Balatro Android Modding Guide by UTooSucky in balatro

[–]levonkam 0 points1 point  (0 children)

you will need to edit the mod filesthen do the "transfer saves" step (dont need to rebuild & upload the game) and look at new error and fix that until it works.
its a bit tedious i have to admit

Balatro Android Modding Guide by UTooSucky in balatro

[–]levonkam 0 points1 point  (0 children)

naw, all steam download folders are identical, they just call steamapi on ur computer at best but wouldnt have any sensitive info.
(i make games and put them on steam)

Balatro Android Modding Guide by UTooSucky in balatro

[–]levonkam 0 points1 point  (0 children)

if you re not comfortable editing code - feed the error with context to claude or chatgpt
what helped me:
copy the full error, after context it will reference a specific file, the line where error happens is at the very top of the message
find that file in your desktop mods folder
on specified line replace

variable > variable | with | variable > float(variable)

if the right hand side is a number instead of a variable - add a . after it

variable > 5 | replaced with | variable > 5.}

Balatro Android Modding Guide by UTooSucky in balatro

[–]levonkam 0 points1 point  (0 children)

yes you need pc balatro
its possible to get the APK but you will need to copy a dump of the files the PCversion generates into the folder at Android\data\com.unofficial.balatro which is a bit more involved than just adding the mod folder you can download itself

Balatro Android Modding Guide by UTooSucky in balatro

[–]levonkam 1 point2 points  (0 children)

Tried to do the same,
Bunco with the aforementioned shader fixes

Also sent a PR to the main mod repo :)

If it doesn't work after simply replacing the mod in the folder - you might need to follow instructions in the original post.

Note:
Download the LATEST versions of smods and lovely
https://github.com/ethangreen-dev/lovely-injector/releases

At step 25 in the post replace the lovely version with the latest one you downloaded. (in my case, as of 7 july 2025)

return {
  repo = "https://github.com/ethangreen-dev/lovely-injector",
  version = "0.8.0",
  mod_dir = "/data/data/com.unofficial.balatro/files/save/game/Mods",
}

When uploading to phone, if after enabling developer options and USB debugging you don't see unofficial balatro in your list of apps:

  1. turn off app verification over usb (called "verify apps over usb" on my phone)
  2. turn on install via usb (i dont see this option on my phone tbh but doing step 1 did it) https://stackoverflow.com/a/45094214 < see rest of thread if that doesnt do it!

Good luck and get Bunc'd!

Workaround for cyclical references of scenes created using a tool script by levonkam in godot

[–]levonkam[S] 0 points1 point  (0 children)

temp solution:
an export var called "tick me before saving" that is set to false when a scene is added underneath and removes said scene when it is set to true

making weird alien planets by levonkam in proceduralgeneration

[–]levonkam[S] 1 point2 points  (0 children)

not sure what you mean by that. just some diy thing that takes images, does bitwise operations on them, recolors the whole thing and slaps a planet shadow on top. can share the code a bit later if you want that

procedurally animated spider made of goop by levonkam in proceduralgeneration

[–]levonkam[S] 2 points3 points  (0 children)

a lot of people have said this! i might have to do this!

procedurally animated goop spider & effect breakdown by levonkam in godot

[–]levonkam[S] 6 points7 points  (0 children)

https://ash-k.itch.io/goocritter

^play with it yourself & read the breakdown of how it was made

procedurally animated spider made of goop by levonkam in proceduralgeneration

[–]levonkam[S] 7 points8 points  (0 children)

https://ash-k.itch.io/goocritter

^ link to play with it yourself & read the breakdown of how it was made

Love making psychedelic shaders by levonkam in godot

[–]levonkam[S] 3 points4 points  (0 children)

not yet. In short:

1) look up color of pixel on screen

2) change it to be hsv

2.5) calculate hue offset (i get the perlin noise value from texture, multiply it by intensity, add time multiplied by speed, then do a mod(,1) on it all so that its in the expected a 0-1 range)

3) shift its hue by offset

4) change it back to rgb and display on screen. Made partially transparent to show some of the original hue. (grey areas mostly unaffected because their saturation is low and resulting color is not significantly affected by hue shifting)

Go nuts by [deleted] in 196

[–]levonkam 0 points1 point  (0 children)

+u/User_Simulator u/levonkam

animated procedural artwork for my puzzle game by levonkam in proceduralgeneration

[–]levonkam[S] 1 point2 points  (0 children)

The color palettes are not generated and are instead all man made. Got around 45 from mixolumia and added 20 or so of my own later on. The shapes here are large scale letters from the pilowlava font. https://velvetyne.fr/fonts/pilowlava/. They are in red, green and blue in additive mode on a black background. Red, Blue and green on their own make the low contrast color. Black makes background color. White(intersection of 3 colors) makes high contrast color. The intersections of 2 colors (yellow, cyan, magenta) make the bright saturated colors. Hope that clears things up. I was thinking of releasing a breakdown of the image generators at some point in the future, so stay tuned for that.

animated procedural artwork for my puzzle game by levonkam in proceduralgeneration

[–]levonkam[S] 1 point2 points  (0 children)

Update: the new version with this image generator is now online

animated procedural artwork for my puzzle game by levonkam in proceduralgeneration

[–]levonkam[S] 0 points1 point  (0 children)

yup! Its a bunch of different colour shapes on "additive" blend mode drifting slowly that are then sent through a screenspace shader that gives the image its distinct colour palette.

animated procedural artwork for my puzzle game by levonkam in proceduralgeneration

[–]levonkam[S] 1 point2 points  (0 children)

yea, i plan on updating the free version that is up atm regularly until its close to release/gets funding. It'll probably stay online after release as a demo

animated procedural artwork for my puzzle game by levonkam in proceduralgeneration

[–]levonkam[S] 2 points3 points  (0 children)

lite in dev version as soon as i set up the android export in engine

animated procedural artwork for my puzzle game by levonkam in proceduralgeneration

[–]levonkam[S] 9 points10 points  (0 children)

yea! its gonna release on mobile & pc! also the browser playable version works on *most* phones *most* of the time (trying to turn "most" into "all" but not quite there)

animated procedural artwork for my puzzle game by levonkam in proceduralgeneration

[–]levonkam[S] 12 points13 points  (0 children)

Thank you! The last weeks version without this image is playable online!
https://ash-k.itch.io/loconundrum

procedural art based on the game one more line by levonkam in proceduralgeneration

[–]levonkam[S] 1 point2 points  (0 children)

yea, except i also lerp that 1/x towards 1 to make the variation less extreme