Language…
13 users online: ben15420, Daizo Dee Von, Darolac, E623, Green, Guido_Keller, Gulaschko, Metal-Yoshi94,  Ringo, ShadowMistressYuko, TheOrangeToad, Tsquare07, Zavok - Guests: 232 - Bots: 278
Users: 64,795 (2,377 active)
Latest user: mathew

Lunar Magic suggestions and discussion (LM v2.52)

Link Thread Closed
  • Pages:
  • 1
  • 2
  • 3
  • 4
  • 5
  • 72
  • 73
  • 74
  • 75
  • 76
  • 77
  • 78
  • 79
  • 80
  • 81
  • 82
  • 143
  • 144
  • 145
Originally posted by JackTheSpades
The only problem would be, since there is no undo function in LM, that if you screw up, this is gonna fill the whole level with one block xD

Speaking of the Undo-Redo button... why hasn't it been implemented yet?
Want progress on 100 Rooms of Enemies: The Nightmare Edition? Go here to see.

(rip my other userbars momentarily)

Here's quite a worthless option: Why no have the option to see how many bytss does a level have, anytime we want.
As far as I know, it's shown when you save. I don't see any real reason to show it more often than that.
<blm> zsnes users are the flatearthers of emulation
Eh, it seems like a nice option to have. I always wonder how many bytes my level has, but I'm also incredibly paranoid about filling up my ROM despite it not being a big deal.
Question/suggestion: Is there a way for custom applications launched through the custom user toolbar to request Lunar Magic to reload the current level? Something like that would be really useful if the custom program makes some sort of a change to the current level and doesn't want to manually remind the user to save their level and reload it once it's finished. A separate function available to stick on the toolbar would work if all else fails.

Practical example: A program that works like the Super GFX Bypass window but lets you visually browse through your ROM's graphics. The program could easily change which graphics the level is using, but it would require cooperation from Lunar Magic to actually get the level to display them immediately.

And on a related note, I don't suppose it would be possible to have a method that would ask Lunar Magic to reload the .dsc, .msc, .mw2, .mwt, .ssc, etc. files?
I should get a new layout.

Probably won't, though.
Originally posted by Kipernal
Question/suggestion: Is there a way for custom applications launched through the custom user toolbar to request Lunar Magic to reload the current level? Something like that would be really useful if the custom program makes some sort of a change to the current level and doesn't want to manually remind the user to save their level and reload it once it's finished. A separate function available to stick on the toolbar would work if all else fails.

Practical example: A program that works like the Super GFX Bypass window but lets you visually browse through your ROM's graphics. The program could easily change which graphics the level is using, but it would require cooperation from Lunar Magic to actually get the level to display them immediately.

And on a related note, I don't suppose it would be possible to have a method that would ask Lunar Magic to reload the .dsc, .msc, .mw2, .mwt, .ssc, etc. files?

Wait, what's this about a custom user toolbar? AFAIK, the toolbar can only be customized in terms of aesthetics.
I really need a layout. :<
Originally posted by LM's help file
Custom User Toolbar
Lunar Magic allows a second toolbar to be added to the main program's window, which appears just under the program's own toolbar. This second toolbar is user defined and can be used to launch external applications or activate internal Lunar Magic functions. It also allows for assigning keyboard shortcuts which can replace Lunar Magic's existing keyboard shortcuts.



 
Originally posted by JackTheSpades
Something I always thought would be neat to have: If there was a fill option, like in paint.


Maybe. It might be useful for filling in non-rectangular spaces within ledges.

Originally posted by Daizo Dee Von
Speaking of the Undo-Redo button... why hasn't it been implemented yet?


It's planned for the next version.

Originally posted by Kipernal
Question/suggestion: Is there a way for custom applications launched through the custom user toolbar to request Lunar Magic to reload the current level?


Not currently. It could be implemented by having LM give the program a handle to a window through which it could receive messages. The handle could be sent by LM through a custom window message, though it might be better to just pass the handle as a command line argument when starting the program.



Oh, and just to follow up on something that was being discussed before: A couple days ago I went ahead and made it possible to copy tiles from the Background Editor into the Map16 editor and the overworld editor through the windows clipboard.
Originally posted by WhiteYoshiEgg
Originally posted by LM's help file
Custom User Toolbar
Lunar Magic allows a second toolbar to be added to the main program's window, which appears just under the program's own toolbar. This second toolbar is user defined and can be used to launch external applications or activate internal Lunar Magic functions. It also allows for assigning keyboard shortcuts which can replace Lunar Magic's existing keyboard shortcuts.

