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Posts by TheSuperRotom
TheSuperRotom's Profile - Posts by TheSuperRotom
Pages: « 1 214 15 16 17 »
Originally posted by Alcaro
That issue looks familiar. I thought it was fixed long ago, but apparently not.

Method 1: Double click the window title. If it gets even worse, do it again and it should go back to the previous state.
Method 2: Grab the window and drag as far left as possible. Then grab a new part of the window and drag even further. Repeat as needed.
Method 3: Close and reopen LM. Hopefully the size of that window isn't saved.
Not guaranteed to work, so try all three.


Solved by editing the Lunar Magic registry key.

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Originally posted by KDeee
use GPS, blocktool is the old, outdated tool which you shouldn't use.


Even if this isn't my thread, I still have a question about GPS. When I try to use the GUI version, it tells me the block list is broken. The list is blank, but I don't know how to format it.

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Has anyone done a tutorial on how to create custom layer 3 backgrounds. The only one I could find was http://www.smwcentral.net/?p=viewthread&t=42271, which was made back in 2010 before Lunar Magic added more Layer 3 support, and thus is outdated.

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Well I'm feeling like a really nice guy, so...



It may be a while before it's finished though. Also, it isn't 1 to 1 as the width of Peach in the spritesheet is 19 pixels wide, whereas Mario originally was 16 pixels wide, so as a result, some of her hair got cut off.

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Originally posted by Musashi
That's excellent; Have you been wanting Peach themed hacks too?


Nah, I'm just a really nice guy.

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Originally posted by Magiluigi
Originally posted by TheSuperRotom
it isn't 1 to 1 as the width of Peach in the spritesheet is 19 pixels wide, whereas Mario originally was 16 pixels wide, so as a result, some of her hair got cut off.

Why not just use the 32X32 character patch instead?


Link?

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Welp, here's my entry. Don't think I did very well, but perhaps did less bad than I think I did.

SMWC "Skish Kebabs"

9341-0000-022E-4D18

Get it, because it's full of Skewers!

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A while back someone was asking if someone could make a sprite hack with Peach after seeing a sprite sheet. So out of my kindness I decided to start working on it. This was made using the 32x32 Player Tilemap patch, so it'd fit. Most of Mario's frames have been replaced with Peach, including castle cutscenes and flying sprites.

Video showcase here:

It's not quite done yet, but I still have a question. Would I release it using the GFX file, or would I upload an IPS/BPS patch?

Also sprite credits to Kai the Awesome Fox on DeviantArt.

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What's to loose.

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Draw Eevee (GONE SEXUAL)

EDIT: Shit.

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C3's almost over, and I nearly forgot it exists. Just goes to show how my shift in interests have affected my activity on the site.

If scenario room 10 is the one I'm thinking of, then, no option 3 wasn't really much shock humour as much as the entire setup of the scenario was. And besides, you'd have to deliberately choose that option. It'd only be shock humour if it came out of thin air.

And the biggest point, and the reason why I'm even posting this to begin with: the palette adjustments. Overall, it's a mixed bag. Some look much better, some look barely any different, and others actually look worse. In more depth:

Originally posted by yoshifanatic



In the first two, the sky does actually look better. But the water does not transition well at all.

Originally posted by yoshifanatic




This one is just okay. Except for one thing; why is the pipe's outline blue-green?

Originally posted by yoshifanatic



THIS ONE. Why does the new palette make it look like a fever dream?! The Wiggler having a bright red outline clashes with Yoshi still having a black outline!

Originally posted by yoshifanatic



The first one is probably the best one, and the other one is also pretty great, so I'm not going to linger on these for too long.

Originally posted by yoshifanatic



The only thing that's better here is the lava. This level is in a CAVE, with the only light source being from said lava, so the foreground being slightly dark makes perfect sense.

Originally posted by yoshifanatic



These are also pretty good, though the first one I'd imagine it would be best if this new version was only used in some other levels that use this tileset.

Originally posted by yoshifanatic



The pipes with the blue-green outlines strike back! But really, the main problem I have here is that the new palette makes the level look oversaturated.

Originally posted by yoshifanatic



Honestly, it's a bit bright. I would say blues that are somewhere in-between would be good.

Originally posted by yoshifanatic



What happened here? No, seriously, the changes you made to this level are so minor, you have to look a little hard to see.

Originally posted by yoshifanatic



Is this supposed to be an autumnal forest or a forest on fire. Because the old palette seems to indicate the former, while the new one seems to indicate the latter.

Originally posted by yoshifanatic



What? Why? Why would you REMOVE nice color contrast between the orange and blue. Heck, with the new sky color, the orange would probably look fine!

Originally posted by yoshifanatic



Another good one.

Originally posted by yoshifanatic



See what I said about the other forest levels.

Originally posted by yoshifanatic



It's almost good, only to be ruined again by the pipe's blue-green outline.

Now seeing as colours are the very definition of subjective, please take my critiques of the palettes with a grain of salt.

And that secret final level better be as crazy as Wario Land 2's secret final level.

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Hi, woah. I haven't even been here since posting on your C3 last Summer.

Am I weird for actually wanting a separate modernized MSQ? Because while, yeah, having both of them together in one hack IS cool, that's all it is. A novelty. I really think starting fresh would be desirable for the game as it would REALLY let it shine. MSQ and YSQ are two separate hacks with very different design philosophies.

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Title is self-explanatory, but I might as well add some details.

So I want to use a custom trigger so that when the player touches a block (the one they start on), palette Ex-Animation is triggered, transitioning the background to sunset. I found this custom block, but when I went to insert it in Blocktool, the program error-ed. Can someone help out?

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Hi. I'm working on an abandoned mine level for my hack. Thing is, I don't think the current background+foreground graphics really give off the abandoned theme. So I tried to add some layer 3 mist in an attempt to fix this. Problem is, it's not showing up. For context, it works fine when the layer 3 setting is any other tileset-specific type, EXCEPT for 5 or D: the fog. I don't think it's the ExGFX either. To test this out, I disabled Super GFX bypass, but it still remained the same.

For context this (external link because large desktop image) is what it looks like in Lunar Magic.

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Request:
Track Name: Absolutely Overfamiliar Shrine - Undertale
Type: Port
Youtube: https://www.youtube.com/watch?v=YngSNAat5Bw
Sampled: Unsampled. Though the original apparently uses the Earthbound bongos, Mario World's should be a fine substitute.

It'd be nice to have this bonus theme, as it'd fit perfectly for a switch palace.

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TheSuperRotom's Profile - Posts by TheSuperRotom

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