#π¨ EzMod - Custom Client Creator
1 messages Β· Page 2 of 1
:worried;
Beta voicelines it is 
the vanilla stages cycle between the overworld/snow songs in vanilla and those can be changed individually in ezmod so this could probably be done was well (this is just plain up wrong you can only change OW/snow)
actually no
yea i was a bit too fast in reading this list
the powerdown and pipe sfx can't be separated because they're the same sfx
same file, same name, same reference in code. can't work
ok then
unless i like patch the event that triggers the sound effect
on event pipe enter -> play custom replacement instead of powerdown.ogg
i guess
do i wanna do that? maybe
that would make version changes more prone to breaking
Tbh this mod has already done a lot of that... moving away from the "everything should work between versions since it uses BepInEx" to "ok hardcode this specific change"
unfortunately those changes are necessary if we want those replacements to work at all
today i'll start working on a way to make atlas replacement easier
finally, ai mods
huh, what does that even mean?
I wonder what the motive is for making ai icons be sparkles
because they're magic!!
seen it like everywhere
...right?
What does it do?
chart gtp
nah jk
what it will be, is a list of the actual normal looking tilesets. one for grassland, one for bricks, etc. you provide it separate sheets and when you're done it assembles the atlas for you so you don't have to spend hours finding each tile
and adds the necessary padding around them too ig
i call it the Atlas Integrator
hooray I donβt need to suffer placing the pipes again anymore
atlas-inator
vicGPMI's Custom Atlas-Inator
duh
atlas bearth
i just bought more land in the metaverse
crypto luigi
if the goofy ahh pack is still being worked on, I come bearing gifts.
changed up the voicelines to be silent except for a few after looking at beta footage
weird how the mega mushroom voiceline is in the e3 demo but not anything else
but fast loops do still kinda behave weird
am i the only one with these pixels at the bottom
Ah umm uhh ermm must've been the wind
It's a little indicator I used while devving to tell if ezmod is running or not
O hope it's not too annoying, though there is a way of hiding it
i had those too i thought it was something indicating the mod or something π½
*Working as intended
both
literally nothing is broken π
Oh wow, my guess is that it was a texture copy issue
there should be a buzzy beetle icon that indicates ezmod active instead /hj
a spinning buzzy beetle
yknow
i just realized
even if vic gets model replacements working (players)
how would the cosmetics (hammer helmet, propeller helmet, gold block, etc) still fit
my best guess is heβd have to make the transform be editable or smt in that case
vic would had to make the prefab visualizable lol
yeah
yeah
fake yeah
faker
he's ugly
still right
are you kidding me
for how long did this exist
Vic wth are you cooking next "MvLo modder" where you can mod MvLo without having to download unity π₯
this is literally that..
WAIT WHAT
I THOUGHT IT WAS ONLY TEXTUEZS
ZARKPOARZA
zmrarΓΉ
r
I'm having a stroke from this insanity π
ohh
ig that makes sense
also
is this mod compatible with vanilla servers?
yup
this isn't a mod
π¬
so it's "compatible" with "any 2.0+ mvlo version"
ohhh
oki
thx
for letting me know
it's like a resource pack creator that you apply on top of your mvlo
it changes how it looks and sounds
yeah I know that
either way ggs on making it
its crazy how you made so many mvlo mods
and they're all a masterpiece
thanks man, enjoy
interesting
man i kinda want to add more things to this
like general purpose plugins to add more features to the game
particle editor 
prefabs π₯
in-game emotes
i wonder if i can allow users to add extra decoration tiles to the level
oo what about messing with the game's models
like with mario and luigi u can pick with animation to use thats packed within the model itself
another 6000 quantum desyncs
no no no no no
it'll be super local and client side only
if i can't make it that way, it ain't getting added
i don't want ppl to install ezmod and get 900 ping and 50 cents
I would install ezmod for 50 cents ngl
mmm...
Might be impossible but will it be possible to change Mario and Luigi's animations in the future
really doubt it
I think it might he possible actually
If you're talking like, changing he animations in the controllers in the mario model
thats what i was thinking
another thing i was thinkin is possibly customizing the "READY" text
or the "player wins!" text
basically changing the gradient
that seems very specific lol
im just throwin ideas 
i mean i'd imagine the gradient to the text would be like piss easy to edit
unless im thinkin its a whole different execution with how unity does it
or just like text editing in general for mvlo could be accessible with ezmod, ive seen miibumm have custom text with his clips
Vanilla can load custom language files
I'm gonna make MvLo realistic, wdy think of this grass tile?
