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Lunar Magic suggestions and discussion (LM v3.20)
Forum Index - SMW Hacking - Resource & Tool Releases - Lunar Magic suggestions and discussion (LM v3.20)
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First, happy 20th anniversary of the publication of this tool. It must mean a lot to you, and it means a lot to us too!

Second, is it possible to add an option to disable those newly implemented 10% zoom steps? I personally don't care much about anything other than 100% and 200% and honestly DirectX zoom looks quite foggy, so I intend to leave it turned off. Perhaps disable the steps by disabling the filter (since the broken up zoom without the filter looks very bad anyways)?

e: actually could this filter possibly be changed to a nearest neighbor type rather than bilinear? This is kind of not appropriate for pixel graphics...
Not missing the chance to leave a post on the day of LM's 20th anniversary! It's really impressive how long this has all been going on. I can't think of many other pieces of software that have been maintained by a single person for multiple decades, have had such an impact on online communities, and just keep on working without major reboots or compatibility breaks.

Thanks for all the work you're doing, FuSoYa! (and also wow I've been around for way more than half of it)

Nice to see the "GFX file too large" warning has been adjusted too (though it's not in the changelog apparently?) - I guess we'll see how much that'll help.

Originally posted by Koopster
Second, is it possible to add an option to disable those newly implemented 10% zoom steps?

e: actually could this filter possibly be changed to a nearest neighbor type rather than bilinear?

Seconding both of these.

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Originally posted by Koopster
First, happy 20th anniversary of the publication of this tool. It must mean a lot to you, and it means a lot to us too!


Thanks! #ab{:)}

Originally posted by Koopster
Second, is it possible to add an option to disable those newly implemented 10% zoom steps? I personally don't care much about anything other than 100% and 200% and honestly DirectX zoom looks quite foggy, so I intend to leave it turned off. Perhaps disable the steps by disabling the filter (since the broken up zoom without the filter looks very bad anyways)?

e: actually could this filter possibly be changed to a nearest neighbor type rather than bilinear? This is kind of not appropriate for pixel graphics...


Turning off the filter already leaves you with nearest neighbor (which yes is going to look pretty bad at zoom levels that aren't a multiple of 100%, which is why LM didn't make those levels available before).

But if you turn off the DirectX option then restart the program, the zoom steps are already returned to 100%. Not really sure if it would be better to change the step amount immediately for that, or just put 100% steps in as a separate option...

Originally posted by WhiteYoshiEgg
Not missing the chance to leave a post on the day of LM's 20th anniversary! It's really impressive how long this has all been going on. I can't think of many other pieces of software that have been maintained by a single person for multiple decades, have had such an impact on online communities, and just keep on working without major reboots or compatibility breaks.


Yes, 20 years is a looong time for a program in the computer world. These days it's probably now older than a fair number of the people using it.

When the program was first made, I figured it'd only be played with for a year or two. So 20 years is kind of... #ab{:LOL:}

Originally posted by WhiteYoshiEgg
Thanks for all the work you're doing, FuSoYa! (and also wow I've been around for way more than half of it)


Thanks! And congrats for being around so long too (13 years?).

Originally posted by WhiteYoshiEgg
Nice to see the "GFX file too large" warning has been adjusted too (though it's not in the changelog apparently?) - I guess we'll see how much that'll help.


It should help some, at least. Normally I don't mention rewording bits in the update list, as the majority of the time it's too minor to bother mentioning.
Gosh don't the years go by quick as you get on. Here's to 20 years of modifying what is a childhood game to many of us. It won't be long before LM is twice the age of some people using it.

I do wonder if the Christmas image import Easter Egg feature will be made into a refined feature we can just use, without secret workarounds. I was able to do some complex GFX rips with it in the past, and it seems like a beta thing that is really useful to have, rather than not have. I think it struggled with greys mostly, so was worked around by changing some colours in the import process.



I just wanted to pop in to say congratulations on 20 years of working on Lunar Magic, FuSoYa. That is such an awesome accomplishment, and hope you'll be able to keep making Lunar Magic more and more awesome with each new update!
Don't have anything specific to say about the new release, but still wanted to join in and say congrats for 20 years! I don't think I've ever felt older in my life. #tb{^V^}
20 years in computer terms really IS ancient. Windows XP hadn't even been out by then, and I was still in elementary school. Also kudos for actually still updating it after all those years, despite all the frustrations. That's not something to be taken for granted. Without the updates, this probably wouldn't have lasted for 20+ years.

