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Posts by Conal

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May 29, 1993



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Originally posted by Tsutarja
I remember doing this potion flask & a subspace patch, but hell, they're so heckin badcoded and i doubt ppl here would use it, judging by the amount of freespace it uses. (also, it's not even a little user-friendly)


That's very understandable.

However I really believe that the concept of throwing a flask and spawning a door to could be changed into something else. It could be a screen exit, +1 address exit, predetermined exit, normal exit, secret exit.

This way it can have a function that fits with hacks, rather than making something really niche and really complicated.



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This big level hack is amazing, I thought it would be many years before we have a level editor capable of it. Thank you for the implementation.



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Happy 2019! 2️⃣0️⃣1️⃣9️⃣🥳🥴🙊



I feel like this is the opening to a music video. #tb{^V^} You seem lost in deep thought.



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I've been reading up on this tool. Is there anything I should be made aware of before beginning a new hack?

Are there any remaining compatibility issues with custom sprite tools, blocks, music, patches or other resources on this site?

I'll be using SA-1 and cramming a lot of stuff into the game. I don't have a base ROM yet, so when I put my ideas into practice it will be starting a fresh.



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Ah, awesome! AlcaRobot is working again.



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Can you guys just imagine how different level design contests are going to be now with LM 3.01?

I hope the extra fat horizontal levels and additional secret exits still count in vanilla contests.



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Just to build on what I've already accomplished. Continue not smoking (I quit in September), continue losing weight (I've gone from 98.5Kg in October to 90.5Kg), continue going to the gym and get a career.

As for SMW Hacking, I really want to build the base ROM this year and release a hack in the early to mid 2020s.



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Does anyone know if GreenHammerBro's SMB3 screen scrolling pipes 3.2.14 works with LM 3.01?

Is there a compatibility vet going on right now for all the blocks, sprites, patches & UberASM to see if they're still compatible?



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You've probably been asked some of these before, but I didn't see it mentioned in the original post.

I've been told that the SNES is capable of having 5 ground layers, but that they can only use 8 4 colours per 8x8 tile instead of 16 (I could be wrong). If this is true, could 5 layer levels be built with Lunar Magic in a future update?

If those layers had parallax scrolling, it might make really cool scenery for levels set in the woods, caves, under sea, et cetera.

As for events and 2 extra exits being possible; I'm not sure if there's a way to have secret exits 1 to 3 trigger events independently. Can they? Also, will there be more than 77 Hex (119) events for those big projects?

Room/Level addresses; rooms outnumber levels about 4 to 1. Is there any possibility that levels could use addresses 0 to 1FF? Collaboration hacks could be huge.

Probably already asked most of all; could there be additional maps in future? Or increased sizes of existing maps, let's say if a submap could possibly become the size of the overworld, or Bowser's Valley, Special World & Star World had extra width.

Transparency in a map layer, this might be useful for creative placement of things like cave gems, water with rocks under it, clouds, shadows, reflections.

I'm ignorant about the technical parameters here though.



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Originally posted by MarioFanGamer
The SNES has got the ability to use mode 0 which allows the SNES to displays up to four background layers and they can carry only four colours per tile. Five layers with 8 colours would be too much for the SNES.

Ahh, that sounds about right.

But yeah, with 4 colours on additional layers, I can envision it being used in 8-bit-esque style hacks (here's a beautiful example) and vanilla style hacks; where Layer 3 is used as part of the background, another layer could parallax scroll the clouds behind layers differently, for example.

Originally posted by Colines
Yeah, the supposedly fifth layer would actually be the sprite layer, so you would be already using the maximum SNES layer capacity in mode 0.


So basically you get just 1 extra layer and a quarter of the tile colours? Even so, 8 bit style hacks and vanillas could take advantage of it.

Perhaps you could have those Layer 2 interaction levels with a normal looking background, leaving layer 3 to do something else.



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You have some very pretty graphics there. I recognise the first image as being from that hack with all the cool dynamic stuff.

The use of black for outlines looks a bit sudden in some places where it could instead be a darker shade of the darkest colour, like with the green leaves and white snow. You're making good use of the colours and resolution available to make some pretty pieces.



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That looks pretty awesome. I'd have never thought of sugar snow. #w{xD}



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