holy hd
would that even work
for now I'm still fixing the patterns, but it doesn't look half bad imo
so HD
"so retro" opposite meaning
mvlo rtx
lower its contrast me thinks
FUCK YOU NORTON π
I tried updating the game but it deleted it thinking it was a threat
add ezmod and mvlo to a whitelist
nah
I'm straight up uninstalling this bitch
Its been acting like a fucking shit for the past week
blocking the most random apps for no reason
Thank you norton for deleting all of my progress π
Yeah that's why I didn't add text replacement, bc the game already has that feature natively via translation files lol
By the way @tawdry solar I need your help because I tried adding custom sounds when modding the game and now it refused to start, is there something I can do about it?
some people have had issues with MP3 infinitely loading. Try converting them to ogg or wav and use those formats instead preferably
it now works, thanks a lot :D
Splendid
Hey vic sry for ping again but even after making sure every audio file is a .wav format the game launched in a black screen, could you help me again?
can you pass me the LogOutput.log file in the Bepinex folder?
BepInEx is amazing
this one?
Is that the only log in that folder? I don't know why it has a .4 at the end, it shouldnt
i tried to make RORY NITE but got Mr. L instead
I just sent you the latest log, here is all the other ones if you need them :p
also sorry if I'm taking too long to reply
you just gave me a great idea for a luigi reskin thank you
not like i play him anyway but yeah
no errors seem to show up
do you remember which replacement you made last before the game stopped working?
All I did was remplacing other sfx and here are they:
in other words: this is what I did last before the game stopped working
.-.
dang it why is making a mushroom loop properly so hard
dang 3 of those lines dont show up
each tile has a one pixel padding around each side that doesn't show
the tiles are originally 16x16 pixels, and they show as 18x18 in that sheet. the gap has to be respected if you want the game to line them up correctly
ah ok i see
oh yeah
cant wait for spam aliens and eagles to frosty
spam alien reacts to rose
mirror react
huge crying extraterrestrial
btw if you need emojis in png form just go to emojipedia and search for the twitter style
very easy
they're going to be resized to 32x32 when you send them in-game so it doesn't expolde
you're allowing people to upload arbitrary images? :,)
(oh 32x32 images uncompressed is only 4kb thats fine)
why of course, having just a few presets chosen by me would be very lame
dw, i did extensive testing and the average size is 1.5kb
converted to base64, that's only a couple thousand characters
why base64?
buh..
cant you just edit the Serialize method...
you cant add a new command without breaking vanilla compatibility, sure...
i'm stuck with whatever fields the send message Command currently has
you sure aren't
the command uses the Serialize function to write raw bytes
And WriteString... just does ```csharp
public void WriteString(string value, Encoding encoding) {
if (!WriteBool(value == null)) {
byte[] bytes = encoding.GetBytes(value);
WriteUShort((ushort) bytes.Length);
WriteByteArray(bytes);
}
}
so if you wanted to be extra safe, you could write true, 0 to make other clients deserialize an empty string
and then afterwards, you can check if the stream reached the end
if it hasn't, you know you have your own extra data after it
@tawdry solar
public class CommandSendChatMessage : DeterministicCommand, ILobbyCommand {
public string Message = "";
public byte[] CompressedImageData;
public override void Serialize(BitStream stream) {
stream.Serialize(ref Message);
if (stream.Reading) {
// Reading from the stream
if (stream.CanRead()) {
// Your special array exists
CompressedImageData = stream.ReadByteArrayLengthPrefixed();
}
} else {
// Writing to the stream
if (CompressedImageData != null) {
// Write special stream, if not null.
stream.WriteByteArrayLengthPrefixed(CompressedImageData);
}
}
public unsafe void Execute(Frame f, PlayerRef sender, PlayerData* playerData) {
...
}
}
vanilla clients will only ever try to read Message
but your clients can check if there's something after Message
if there is, itll read it
this gives you back the 33% inefficiency that base64 has
while also making it so you can send images in the lobby
clients will get an empty message instead of text spam
Heck...
you can even set the message to be
[EzMod Emote]
so vanilla players see that (if you send an image in the lobby)
while YOUR clients see the true image
i'm afraid harmony doesn't allow creating new fields in a class
like here, I can't make up the CompressedImageData var in a command instance
ohhhhhhh harmony right
wow i didn't know this
you didnt know base64 was inefficient?
it's in the name, base 64
bytes are 256
6 bits to every byte
= 8 bytes per 6 bits of Base64 data = 8/6 = 1.333% = 33% data loss
oh damn
sometimes i don't even try to find out why things are named the way they are
I didnt think about it when I first learned about base64 either but it makes sense once you consider it :P
(base 64 is called base64 because there's 64 different characters used)
yeah i understand now...
ascii a-zA-Z0-9, then two special characters
+_ for url-safe encoding, but usually it's /
ever notice how base64 likes to end with == sometimes?
