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Posts by Conal
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Originally posted by LethalBrownies Who the hell counts rooms????? That's going to be one big number. I'm not saying that should be compulsory or standard operating procedure, I just think it's a good way to narrow down search criteria and determine the length of a hack where there's only 1 level, 1 exit and many rooms. Originally posted by Emerald Shell Don't you think that rooms in 1-level hacks should be counted? When all levels have one exit only, you should count the levels and when some levels have more than one exit in a hack, exits should be taken to the account. Definitely, that would show in the search results how long it is. Originally posted by LethalBrownies I feel like that's something you could put in the description of your hack though. You could, but it could be somewhere where it becomes filter criteria, like a tag, like metadata. Quote I don't know if it's necessary to code more checkboxes into the submission area (even if it's easy) since one level hacks are generally rare unless they're pit hacks or contest entries/event games. It's really not asking the author for much, in my opinion. Ticking a few boxes. How often do people submit hacks? The more information gathered during the submission process, the easier it is to organise the list of hacks and filter them in a search. More on topic though, I'd be all for content warnings being collected at the submission process with check boxes. Submissions could have cute little ESRB looking badges that indicate swearing, violence, adult topics, et cetera. |
My layout changes every time you F5. It's still under construction picture-wise, I'm just organising the code labels to tidy them up more. When it's finished and every randomisation can tastefully fit together, I'll see about making a layout request thread for the parameters I can execute. Code This is what my code looks like. What do you think? Also, I couldn't help but notice how I haven't noticed people using custom spoiler tags in anything Quote Quote Quote Quoteception. Let me know what you think! Originally posted by Decoy Blimp Pretty simple layout but its easy on the eyes and pleasant to look at. I also like the randomized colors. 8/10 It's hard to put arbitrary number on things because things are good for all their own reasons and applications. But 7/10 Pretty good layout. It's simple and legible, straight to the point. It's not over complicated and the gradient is very smooth. I'm not a fan of the thick padding, but at least the signature area isn't unnecessarily thick. |
Quote Have never nor do I now have any interest in watching it. And that goes for the vast majority of zombie apocalypse based media. Uh-huh. Originally posted by LethalBrownies The Walking Dead, in my opinion, is an overrated show that involves the same thing episode after episode. That's quite an affirmation for someone who doesn't nor has ever had any interest in watching it. |
At the moment I have Alexa (Amazone Echo) read me To Kill a Mockingbird from Audible. I bet most of you know it. Published 1960 and awarded the Pulitzer Prize. Originally posted by Sokobansolver So I read A Series of Unfortunate Events I've had a gander at those stories in the past. They're quite strange and depressing, with a weird uncle. |
Since we've got 4 possible exits and event triggers in a level (I just tested and every exit does indeed trigger a single event independently), can we perhaps have other ways of activating Secret Exit #2 and #3? I'm thinking that instead of just goal tapes, we could have different coloured goal spheres, keys, key holes, specially for those additional exits. Also, I hope there's an easy way to tweak sprites to trigger the two additional exits. |
I'm creating a demonstration of a 4 exit level, for the purposes of research and making a short guide. Every Layer 2 event is working as soon as that exit is triggered, but Layer 1 just doesn't play ball. The weird thing is that it seems to all be in sequence with Lunar Magic Overworld Editor. Event 0: Normal Exit - Up Event 1: Secret Exit - Right Event 2: Secret Exit #2 - Down Event 3: Secret Exit #3 - Left Here's what Event 0x2 looks like in Layer 1 Event Editor Mode and Layer 2 Event Editor Mode (click): Here's what happens when I've triggered all the events in-game, step by step: Enter the map, Normal Exit, Secret Exit, Secret Exit #2, Secret Exit #3. Does Layer 1 require you to set events 1 event behind, so I can't expect to use Layer 1 and Layer 2 together on Event 0x0? I'm trying to get everything down't for some solid research, so any help is greatly appreciated! |
Originally posted by Thomas Oh my gosh, you're right. That's so simple, I've never been able to wrap my head around that before. Secret exits are +1 of the normal exit event, +2 and +3 for the extra exits. I was asking myself how the game knows what event to trigger on secret exits. Thank you so much! |
Originally posted by Thomas There's been an option for this since LM v2.53; enable it with Ctrl+Alt+Shift+F8 on the overworld, then use this patch to add compatability to the game for it (although it's currently broken in v3.00+). There's a link on there now for an 'untested' patch I just tried. Anyway, I did the Ctrl+Alt+Shift+F8 combination and then I tried applying the untested patch, for experimental purposes. It confronts me with this result: Also, the key combination said "Expanded levels and events on.", I can set levels 0 to 24, 101 to 1DB, events 0 to FE. It saved. I try again, but get this result: But anyway, I did some testing in emulation and level 1DB works regardless of the patch, but when using Events 0xFD and 0xFE with normal and secret exits, nothing seems to happen on the map (tested in Yoshi's Island). Any ideas? |
Originally posted by Sokobansolver Also, I'm excited now. That's a very strange trailer. I'll trust Pixar to make something good with one of their legendary franchises, but the trailer doesn't give much away. Seems like a small way of reminding everyone it's coming, perhaps the marketing campaigns will build up from here on out. So long as Tom Hanks is in it, it should be good; but Toy Story 3 left a very high bar to live up to. |