| Lunar Magic suggestions and discussion (LM v2.12) |
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Forum Index - SMW Hacking - SMW Hack Discussion - Lunar Magic suggestions and discussion (LM v2.12) |
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| Posted on 2011-11-14 12:28:36 AM |
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^ Or maybe we could just convert that whole section into a tabs section:
A note pad tab, an objects window tab, and a sprites window tab.
So instead of the objects and sprites window being, well, a different window, it could be on the bottom right instead!
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| Posted on 2011-11-14 06:21:29 AM |
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how about this?
Being able to set a level dot to any level instead of being limited to 00-13B!
and yes I know there's a patch!
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| Last edited on 2011-11-14 06:22:20 AM by Shy Guy's Stash. |
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| Posted on 2011-11-14 06:38:14 AM |
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That note block idea is a great idea.
So great, that I think Windows and every sane OS even comes with that application installed!
If I recall correctly, it's called "Notepad" on Windows, and is the default for so called ".txt" files, wait, what is this, you say you can create a blank .txt file by right clicking your desktop and hovering over the "New..." entry?!
Golly!
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| Posted on 2011-11-14 12:55:56 PM |
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Originally posted by leodThat note block idea is a great idea.
So great, that I think Windows and every sane OS even comes with that application installed!
If I recall correctly, it's called "Notepad" on Windows, and is the default for so called ".txt" files, wait, what is this, you say you can create a blank .txt file by right clicking your desktop and hovering over the "New..." entry?!
Golly!
Wow, that was a bit uncalled for.. It was only a suggestion, it just makes things a lot easier and organised instead of having to open up numerous text files etc. No need to be sarcastic about it.
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| Posted on 2011-11-14 06:48:35 PM |
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Originally posted by leodThat note block idea is a great idea.
So great, that I think Windows and every sane OS even comes with that application installed!
If I recall correctly, it's called "Notepad" on Windows, and is the default for so called ".txt" files, wait, what is this, you say you can create a blank .txt file by right clicking your desktop and hovering over the "New..." entry?!
Golly!
There's also our mind, so why do we have to use Notepad.exe when we can use our memory?
AND WHY do we have a toolbar anyways? The stuff are in the Menu bar anyways! And we have hotkeys? So why have the buttons?
And WHY do we need cars and other transportation anyways? WE HAVE...guess what!....FEET! YAY!
Do you get where I'm going with this?
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| Posted on 2011-11-14 06:57:44 PM |
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No, because FuSoYa will not implement the note pad thing either way.
Originally posted by KcWow, that was a bit uncalled for.. It was only a suggestion, it just makes things a lot easier and organised instead of having to open up numerous text files etc. No need to be sarcastic about it.
Gee sorry, didn't want to offend you with it or anything, I just found the suggestion a tiny wee redundant, and couldn't believe all the backup it was getting.
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| Posted on 2011-11-14 07:09:30 PM |
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Thats fine Leod, just rephrasing things works too.. but either way I really dont see what harm it would have in adding it. I cant imagine it being hard to implement at all and it'll be an easy access reminder box if you like. The reason people are backing it must be because they'd benefit from it as, like me, I'm not too keen on having notes scattered around my desktop/actual desk.
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| Posted on 2011-11-14 07:58:20 PM |
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Notepad works well enough for me. I never use the "notes" systems in other development tools.
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| Posted on 2011-11-14 11:12:31 PM |
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RPG Maker VX does have scripts that make use of the notes box, but other than that it's useless.
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| Posted on 2011-11-16 08:14:27 PM |
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How about reloading the overworld GFX after every submap change? I've heard plenty of stories about that creating problems for people who don't want to use pipes for submap transitions, and now I've experienced it as well: Layer 1 tiles that use the first half of the palette appear in the colors from the second half. Didn't somebody make a patch a while ago that fixes this (and ExGFX files not being updated correctly)?
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| Posted on 2011-11-16 10:23:29 PM |
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Or how about a built-in feature to allow for ExAnimations on the overworld? (Unless that is already available and I've just never noticed it for whatever reason.)
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| Posted on 2011-11-16 10:25:43 PM |
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That too. I've mentioned it before, and it's right up there with the Layer 3 editing.
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| Posted on 2011-11-16 10:54:33 PM |
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Originally posted by imameliaHow about reloading the overworld GFX after every submap change? I've heard plenty of stories about that creating problems for people who don't want to use pipes for submap transitions, and now I've experienced it as well: Layer 1 tiles that use the first half of the palette appear in the colors from the second half.