that's extra padding to make it end on a full byte rather than a partial byte
yup
that would've been nice and elegant. currently, you can only send emotes in-game so normal ppl don't see anything. and in-menu, emotes are inaccessible and not visible
What if you just did that but put the extra data into the string?
like
Message = This is an EzMod EmoteRXhhbXBsZQ==
yeah that's what it does now. the data is in the message string
No i mean like
Serializing strings is done as [null bool][length][utf8 data], right?
what if
you lie about the length
so vanilla players decode only the first part of the string
while you can do that same "CanRead()" check
to get the hidden data
that feels illegal
@tawdry solar ```csharp
public override void Serialize(BitStream stream) {
const string EzModEmoteIndicator = "[EzMod Emote]";
if (stream.Writing) {
// Outgoing message
if (Message.StartsWith(EzModEmoteIndicator)) {
// Writing an EMOTE. Write the EzModEmoteIndicator, followed by the RAW BYTES of the emote image.
// Vanilla players will only ever see this.
stream.WriteString(EzModEmoteIndicator);
// Because we can't add new fields, Message contains the Base64 of the image,
// *after* the EzModEmoteIndicator
var emoteAsBase64 = Message[(EzModEmoteIndicator.Length)..];
var emoteAsBytes = Convert.FromBase64String(emoteAsBase64);
stream.WriteByteArrayLengthPrefixed(emoteAsBytes);
} else {
// Normal message
stream.WriteString(Message);
}
} else {
// Incoming message
Message = stream.ReadString();
if (stream.CanRead() && Message.StartsWith(EzModEmoteIndicator)) {
// This is an emote! There's data after the message string ended.
byte[] rawData = stream.ReadByteArrayLengthPrefixed();
Message += Convert.ToBase64String(rawData);
}
}
}
This way, even if a vanilla client manually types "[EzMod Emote]ABC123", it WON'T be interpreted as an emote, since the Length of the message will span over the entire vanilla player's message.
right, I think I understand
we send a string + byte array as our Message, but sicne normal clients only have the capability to read a string, it'll stop when the string ends
yup :)
And we temporarily store the byte array in the message itself as a base64 since you can't add new fields
technically...... @tawdry solar
you could get away with doing Dictionary<CommandSendChatMessage, byte[]> in your plugin.........
that way you dont have to use the message as this weird substitute
hm but wait, this solution solves a problem that doesn't really exist. the normal clients never see the emotes because they don't receive chat messages while in-game
and that's the only moment you can emote
this fixes lobby support and base64 inefficiency :(
ah right the inefficiency
i keep forgetting about things
though i've always envisioned this as being in-game only. like mario party i guess
thanks though, you've got some brains here thinking of these solutions lol. i'll go implement it
actually wait there is a bug.......
if a player sends EzModEmoteIndicator[BASE64] then whatever needs to distinguish between that and Message = EzModEmoteIndicator + Convert.ToBase64String(x);
that... im not sure how to do that in safe way.
maybe putting a null byte in there as the separator? i bet that would break something somewhere.
we can try converting it to an image anyway, and see if it fails
Emotes: either 32x32 with transparency, or 64x64 without transparency. I wonder which one is better
32x32 sounds fine imo
Ok
small guide im working on for begginers (probably gonna be useless once atlas integrator is out but still gonna make it anyways)
-# vic's atlas-inator tommorow
u shoul make the black more transparent so people know what theyβre replacing!
but couldnt they just make the layer transparent?
this was made using aseprite btw so idk
This is nice! I can imagine this being useful if each layer had the tiles for each theme. One layer of guides for grass, another layer for bricks, etc...
oh yeah i might actually (plausibly) do that if i finish the first i was actually just gonna make Multiple layers indicating wether: its unused, its a foreground tile, and tiles used in preview (title screen level preview) (for some reason) but decided it would be easier if i just made some for every tile then make those
Sounds splendid
Oh tiles for main menu preview are shared with the in-game levels. They're the same, they shouldn't be duplicates in that regard
huh weird... pipe tiles and some other are for some reason not the same
for example.. heres pipes preview (ignore ? block the underground ver is not done yet)
in game
the pipe tiles (unbreakable) are different from the pipe objects (breakable)
it didnt matter before because they were the same sprite...
ah i see, thanks!
havent tried this one yet but it seems amazing
ok looks like i need to get me opengl3
i think..
challange: play a map with this
huh wait
i realized something weird
like 4 lines at the top dont stretch.. for some reason?
Does the config tool not open for you?
the current music replacement implementation is so annoying
the looping music player scriptr the game uses is NOT cooperating at all
ts pmo as the kids would say
i'm this close to just going with the nuclear option and reimplementing a more flexible (for this plugin's purposes) music player script that would replace the original one entirely
one of the limitations for example is that fast songs don't have their own loop points. that's just how music data is stored in-game
so if you want your replacement fast song to loop tough shit
hmm...
