M0di0

Mods, guides how to use and install mods go right in here.
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\Quotient/
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Post » 03 Mar 2013, 07:56

M0di0 is a m0dding API, much like Minecraft Forge or Modloader is to Minecraft.
Release is coming very soon, however, I need some ideas to make it useful.
There's a manage mods menu added in, and the directory is %appdata%\LOVE\mari0\mods\.
My question for you guys is - what do you actually need help from an API with for m0dding?
Functions, stuff like that. I need ideas for this before I release it, so it will be useful.
**DEVELOPING WITH THIS API(Once it's released, anyway.)**
Do NOT distribute this m0d with any of your m0ds.
Remember to have new items have "<name here> = new:baseItem()" in it. This is the same with blocks, but "<name here> = new:baseBlock()".
If you get an error in a non-beta(A.K.A. stable) version, it's got nothing to do with me.
KNOWN ISSUES: Not even released yet! :D
So yeah, ideas, please!

Maxxor501
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Post » 03 Mar 2013, 08:00

Make it fly.

\Quotient/
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Post » 03 Mar 2013, 08:30

Can you post useful posts?

HAPPYFACES
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Post » 03 Mar 2013, 08:41

Allow mounting of other mods, so if I want to play with this, this, and this, I would be able to by running what you have going on here.

Unless this is your goal. I wasn't sure. I don't know if you were clear on that or not. Also put wings on it.

\Quotient/
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Post » 03 Mar 2013, 09:10

^Well, of course, but obviously some mods are incompatible.

HAPPYFACES
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Post » 03 Mar 2013, 10:06

I would like to ask, 'how so?' Like, what's your goal for this? I'm completely lost.

Are you going to have the various launchers in .love format put into the .../mods folder? Will someone be able to specify what they want to start with and what they don't via checkboxes and such? And will this mod possibly conflict with Mari0MS? (Totally different, adds more entities rather than merges/mounts mods)

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Superjustinbros
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Post » 03 Mar 2013, 10:12

Don't forget the SJB mod.

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TurretBot
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Post » 03 Mar 2013, 16:29

Don't forget 3-Ups, 5-Ups and 10-Ups + I'm Not Mario.

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Mari0Maker
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Post » 03 Mar 2013, 20:50

Can you give us a screenshot of the program?
I also think that you should change the name, because it sounds quite derpy.
If that's the name you want though...
Image
Full Size Version

EDIT: Ninja'd
Last edited by Mari0Maker on 03 Mar 2013, 21:04, edited 2 times in total.

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Turtle95
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Post » 03 Mar 2013, 20:58

Mari0Maker wrote:Can you give us a screenshot of the program?
I also think that you should change the name, because it sounds quite derpy.
The reason it's derpy is because of all "o"s are "0"s.

On the other hand, this sounds nice, although if it's better than the other mod loader, I'll be amazed.

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Mari0Maker
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Post » 03 Mar 2013, 21:04

Turtle95 wrote:
Mari0Maker wrote:Can you give us a screenshot of the program?
I also think that you should change the name, because it sounds quite derpy.
The reason it's derpy is because of all "o"s are "0"s.

On the other hand, this sounds nice, although if it's better than the other mod loader, I'll be amazed.
Looking at my logo I made, it looks better. :)

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HansAgain
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Post » 03 Mar 2013, 21:14

Only put the properties of the red turtle (don't fall in the holes) to the spikey, bettle and goomba and recolor them.

\Quotient/
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Post » 03 Mar 2013, 22:06

Not really, HAPPYFACES; I have 3 options.
1. Just have folders/.love files in the mods folder, and they replace the in-game files of the same name OR;
2. Have the most important .lua files divided into sections that are loaded separately, giving support for two mods of the same .lua file OR;
3. Have separate files loaded into the official ones. This is hard to explain, so bear with me:
Levelscreen.lua, for example.
You download a mod for this, and you have to name it "Levelscreen-1.lua". And the next - if compatible - would be "Levelscreen-2.lua", and so on. And you would have a "Levelscreen-#.txt"(that name too, so you can rename it) packaged with the mod itself, telling M0di0 which line the code is supposed to be on/replace.
You guys vote on which one.

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Qcode
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Post » 03 Mar 2013, 22:13

...
Last edited by Qcode on 21 Oct 2021, 09:12, edited 2 times in total.

\Quotient/
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Post » 03 Mar 2013, 22:14

1. I say m0d because Mari0 modding. So stop being nitpicky.
2. Wait what? You make the mod, then take the mod's files out and put your own modded files in and distribute them. People will have to download both. (And sorry about that "Are you dumb?" I get worked up sometimes. :P also I accidentally hit enter before finishing there.)
3. Well you can use the stable versions; Unstable versions, of course, will crash with some bugs in functions that should normally work, is all I'm saying.
4. And yeah, I've always liked normal modding a little more than with APIs, however I do know that they help.

\Quotient/
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Post » 03 Mar 2013, 22:26

Actually, now that you guys bring up Mari0MS, I don't think there's a point in this; I'll go through with it for a little bit and if it turns out no different, I'll just scrap it.

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Qcode
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Post » 03 Mar 2013, 22:29

...
Last edited by Qcode on 21 Oct 2021, 09:12, edited 1 time in total.

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Post » 03 Mar 2013, 22:30

You can compile it together if it's a .love, but if you want to make it a folder, you can't distribute it again. Also, you can report it, but there's no guarantee it'll be fixed in the next unstable.

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Superjustinbros
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Post » 03 Mar 2013, 22:35

I should point out Bob's Better Editor would be a good candidate for merging in mods, as it's the Better Level Editor with additional options.

And if we're going to add in Turtle's Extra Entities, we should improve the visuals of the entities first with what's posted on the latest page before we get into merging it.

\Quotient/
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Post » 03 Mar 2013, 22:38

^You seem to have misunderstood the meaning of this mod;
It's an API for helping people develop mods, as well as a mod to load multiple mods into the game.

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Qcode
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Post » 03 Mar 2013, 22:39

...
Last edited by Qcode on 21 Oct 2021, 09:12, edited 1 time in total.

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Post » 03 Mar 2013, 22:41

Didn't notice you said if there's a bug in the stable. Of course it is my fault, and I'd get to it right away, but not so much with the unstable versions.

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Qcode
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Post » 20 Mar 2013, 01:38

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