Think you've got it backwards. A submap transition via exit tiles normally couldn't cause that *because* it doesn't reupload the tiles. I would suspect that means you're already reloading the GFX with a 3rd party patch that is mistakenly trying to convert files 8 and 1E even though it's no longer required (believe I remember seeing code to do that in the Layer3ExGFX patch or something... maybe someone should update those?).
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| Posted on 2011-11-16 11:35:56 PM |
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Oh. I didn't think about that...sure enough, commenting out the part of the Layer 3 ExGFX patch that gives GFX08 and GFX1E special treatment fixed it. Still, though, that seems like something that would be useful enough to include in Lunar Magic, considering it's practically a bugfix for original SMW behavior.
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| Posted on 2011-11-17 09:29:45 PM |
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I have a few more suggestions: How about allowing resizing objects on the top and left sides? It would be pretty convenient for, say, making platforms shorter/taller (since currently you have to both move it up/down and resize it to line up with the bottom of the level again).
Also, how about an option to disable automatically bringing any objects you move to the front? Although it is a convenient way to bring objects to the front, sometimes you may want to keep an object behind other objects, and it would save time to not need to hold down - for a while every time you happen to move it.
Also, something that might be a bug: The "Too many sprites" warning appears if a level has 85 sprites. (As far as I know, 85 (*3=255) works fine, it's 86+ that causes problems.)
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| Last edited on 2011-11-17 09:32:03 PM by Zeldara109. |
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| Posted on 2011-11-18 01:06:09 AM |
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Originally posted by Zeldara109Also, how about an option to disable automatically bringing any objects you move to the front? Although it is a convenient way to bring objects to the front, sometimes you may want to keep an object behind other objects, and it would save time to not need to hold down - for a while every time you happen to move it.
I actually had no idea that there was a key assigned to the modification of the Z order because I always simply selected objects and rolled my mouse wheel up/down to decrease/increase that value (respectively). Of course, I realize not every mouse sports this feature, but...it seems a lot more convenient to me than using those keys, but if you have no other option...
I digress, though. As long as this feature of yours is indeed optional, then I suppose there's no harm in it!
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| Last edited on 2011-11-18 01:09:15 AM by Mineyl. |
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| Posted on 2011-11-18 05:08:05 AM |
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I've lost the ability to link pipes to the Yoshi's Island and Forest of Illusion submaps, rendering them unusable and potentially forcing me to cancel my latest hack project. Is there any way to fix this?
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| Posted on 2011-11-18 11:42:26 PM |
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Originally posted by Zeldara109How about allowing resizing objects on the top and left sides? It would be pretty convenient for, say, making platforms shorter/taller (since currently you have to both move it up/down and resize it to line up with the bottom of the level again).
I was just thinking about that this past week, and I agree- it would be more efficient. I end up having to move->resize down/right all the time when I'm tweaking level layouts...
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| Posted on 2011-11-19 03:21:15 PM |
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Originally posted by Zeldara109Also, how about an option to disable automatically bringing any objects you move to the front? Although it is a convenient way to bring objects to the front, sometimes you may want to keep an object behind other objects, and it would save time to not need to hold down - for a while every time you happen to move it.
You can already hold down shift while dragging to do this, although you're restricted to moving within the current screen.
Originally posted by Zeldara109Also, something that might be a bug: The "Too many sprites" warning appears if a level has 85 sprites. (As far as I know, 85 (*3=255) works fine, it's 86+ that causes problems.)
No, 85 isn't safe. IIRC the header and/or FF ending byte is also taken into account, and that pushes you slightly past the 8 bit index limit. I just double checked by putting 85 sprites in a level, and once Mario reached a certain screen the game simply froze.
Originally posted by Gamma VI've lost the ability to link pipes to the Yoshi's Island and Forest of Illusion submaps, rendering them unusable and potentially forcing me to cancel my latest hack project. Is there any way to fix this?
Make sure to use the newer alt-left click method of linking instead of the older way, as the old way required a very specific sequence of steps that most people tended to mess up on (that, and the newer method scans for and removes duplicate entries so the game doesn't divert you to another pipe that you might of tried setting up before that had the same coordinates).
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| Posted on 2011-11-20 01:54:03 AM |
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Originally posted by BMF54123Also, you may have noticed that Mario's end-level animation is a little bit off after installing the palette-fading fix, because the routine now takes much longer to complete. I've figured out how to fix that, so he does his "victory" pose in time with the music again. Just change $4B77 to 38. That's what BMF said a very long time ago on Acmlm's Board. I'm not sure why he didn't include that in the fadefix patch, but regardless, you should include that in the next version.
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Forum Index - SMW Hacking - SMW Hack Discussion - Lunar Magic suggestions and discussion (LM v2.12) |