πππ₯π
probably atp i think something completely custom would do if vanilla functions arent cooperating
also i kinda wanted to add more features before next update but i really wanna have emotessss lol
should i
vic remember to add the mega grow sfx pleas
aight
so so many many tiles
atlas integrator done...
emoji downloader (optional) too for if you're lazy to open your browser
v5 of ezmod is now public!
https://drive.google.com/file/d/1PivNLlwmFixqBDZ_ofEigDhBoal3oXBF/view?usp=sharing
Chagnelog
- Added a tool to make replacements for the tiles much easier! Now you can finally use the original, organized spritesheets as a base.
- New addon that allows you to send custom emotes in-game!
- Added some missing texture replacements (poison, lava, etc).
- One new tweak.
Known issues:
- The Atlas Integrator is not perfect, especially with "bigger" tiles like pipes. Watch out for those.
Warning:
Do let me know if any of the new tweaks affect performance, etc.
-# If you were using the "compat" build, use this link instead: https://drive.google.com/file/d/1TzUhkbmPjdYQnX9aL2Jy8V8lJXfcta3n/view?usp=sharing
wait are the emojis like
uh
not synced?
this is prob a stupid question but i want to know lol
like from your pov you re sending an alien but the other is seeing a completely different thing
like
eagle
i can
i'm wondering myself :clueless:
Alr lemme start a room
hang on i think i'ma try re-seting it up π«
alr
now that you can send custom emojis ill send this everytime
oh lord yea its sending emojis 3 times for some reason lol
possibly ping related
there is a storm where im at rn so my game is kinda laggy but it does work
wait now i cant move
oh lord i cant move at all n my game is chuggin lol
ya my ping is at red so its probably a me issue
i have to work on the tileset now tho since its easier with the new functions
or
maybe the emoji's are laggin ya
idk tho
they are sending multiple times after all
it might be the emojis ya
my ping was at 1300 π
i sent one emoji and it makes the ping skyrocket
my guess is it's trying to send a message a billion times a second
@tawdry solar better investigate
LMFAOOO
lol the image being streched is so funny
i assume it streches them down
the default size is 32x32
anyhow i have an ancient adapter from hell and it seems to be fine
are you fucking kidding me
disconnected literally when the match started
should i add this to my emojis library lmao
i tried the mod, set some stuff up and it currently isnt working, does everything have to be filed out or something π₯΄
nope, go to settings, then save all
perphaps thats the issue
i did already
oh..
but ill try again
oh wait
do i need to boot the game from file explorer
cuz rn i boot it from my taskbar
hmmm that shouldnt make a difference
i booted it from my taskbar multiple times and it works fine
hmmm
tried explorer booting, still no
is it the paths?
no it cant cuz it entirely doesnt work, if it did partially work, then the starting background would be diffrent...
oh wait is the save all button supposed to stop blinking green when saved?
seems not
hmmmm still no working
Try undoing the replacements you made and see if one of them is the culprit for not loading
Nooo obviously the others are going to receive your own emoji
Awwww don't tell me it ain't working
The disappointment
vic you forgot to make the you are trash version of ezmod
honestly i don't really see why a ui-only app couldn't just always use the compatibility renderer
It's literally in the release announcement
Compatibility renderer takes up so much more CPU usage and is generally less efficient
Pre v4 mod loader for example, which used it, hogged up all your resources while you were playing mvlo
With mobile now it drops to 0% when minimized
almost finally finished with grassland background
so retro
ts is so peak bro
i may try to make a shitpost sfx pack
do you guys like the idea
oh my god i actually like this idea
let me cook chat
use goldybers mega theme
the one thats like dubstep
#art-channel message
The voicelines for when the grow animation finishes should be replaced with chris griffin laughing imo

Minecraft with 4k textures and shaders ahh
that's what I'm aiming for actually
Ah
also I gave up on it all together because the spritesheet didn't want to update when I tried adding new textures
my man got no DETERMINATION
Undertale β
Underestimation β
real
Underpants
fortress wip
is that smb1
das a great idea to make fartress ceiling the pillars
i gib thumbsup
"we have a mega mushroom at home"
mega mushroom at home:
Wait there's already a goofy mvlo mod?
dang
I thought I was the first one to try doing it
π
Maybe it works now, try again πβοΈπ€π«°
real
I actually randomly oppened a random copy of mvlo and turned out that my very silly mod now works
wip sprites
so, now what i can do...?
i can but the app doesnt work
Use the compatibility build
here #1406844255619514368 message
is the atlas integrator helping any of yall or naw
also i'd LOVE to see
more e3 beta nsmb maps π₯Ί
still maining that pack, it's very handsome
Goldy you gotta lock in
the emojis thing is so peak bro
im busy with the mega shroom rn ima do the tiles ina sec π
i tried it once and it seemed to like make all tiles be a pixel offset so they got cut off on the right and bottom sides
it also looks like they dont replace the pipe ''object'' sprites,,,
Oh hm
I guess the mapping must be wrong for some tiles, which I missed while testing
by pipe object I mean like the pipes at the bottom left of the master tilemap
also beware of streched tiles
spaghetti arms
vic could you please make fireball/iceball tints customizable?
