For imamelia: If you want to get rid of that extra sprite text from showing up, there's an undocumented setting to suppress it. For the tool tip, add 1 to the Type value.
For Katerpie: I later realized you were probably talking about the sprite, not just the block. Thanks, I'll correct the info on that.
Originally posted by ErikI'm having this issue with the internal emulator where if the game crashes, after the "The ROM crashed" shows I'm forced to close Lunar Magic from the task manager. I'm using 64-bit Windows 10 if that helps. Is this something you can fix?
If it's from the emulator crashing, probably not as it's likely not on LM's end. You could try replacing the emulator core with another to see if it handles the issue better.
Originally posted by AlcaroPersonally, I'm mainly concerned about keeping LM alive if you choose to retire, like that four year break after 1.63. Or if you're forced to; didn't you have a hard drive crash that almost wiped out your life works a couple of years ago?
You might be thinking of someone else, unless you mean the one way back in 2005. That was a close call. I can't remember if there was another backup of LM back then or how old it would of been... I do recall being more concerned at the time with some other project that could of been completely vaporized in that incident. Even the 2-3 weeks of work I did lose on that one was pretty annoying to have to recreate, as the original code was done during a coding spurt. Lesson learned though. Since then stuff like that gets backed up to a DVD every 6-12 months or so, with more frequent backups copied to a separate hard drive.
Originally posted by leodThe reason people ask is because people would like to have things you don't have the time or will to do that would unquestionably be useful, like exporting more things to files (overworlds, backgrounds) and more conclusive answers with regards to whether some features would have a chance of being implemented if developed (Alcaro's larger levels patch fell to that, I think). Because if it's open then nobody could say no, at least not to a fork. Unless you say no to forks in which case RIP.
Also the possibility of you dropping support for LM eventually, leaving us with the issue of having to somehow come up with a similarly powerful tool out of nowhere or live with stagnancy. The former would be nice, but LM is so big and rich in features and tweaks to SMW that I feel like that would be an incredible pain.
Yes, I'm aware of all this. As I indicated, there's nothing on this topic that hasn't been said in some form before, even before SMWC existed.
In fact, here. This is from an email between myself and Smallhacker back in 2009 before I returned (hopefully he doesn't mind being quoted, but I don't think there's anything too objectionable in it or that he hasn't said elsewhere).
> The biggest problem with LM is that it's closed source and updated by
> someone who pretty much left the community... and by "updated", I mean
> "barely updated". No, I'm not one of those who say "zomg u should add
> all teh external programs like blocktool and stuff to lm cus im too lazy
> to use more than one program". This is more of a serious problem. Lunar
> Magic is the core of the SMW hacking community. As of yet, there are no
> other SMW level editors out there, which more or less gives LM a
> monopoly on SMW hacking. Without LM, SMW hacking breaks apart. Thus,
> every other aspect of SMW hacking (both external tools and ASM hacks)
> has to maintain compability with LM. Otherwise, nobody will be able to
> use it as that would cut them off from LM. Therefore, Lunar Magic
> restricts certain aspects of hacking. Custom sprites as they are now
> exist merely out of luck that there happened to be two mostly unused
> bits in the sprite data. Various other (mostly very hackish) methods
> were proposed as one couldn't simply expand the sprite format, as that
> would render them incompatible with LM. There have also been other
> instances of interesting ideas made impossible as it would, for
> instance, require tweaking the level format or something else that LM
> pretty much forces to be static. Lunar Magic could therefore be
> considered one of the biggest obstacles in advanced SMW hacking.
>
> Don't get me wrong. I respect you and all the time you've put into Lunar
> Magic. I also understand and respect your wishes to keep it closed
> source. Furthermore do I also respect your departure from the SMW
> hacking scene to move on to whatever else you're doing and not spend
> your entire life updating the program for some ungrateful people
> constantly demanding new features. I'm in no way blaming you for this
> situation, nor do I wish or expect you to solve it (as that would
> require releasing the source code which you've decided not to (and
> therefore shouldn't)). You've already done more than enough than anyone
> of us could ever ask for. I simply wanted to point out what I considered
> one of the most worrying problems with Lunar Magic: its monopoly
> combined with its closed source. In fact, I think the only way to
> resolve the situation is up to the community: creating an open source
> alternative (not necessarily a replacement). I guess we'd better stop
> being lazy and get to work. Wait, that requires massive effort. 99% of
> the community's collective interest just disappeared.
>
> This is where the point to this rant (or whatever you want to call it)
> should be, but I can't think of one other than what I've already said.
> Oh well.
>
*shrugs* Well as you said, if it really becomes that big of an issue,
the community could create an alternative SMW editor. And yes, it
would be a massive effort for potentially little gain depending on
what customizations are actually done. I suspect most skilled
programers would prefer spending that kind of time on creating editors
for less hacked games instead. But it could still happen if someone,
or enough someones, were bored and/or motivated enough to do it.
Although with that said... If it was for something really truly
important/useful, was well thought out and had bug-free ASM done,
didn't make sense to implement another way, didn't require major
modifications of LM's internals, and I had spare time... I likely
wouldn't be opposed to tweaking LM for it. For example, if the custom
sprites had required an extra byte to be implemented, it wouldn't have
been a big deal to adjust LM for it so it would parse correctly. Just
as long as it's a very, very occasional request kind of thing.