Huh. Must be new; last I checked, it wasn't there. I'll have to look into that for stuff like F9 in 8x8 editor.
I really need a layout. :<
Not really all that new, it just seems to be not so well known.
Anyway, Lunar Magic's help should be able to tell you how to set one up.
Anime statistic on MyAnimeList:
400 animes completed ✓
6000 episodes completed ✓
100 Days completed ✓
... what even am I doing with my life?
There are instructions in the help file.
Yeah, FuSoYa did for next the version:
Originally posted by FuSoYa
Oh, and just to follow up on something that was being discussed before: A couple days ago I went ahead and made it possible to copy tiles from the Background Editor into the Map16 editor and the overworld editor through the windows clipboard.

GitHub - Twitter - YouTube - SnesLab Discord
YES!

All aboard the Lunar Magic Hype Train!

YES!
Originally posted by FuSoYa
Not currently. It could be implemented by having LM give the program a handle to a window through which it could receive messages. The handle could be sent by LM through a custom window message, though it might be better to just pass the handle as a command line argument when starting the program.


The command line option seems a bit more straight-forward to me personally, but whatever works works.

And actually, on that note, could it be worthwhile to have the option for Lunar Magic to send a message to programs when it saves a ROM? This isn't strictly necessary by any means, since the program could just look at the file's timestamp to see if it's been modified, but you never know. Could be an incentive to stop lazy programs that just load the whole ROM into memory at startup and dump it on closing.
I should get a new layout.

Probably won't, though.
My suggestion is the option to copy a full palete line in the palete editor,this option will help the user a lot when he use exgfx that need mess different paletes.
Check out my profile to see a list of SMW Hacks I made and where to find the latest and best version of them.
Thanks for playing and have fun!
Clique no meu perfil para encontrar a lista de minhas hacks feitas até o momento.
That already exists, actually. Hold Alt when copying and pasting to copy an entire row (so Ctrl-Alt-left click for copy and Ctrl-Alt-right click for paste).

Now, is there a way to tell what a level's custom palette data is before it is actually loaded? Is there any sort of pointer table somewhere with pointers to the custom palettes for each level or anything?

----------------

I'm working on a hack! Check it out here. Progress: 64/95 levels.
Originally posted by JackTheSpades
If there was a fill option, like in paint

Casting my vote for this, that shit would be hella convenient.

Originally posted by FuSoYa
Originally posted by Daizo Dee Von
Speaking of the Undo-Redo button... why hasn't it been implemented yet?

It's planned for the next version.

Oh good god thank you. And, if you don't mind, what else is planned for the next version?

Also, kind of a dumb idea, but I'd love to have a button on the exanimation window that opens the 8x8 graphic editor, only because if you don't have this window up prior you have to close out of the exanimation editor to actually open it. I guess I could just remember to have it open before, but christ that's just way too much work for one man!
Originally posted by Lynnes

Also, kind of a dumb idea, but I'd love to have a button on the exanimation window that opens the 8x8 graphic editor, only because if you don't have this window up prior you have to close out of the exanimation editor to actually open it. I guess I could just remember to have it open before, but christ that's just way too much work for one man!


Why do these windows have priority anyways?
Did a quick search around to see if the suggestion below have ever been considered and...

Originally posted by FPzero
A quick idea, would it be possible to add an option for Export Level Image to PNG in addition to the Bitmap option? Or alter the bitmap option to allow saving the file as more than just the bitmap filetype? I know I would use it all the time.

Two years and some months passed and I still wonder why this has never been considered yet.
It'd seriously help people who post exports of their levels on the WIP forum to not waste time saving levels in the Bitmap format and have to convert it later to PNG or a filetype that takes way less space than Bitmap ones. I find it something very useful to be done.
I hope the next version of LM will also have an option for Export OW Image to PNG format.
  • Pages:
  • 1
  • 2
  • 3
  • 4
  • 5
  • 72
  • 73
  • 74
  • 75
  • 76
  • 77
  • 78
  • 79
  • 80
  • 81
  • 82
  • 143
  • 144
  • 145
Link Thread Closed