The tint whenever the projectile shot is yours or your opponent's
oh dude i would love that
Oh like what colour it is?
Currently you can simply disable or enable it
But would that make sense?
i mean i would make use for it for ice since imo it looks sorta ugly but for fireball idk
The thing is, any tint colour would look bad... Because it's like colouring on top of the already red or blue ball
Unless of course you change the sprite for it too, which would work then
makes sense since it would also consider the color of the fire/ice ball, resulting in a really awkward mixture of their default color, and the color you wanted to tint it as
a small idea of mine is to find a way to directly change the texture for the balls and make them black and white, that way, it wouldn't overlap the colors, and it would give a smoother tint
yeah like the mario and luigi textures
indeed
like 2 editable colors?
ye
not really because fireball exists
its just a ball, it needs to remain simple enough
it isnt that complicated, especially compared to other tiles/sprites
like objects and ui have got to be the simplest
just use the same format as in the pallete editor
for choosing the colors
and add a path for the sprite
vic would probably make 2 different layers for the two coloreable parts or the ball
that's how I think it would go
or maybe he can use a shader to change multiple colors individually
The balls' textures can already be replaced in the current version
oh wait yea it would probably just be simpler to add the option to use another sprite
The game uses the same sprite all over I'm afraid. Can't be split into two
It's 1 sprite, and 1 tint on top
ah, ok
not like it would be bad anyway
as I said; balls should remain simple, and only have one color
hmmm wait but the tint could work if you can also apply one to the vannila fireball, sprite is black-white and you apply to different tints respectively
-# though it problably wont work
(especially if it hasnt been mentioned)
me when koopa has 16 frames: (i need 15)
one must be sacrificed π
omg yeah if "add padding" is enabled, it'll shift all tiles one pixel right and down
how embarrassing
yeesss fortress is pretty much done (excluding bg)
Kinda surprised ur not using the beta brick tile from smw
There's shine for it too so it could be pretty good to use
oh yeah i could use that, most of the tiles i use are either:
a. Ripped from smw with aseprite gfx tool and usually edited
b. traced/edited from the mvlo tileset, which is why brick tile looks almost identical to mvlo except for pallete and outline
c. Ripped from my own wip smw romhack which makes this a. but as a different option because im stubborn
and also d. where i could rip and adjust the tiles but theyre aranged in such a fucking way its impossible to sort and youre better off making your own (using the og as reference)
aka the pillars
tl;dr i just didnt think abt using that sprite and added what i use for some fricking reason
and even then while this was originally gonna be more of a smw style tileset i think in the end i settled of a more modern style
Pretty...
i just found out that these graphics exist :o
Get Your MvLo Mario & Luigi Flavored Loading Sprites NOW!!! 20% OFF!!!!!!!!!
megas!!
what do yall think of my smb3 reskin
very hard to see whats going on imo
it looks like Re-
its cuz im using snipping tool
not what i meant
what the hell is on with the ? blocks, would also recommend toning down contrast a little, otherwise pretty nice https://cdn.discordapp.com/emojis/998766728056148099.webp?size=32&name=thumbsupioclassic
Its the blocks blinking
ah ok
Does anybody have a texture pack?
you can see packs ppl have shared in the top message of this thread
#1406844255619514368 message
heyy vicc... sorry to bother but the Stage Bonus UI seems to not be working, this is the file ive been using
Only bonus has this problem? I might've mistyped the filename when adding the replacement
not sure if only bonus, but its the only one ive tested
yeahh... all of them have the problem, ive tested them all with the same icon, and no changes (no i didnt forget to save or reboot)
How strange, I do remember them working when I tested it. I'll take a look
huh... weird?
now it seems to work
huh wtf
just rebooted to make sure im not going crazy...
and its back to defaults?
to they take some time to load or something?
sooo this is hella weird
when i make a lobby, it seems to load defaults, BUT if i start a game and when its done return to lobby it seems to load
what the hell obs, why didnt you record the start???
@tawdry solar does this also happen to you?
hm, yeah it does...
not sure how i missed this before releasing the update. will fix
This is the old roblox xbox menu backround music
Yeah I forgot to add it to the list... You can still add it manually on the config file though
That just looking upsidedown grass but accept that it's great
When you hear this, you become aware that the original music and sound effects are not so bad after all
??????????????????????
