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Lunar Magic suggestions and discussion (LM v2.12)
Forum Index - SMW Hacking - SMW Hack Discussion - Lunar Magic suggestions and discussion (LM v2.12)
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Originally posted by SolidSnake141.35
last I seriously hacked was back before 1.7, at least last I exanimated. :S


Reading the "Edit Level ExAnimated Frames" section of the help file might be a good idea then. A fair amount of new info was put there when the ExAnimation feature was rewritten back in 1.70... it's one of the largest pages in the help file.
I could have sworn I mentioned this, but it would really be nice to have some way to, on a per-level (and per-submap) basis, reorganize and redefine the VRAM and change the BG properties. It would be like having the ExGFX revolution patch integrated into Lunar Magic (why isn't that patch part of Lunar Magic yet?) and more, since you could, for example, make a level use a different BG mode (such as 0 or 2) or change the tile size of one or more layers from 8x8 to 16x16, which would allow for larger backgrounds or more graphics space...or both. Do you realize that just changing the Layer 3 tilemap from 8x8 to 16x16 would free up 6 KB of VRAM, enough for another 1.5 regular-sized GFX files? Of course, most people would want this option to be pretty user-friendly, but it would be a very useful thing to have, especially for certain tilesets that take up a lot of GFX space. It would also eliminate conflicts between the VRAM patch and future versions of the ExGFX Revolution and other patches.
The new sprite search feature can be useful sometimes (though it would help if the correct names were used for sprites like Cheep-Cheep, Podoboo, and P-switch), but F3 to find next and Enter to clear seems pretty counter-intuitive to me... perhaps it could be changed to Enter to find next and Esc to clear?
Last edited on 2012-01-26 06:24:06 PM by Zeldara109.
Counter intuitive? F3 is fairly commonly used for "Find Next" in windows programs, and is certainly the first key I reach for when I want to find something (second would be Ctrl+F).

I'm guessing that using enter to clear is what you're really bothered with. I could possibly move enter to escape if people find that easier.

Using enter for "find next" wouldn't be a great choice... keep in mind that LM searches as soon as you start typing, and someone used to blindly hitting enter could end up on the second match without meaning to.
Another idea: Make it not add any instance of \5 (ctrl-f) to the search buffer. I always try ctrl-f first if I want a search feature, and finding nothing after using the standard key combo to search is a bit weird.
That's 6 I believe, though come to think of it I should probably be filtering out most things below 0x20.
Another random suggestion: Perhaps there could be a way to see how many bytes of level/sprite data a level is currently using (at the bottom of the window or something)?

I know it seems pointless in most cases, but I doubt it would take much effort to add, so I thought I might as well suggest it for the few instances where it would be useful-- I know there have been a few hacks that have come close to running out of ROM space. (And it would tell people things that aren't necessarily obvious, such as that using an extended object for a single power-up block saves one byte over using direct Map16 for it.)
Last edited on 2012-01-30 11:38:01 PM by Zeldara109.
On that note: A level optimizer.

Now a true level optimizer would be ridiculous as it would have to take into account all the wacky map16 shenanigans you've added. However, one that converts direct map16 inserts into appropriate objects (if possible) and deletes completely invisible level objects (underneath other stuff) would be nice. Maybe some simple automatic taking advantage of the map16 shenanigans: example, two direct map16 inserts right next to each other on the level, blocks 300 and 301, being converted into a single map16 insert with appropriate stretch.
If you select a MAP16 object in the object editor drag your mouse and paste it in your level, you get these MAP16 objects too. Though what you said could be handy.
I might note that it's sometimes a little irritating that I can only large an object to the right or below. It should be handy if it's possible up and left too.
Regarding level optimizing, note that there are some differences between objects that may seem identical at first glance-- for example, coins, Yoshi blocks, and invisible 1up blocks normally remain collected/hit when you reload the level, but inserting them as direct Map16 will make them always reappear the same way. (Therefore, if they're being used for a puzzle that a player might need to reset, they should be placed as direct Map16 even though it takes an extra byte. But if they're used for a level that's impossible to reload (without dying or restarting), or for a puzzle where the level being different after reloading is an intended part of the solution, they should be placed as standard/extended objects.)

This doesn't apply to cement blocks, Munchers, power-up blocks, and various other things, though, where using the normal/extended object indeed saves one byte per object without the potential for side effects. (However, direct Map16 is the better choice when extending them beyond 16 tiles for normal objects or beyond 1 tile for extended objects, since otherwise you'd need multiple objects.)

(Not that I think a level optimizer is a bad idea, mind you. As long as it takes things like that into consideration.)
Last edited on 2012-01-31 11:25:34 AM by Zeldara109.
Originally posted by Zeldara109
Another random suggestion: Perhaps there could be a way to see how many bytes of level/sprite data a level is currently using (at the bottom of the window or something)?


Something like that has been asked for before. I could have LM display it when the level is saved I suppose.

Originally posted by Zeldara109
(Not that I think a level optimizer is a bad idea, mind you. As long as it takes things like that into consideration.)


And that it remains optional or a separate function invoked by the user. I'll probably leave thinking about it till later though, as I also had another idea some time ago for optimizing DM16 tiles that I hadn't decided whether to implement yet.
I'm not sure if I found a bug, but if I try to insert any gfx file to the animated tile area, the GFX glitches.
Did you remember to reinsert all graphics as 4bpp?
Em, you're right. I thought I did that already. Thanks.
I have a question about the Map16 and Palette editor buttons in Lunar Magic.
You can edit the toolbar images of the OW and Level Editor, by saving the files as Lunar Magic.ff2 and Lunar Magic.ff4, but how do you edit the Map16 and Palette editor?
I didn't put in a way to customize those ones. Though I could, if there's enough interest in it.
Originally posted by The Oncoming Storm
Edit the Map16 and Palette editor toolbars?
*Supports idea*
What would be nice to have is a better explanation or a better way to animate 2 colors or more with just a single slot. I can't understand the explanation in the editor.
Thanks for letting me know FuSoYa, I've tried FF1 all the way to FF9. It would be great to see that featured though.
Originally posted by Ripperon-X
What would be nice to have is a better explanation or a better way to animate 2 colors or more with just a single slot. I can't understand the explanation in the editor.


Imamelia made a small tutorial if you need more help with that (should maybe be listed in the tutorials section):
http://www.smwcentral.net/?p=viewthread&pid=864138
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