Power Addon map Maker but she needs permission from vic

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Fuck I didn't want to ping, sorry Rose '-'

plucky agate
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Why is the editor not opening?

nocturne lantern
# plucky agate :(

Try uninstalling the mod from the storage tab if you got it and then reinstall

plucky agate
solemn hollow
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ill hop on ig

nocturne lantern
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I wonder if quantum will play nicely with creating the stage terrain at runtime

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Hope so. I just need to change the tilemap...

shy belfry
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and you cant use realtime events for it

nocturne lantern
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Oh no dw about the sending the level to the players part, I meant moreso "building" the stage, as in placing the tiles mid simulation before the match starts

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I'll probably simply use the same method I used with vcmi's "replace all terrain with bricks" toggle, but with the arbitrary level data. Since that works fine

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There will be zero baked level data in the build

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It's a bit more involved than just tiles though, it includes level boundaries and size, as well as enemies of course...

nocturne lantern
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hm, perhaps it can be chunked to send n commands of, say, 1kb until all the level data is sent?

shy belfry
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They wouldn't have that state unless you also serialized it

nocturne lantern
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agh, i always forget about them. it used to be a problem in the 1.7 version too

shy belfry
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That should be simpler though...

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Frame.User.cs has a serializeuser function

plucky agate
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where should i report bugs ipod

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here or #playtesting ?

shy belfry
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MvLO maker bugs? :p

plucky agate
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obv

shy belfry
nocturne lantern
nocturne lantern
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oh and replays, yeah let's just pretend those don't exist

shy belfry
nocturne lantern
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I don't know if I wish to store the entire level contents in each replay

shy belfry
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Unless you do it addon style

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where you download and inject map assets *before8 starting the quantum simulation

nocturne lantern
shy belfry
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just not what

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port to 2.0?

nocturne lantern
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Someone ate my message

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I meant not support replays and removing that feature

shy belfry
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ah.

opal musk
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๐Ÿ˜ฎ

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how does this even work!?

nocturne lantern
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you can make levels and play them right then and there!! you can also download other people's levels they have uploaded. very easy. so much variety

opal musk
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wow!

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so cool!

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im excited to see other people's levels

solemn hollow
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u can download this.

opal musk
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oh sick

nocturne lantern
# shy belfry Frame.User.cs has a serializeuser function

ok, i think i'm starting to understand. so i could store the level contents in the Frame in their simplest form (just the json or whatever the server returns)... and then it's available to late joiners too. since we only need it once at the beginning of the match, we can deserialize it (dejsonify it) on demand

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unless it's easier to store it in the frame already dejsonified. i have a "levelmodel" class that is the object form of this. however, i'm not sure how the Frame would serialize an object like it

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for example, StageTileInstance is an object that is serialized in frame.user. but i'm not sure how it implements its Serialize() function

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but now it hits me: i don't really want to have serveral kilobytes worth of data meandering in every single frame, do i? sounds like a lot

shy belfry
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if you do it every time the game starts, you'd need to wait until the command arrives... but then you wouldn't need to store it anywhere.

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if you do it once then you can play multiple times off that info, then you have to save it somewhere.

nocturne lantern
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I need two "bursts" of data. First, when the level is selected and the name and description are shown. This happens in the lobby. Secondly, when the level contents are grabbed for building the stage when the match starts

shy belfry
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i don't really want to have serveral kilobytes worth of data meandering in every single frame
how else would you do it tho?

nocturne lantern
shy belfry
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Actually. There's a way to create asset objects

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at runtime

nocturne lantern
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Storing is not really mandatory because once the stage is created, the level model can be discarded (ignoring late joiners for now)

shy belfry
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I think this is exactly what you want

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Dynamic assets are not synced between peers. Instead, the code that creates new assets needs to be deterministic and ensure that each peer will generate an asset using the same values
via the command data

The only exception to the rule above is when there is a late-join - the new client will receive a snapshot of the DynamicAssetDB along with the latest frame data. Unlike serialization of the frame, serialization and deserialization of dynamic assets is delegated outside of the simulation, to IAssetSerializer interface. When run in Unity, QuantumUnityJsonSerializer is used by default: it is able to serialize/deserialize any Unity-serializable type.

nocturne lantern
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Aha, I can turn my level model into one of those, after which it'll be easier to get into the simulation, yeah?

shy belfry
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Yup.

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and it seems like you can unload as well

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with frame.DisposeAsset

nocturne lantern
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Sounds great, that was one big obstacle. I didn't want to send huge json strings around either

shy belfry
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so you can get rid of it when the game ends and the host chooses a different map

raw bone
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working on a new level, need to know if changes are necessary, thankss!

oak nest
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Well, what's your plan with it? Because as a vs level it would be pretty bad, but I'm assuming you have another idea?

raw bone
# oak nest Well, what's your plan with it? Because as a vs level it would be pretty bad, bu...

ye its supposed to be a singleplayer map, ive already uploaded a multiplayer version (note: ||the background deco is way worse there and its only a single room ^^`||). my main goal is to "implement" the SPM (super paper mario) pit of 100 trials (as in design, deco and map building) where you can search for one star in each room (current limit is 10 rooms) while defeating enemies on your way.

oak nest
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will 2.0 mvlo maker ever happen?

plucky agate
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i think he is actually slowly working on it, even if he didn't clearly state it

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remember? :)

knotty pewter
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I thought it was July 3rd 2026, and that it was the future, but you got it the other way around ๐Ÿ’”

To be fair I'd rather wait more and have a bug free and finished release. Because for example the mushroom platform not working, and pipes being not enter-able was a big let down in map creation

oak nest
keen tartan
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i think snayp liked mario maker-

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-# i mean we all did ofc