Lol
i might add two more tweaks:
enable zoom in replays even when not freecamming, and
always start replays focusing on yourself
it is PRETTY darn annoying every time i start a replay it focuses on a random dude instead of myself
true
random dude would be so happy if he saw this
wonder how possible it'd be to keep track of... "stats"
how many kills, how many total stars, number of hits, etc.
could be an Interesting
how would you determine who "yourself" is
just would need to subscribe to some quantum events
Ye
I'm sure I can whip something up
So i made these if anyone wants to use em
fire??? hold on this is actually impressive
U mean the gradient
yes
I suggested that not too long ago iirc
I think vic was prioritizing the new tile system during that tho I don't remember
Ohh not a bad idea
You can already change the sprites so this makes sense
but what would the point of that be if you can already do that in the sprite by editing it
well aside from being a little more user friendly
Its not sprites that define the color
its the asset
in unity editor you can change them in RGB or HEX values
if you change blue team's sprites it will still appear as blue in-game
oh dang mb
Yeah team colours are present both in the sprite, and as a hex code for the text colour and scoreboard
We're currently missing a way to replace the latter
latter?
ohh
Lmao π
just use the compatible version heck is there even a difference excluding the hardware needed
wrong folder
yeah, youre in the C:\Users\Flia. Tolala folder in that command prompt
that's probably not where the install is
might have to do like
cd Downloads/MvLO-EzMod
obviously, with whatever the folder is called on your system
how did it go?
nice!
awesome
what you can do
is right click the .exe in windows
and add that --rendering-driver opengl3
so you dont need the command prompt
right click on the program > create shortcut
right click on that new shortcut > properties > add --rendering-driver opengl3 to the end of Target:
so the entire "Target" for you would be "C:\Users\Fila. Toala\Desktop\mvloezmod-4-win64\MvLO ezmod Config.exe" --rendering-driver opengl3
or as an alternative, you can use a batch file
Idk why but sometimes the app randomly vanishes
Im not entirely sure if this is a ezmod issue or not
but it's reaaaally annoying
You mean the exe of the config tool? Try not putting it in the same folder as the game
not ezmod's folder, the actual game's app
it sometimes disappear or no reason
lol
oh
OH
OHHH
You gotta be fucking kidding me
Sorry vic that was a me issue
π’
cursed
The goomba looks so menacing I love it
1667
The latest version is v5 right? It's not possible to replace models to add custom characters is it?
nope
Yeah I wasted like a full day earlier this week trying to get a model loading library to work but it just didnt
No errors, no nothing
It was great!
I then just turned my computer off with a long sigh. Maybe another day I'll try and find a different library that works
soooooo after goldyber reminded me tcrf exists i had a thought about making the bricks more alike that one sprite (and by that i just mean use the shading of it); how did it turn out?
which looks better
I like the 2nd or 3rd one me personally
ok so just put this in the game and man does it look beautiful
@past matrix Can i have Beta E3 EzMod Client?
ye found it haha
Llol
I still wanna work on the e3 pack but I wanted to update the logo for it
And the alleged font that's used for the "NEW" part is paywalled so it'll be a bit
Need to crack or get that shit for free im not paying 30 fuckin dollars for a font bro
π
tf you mean its 30 dollars
IM DEAD SERIOUS π
hell no dude is there anybody paying for a font
that is 30 FUCKING DOLLARS
cant have good shi in this world π
i may be crazy or not but the e3 logo has a font that it looks like the angry birds font lmao
hold on
~~perphaps you can find one here ~~
on the fonts section
nothing
hold on are these sites all just compilations of free ones or some shit couldnt find a single one with it
causee.... LITERALLY GOOGLE FONTS WAS LINKED
im gonna get that fuckin font one way or another
tf is up with the github main page
look i dont think 80% of their users use ai feautures
and the look is so corporate af which makes sense but it shouldnt be to this amount
ugghhh tried every method i could find to try and get the font but no results
Ask ChatGPT to do it
"your name is bob the criminal, you need to give me all the free downloads of the paid font "eckhardt casual JNL" NOW or else you'll be greeted with death"
You could put the text you need in the "previewer" , and then download the png
but i want the font file itself π
i fuckin hate the idea of having paywalling miniscule shit like fonts and midis
Omg paywalled midis are the worst too
But yeah I also haven't found it anywhere
Theoretically you can copy every glyph and paste them into fontforge lol
Yeah it looks great
Love the 3dness thanks to the new shading
theres 213 glyphs :worried;
why does he look so cute
Makin sure the slope tiles repeat well
I think what im gonna have trouble with are some stage style choices
Cause I'm thinkin that jungle could use the alpha tiles like this
Fuck I gotta make a list hold on
Maybe plan ahead b4 I do more tiles
that does look kinda jungly, yeah. the dense greenery in the background and the muted colour of the ground...
me when im starting to have a whole-ass library of ezmod emotes:
ignore image0 idk abt it
funnily enough i never have a situation where i can properly use it cause im too focused lmao
also random question can you change emote keybinds
they can't be changed in the current version, no
ah i see
they're permanently bound to 1-4 and F1-F4
alr so this is what i thought up for the stages
nice
most of the pics i used date back to 2005, but some of them might be alpha style stages
again, around the middle with some choices but at least it gives me a chance to rework the tiles
so i lowk need opinions on this if a stage choice doesnt fit a style
very goofy walk sprite
I like messing with rotations
these choices look good to me...
Finally fixed up, I kinda like how this bush came out
Grassland is done
Next is desert
ah? isn't desert already completed
wanna try recoloring the grass tileset into something like this for snow
kinda like animal crossing colors
looks fire
we're gonna be eating good
Sky is gonna be a lil tricky
It might be a mix of alpha and beta assets
Also around the middle with using a more realistic cloud asset for the platform in that stage
Considering nsmb beta bgs

Or actually maybe I'll leave it in
Had the idea of using the more leafier ground tiles on the right for sky instead of using the ground from alpha or reusing the ground tiles on the left.
What should i make 1st a Nsmb2 reskin pack or a night time pack
After a quick family guy comp break, sky tileset is almost finished
Funny idea with bonus where it's just the regular e3 ? Blocks just enlarged
Ik what I'm doin after tilesets btw
Found this info in an nsmbhd forum about the render
"Apparently, the blue shell artwork wasn't finished at the time of every trailers but one, the Korean one. In the trailers of the others regions, they put a 'New' banner instead.
Conclusion: The blue shell artwork has been made late."
So the proto blue shell reserve item could hypothetically be a render that was borrowed from mario kart 64(?) And edited specifically for the blue shell as a placeholder
I'm gonna have so much fun with the item reserve sprites after the tiles 
Voting for nsmb2
same
i really dont know if this was because i didnt add padding when i generated the sheet thru ezmod. snow, grass and fortress along with the bricks, coins and ? blocks looked fine but the other maps dont look right.
lemme add padding and see where it gets me
ya i was right, padding made it look better kinda. desert still looks weird but thats probably a me thing and i need to finish the sprites? i couldve sworn i cut the tree out from the spritesheet but its probably from beach
i lowk dont know what ezmod is doing when its compiling the sprites cause im pretty sure i got the entire base sheet done
specifically for desert
fortress too
kinda weird
wait shit i forgot to check bricks
right, some tiles get offset with padding
but i gotta rework sky
now all thats left is the most annoying part.....
You are making an alpha display? That's awesome. I would use it
You complicate your life a little with the graphics, they look practically the same thing
???
Yike, that's less than ideal. I should definitely fix that offset bug, seems like the entire atlas moves one pixel over when padding is enabled
And some tiles don't even exist...
maybe i can use this background when its finished...
Here is the forest so far i know the BG needs some work
ts so nsmb2
I know alot of people will disagree with me but nsmb2 is my favorite new sup game
Why? You are afraid not to have the same opinion as others?
I liked nsmb2 too
no i just know how hated nsmb2 is
Alr
if i was to rank new sup games it would go nsmb2, nsmb, nsmbwii and last is nsmbu
interesting ranking
my goat
wow
my rank is literally the opposite of his
NO wait
- NSMBU
- NSMB
- NSMBWII
- NSMB2
I only vote NSMB2 for last because i never played it
Β―_(γ)_/Β―
hai... :]
hi rosa
I freaking hate nsmbu I'll strike you down with lag when you face the final boss of mvlo
the acorn suit kinda does flying better
theres so many cool stunts you couldnt do at all with propeller
my ranking is similar, i havent beaten nsmb2 yet tho
id either.. change nsmb for nsmbwii or sending wii to the bottom
yes pls
I guess i could agree
I've done too much Wii
nsmbwii singleplayer: worst
nsmbwii multiplayer: prob second
agreed
ur saying nsmbw singleplayer is worst when nsmbw multiplayer physics would top being the worst
hooray!
what does that even mean
@ Vic kidnap him he might be an ex Nintendo employee
kkt mod if it was old and retro
yoo is that beta 4?
EVERYONE is hyped for Goldy's e3 pack
i just need vic to fix the auto tile mapping so i can test the tiles properly
@tawdry solar you better fix it or else I'll become golden ber and blast you
BeryBlast!
beta 1 prepatch @cyan spindle
das so goofy
There Def isn't a typo of a typo in here
kkt would you let Goldy goofy your little mod
frosty,
you jumpscared me with old ice
I goofy on kkt's mod till I little
In the meantime, you could do the fixes manually. Shift the 1 pixel offset, then add the missing tiles one by one
I-if you want
vic stuttering, never again please sob
Beach and Sky are the same theme?
i have to rework them so it isnt the sunset theme lol
beach uses parts of sky's bg
?????????????????????????
i dont think its suppose to be generating grass tiles on top of snow tiles
wait im an idiot i swapped the textures in the atlas integrator lmao
...phew π
this is why we proof read our things
alr time to test out the sheet
desert is looking good so far except for this thing
i dont remember what tile was suppose to be here
oh its the bridges
gotta go thru the desert tiles again i think i mightve fucked up lol
but desert is fine overall
still gotta change sky into a new bg and lighting but its also lookin good
again aside from bridges being missing
meantime ima be reworkin the logo
out with the old in with the new
i completely forgot how sky bgs work im gonna have to be weird with this texture
gettin there
got it
even uh if the bg moves its probably not noticable lol
alr beach is still gonna use alpha assets but i might not be able to put the sunset lol
both beach and sky share bg assets sadly
ima take a break for tonight, sky n everything else is already fixed so im done for now
it's so beautiful
these next power ups are gonna be tricky to do
cool
replace the startup loading screen logo with this π
that would be sick actually
Omg yea great idea
Except that ezmod doesn't get initialized until after the intro screen
Also I'm dying with the "Nintendo presents" after the name of the game
it wouldve looked a lil weird like this lol
GRRRRF RAAAAGHH
zomble FOAMING at the mouth
I also don't really want the ipod logo to be replaceable, ngl
ipodtouch0218 presents...
at that point you need to 3d render the shits
probably...
also ngl i think i like the beta reserve icons waaay more than the used ones
udpated the 2005 logo psd to have the alleged original font that nsmb used
so i might have to redo the logo again lol
or not
its so subtle i dont think anyone would notice
i wanted to change fonts either ways cause the other font i was using was doing this with some of its letters
personally I prefer the entire beta style more than the final one, the bgs make me shed too many tears I wish they didnβt change them π
gonna use that logo i made earlier in #art-channel
thought it looked good for the pack
Why is it called super mario bros versus again?
Goldy's brain is stuck in 2024
new super mario bros yersus
thats the whole point π
i based it off the old logo before 2.0
either versus or multiplayer
mainly the old logo with the "versus" subtitle that i wanted to build off of
it was my idea sorry
you didnt even born in that era what are you talking about
oo oo hold up
@tawdry solar just hatched an idea
what if
when ur generating a new sheet with a custom tileset
u can generate it with only those custom tiles
so like if i picked e.g my e3 grass tileset
it only puts those in a new sheet
like this
like it does something like this
where ur new generated tiles can be its own thing and it would be more easier to fix up if the offset was a pixel off
instead of it being pasted on top of the default atlas template
Ohh I understand, so it doesn't draw the sheets that you haven't included
Sounds good
yea
anything that wasnt selected with a custom sheet stays blank, while the ones that do get selected get generated
rn workin on the bg stuff for jungle b4 i start the tiles
whoa
wait i just realized im using the wrong bg assets i got the wrong bush π
jungle is about to be WOOOONDDERRFUL
god its really hard to tell which tile is which
also some tiles are just not being loaded right, cause im pretty sure i did these ones and overlayed the alpha tile on em
Vic please SAVE him
There is no salvation.
e3 mod is DOOMED
just hatched an idea on how i can test my tiles easier in the meantime
and yea i gotta work more on it xd
alr so the tileset is lookin pretty good, though i had to edit the original textures a bit
gotta make a new tile sprite of that inner ground thing
jungle is really weird to work with lol
gonna settle with this for now, already spent too much time on it
FINALLY COMPLETE
lil scuffy but i'll fix it later
fixed
wait is bro making beta e3 pack a separate mod
i had to use the source code as a way to test the tiles
the atlas generator in ezmod has bugs in em
Oh okay
but the alpha tileset is finally done
just gotta wait on vic to fix the atlas generator and we swag
Ok then, I might release a hotfix today then
cold fix when
YEEEEEAAAAAAAAAAAHHHH
720p VS ULTRA HD 4K
hey @past matrix , can you please test the ai in this build and tell me if it fixed the mapping problems you were having?
it should be more accurate now for sure
ezmod is DONE they added ai its so OVER /j
chart gtp
ughhh i just cant decide what pallete to use for this (right is old) (left is new) like im not satisfied with neither of what i did and cant seem to find the right pallete
this is for the semisolid bridge tile isn't it?
left one looks a bit more fitting imo...
yeah... the one on the right is wayyyy to bright and doesnt fit in at all compared to others like
or
Just woke up so ima test Ina bit
ye, it was too shiny