I'd honestly say that after 20 years, Lunar Magic has deserved some rest (does this somehow sound mean? It's not intended that way), but whether it will actually get that depends on us as a community and on whether we can provide a meaningful successor.

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Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
I just wanna say, thanks a lot for the Layer 3 button.

Happy 20th anniversary!
It's pretty crazy to think that Lunar Magic has existed for nearly twice as long as I've been a part of this community. Where does the time go? XD Not to mention that I can't think of many computer programs that have been actively maintained for as long as LM, particularly by one person. Only Dwarf Fortress comes to mind, and even then, LM is still older by a few years. :P Either way, congrats on keeping LM relevant for 20 years!

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My Hacks:
Mario's Strange Quest V1.6
Yoshi's Inside Story (on hold)
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Other stuff:
My WIP SMW/SMAS+W disassembly
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Happy 20th anniversary of working on this amazingly essential editor, FuSoYa!
Happy 20th Anniversary to Lunar Magic. Thanks for adding the zoom option to the bitmap pasting feature. #smrpg{:3}

Also, the "clear all the names" option, in the overworld, for the levels and message boxes is kinda neat. Thank you so much!#smrpg{y}

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/\ Amazing art made by Deeke

Currently working on:
Aeron's Golden Cookie Quest

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Happy 20th Anniversary to Lunar Magic. Finally, there must be something new! #smrpg{y}

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List Soundtrack - List Hacks
There's a lot of possibilities with what we could do to SMW.

I wonder how LM could level up from this point. A small team working on different parts in a closed source project for v4? Could LM even be stretched a bit (a lot) into editing SMAS levels and overworlds?

I'm sure I heard someone in Discord once saying something about level editors being easy to make in principle, but then if that were true we'd have level editors for all of SMAS.

There might be a SMASSMWCP some day. I did notice LM uses some SMAS sprites in the buttons, so I wonder if this was a mild consideration at one point.



Happy 20th anniversary of Lunar Magic !
Suggestions: Add option for "Export Overworld to image file"
Like "Export Level to image file" , but for overworld.
Originally posted by RPG Hacker
Don't have anything specific to say about the new release, but still wanted to join in and say congrats for 20 years! I don't think I've ever felt older in my life. #tb{^V^}
20 years in computer terms really IS ancient. Windows XP hadn't even been out by then, and I was still in elementary school.


Indeed, it's a little crazy to think back on it now. Lunar Magic was originally created on a Pentium 1 200 MHZ computer running Windows 95. In fact if you ever try to run LM in a VM with Win95, you'll notice that the program has a title bar caption with a gradient as though it were running on Win98. That's because at the time I hadn't upgraded to Win98 yet but liked how it did window title bars, so I just had LM draw it's own title bar when running on Win95... and the code for it is still there today. Someone even emailed me about it just a few years ago when they noticed.



But anyway, thanks for the anniversary wishes everyone! #ab{:D}
I like that you included a system to display dynamic sprites, but why just 8 slots? if i use more than 8 dynamic sprites i must mix gfxs and is very unconfortable, why not 1 file per sprite?
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You don't have to use the entire dynamic sprite GFX file, just one frame. You can fill each file with as many different sprites as will fit in there.
Originally posted by imamelia
You don't have to use the entire dynamic sprite GFX file, just one frame. You can fill each file with as many different sprites as will fit in there.


I know, but if i use more than 8 sprites then i must mix gfxs and redo the frame on lm, instead of have 1 file per sprite and a premade file with the config made, if lm use just 1 file per sprite then each dynamic sprite can have a file "ExSpriteGFX" and another file to build the frame and display it on LM, but with just 8 slots the user must do that manually instead of the sprite's author.
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More options for displaying sprites is pretty sick. In our hack all sprite GFX load automatically so this is very promising for us #smrpg{:O}#smrpg{:O}#smrpg{:O}#smrpg{:O}

Also 20 years... aw man, we're all growing up, aren't we? Lunar Magic has been around for as long as I've been playing SMW #smrpg{:D}

allow shy guy emojis in post footers you cowards!
Happy 20th year anniversary of LM! I'm digging the new options here, especially quick Layer 3 access and the ability to remove message, names and cutscene text easily. I really don't care that much about zoom option, although that's a plus for other users. Also, the option to exoprt the level file as image is great!

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You can download my VLDC12 entry Here - final update
I'm having an issue with LM3's expanded horizontal level mode system. I have one level that's almost square (8x7 subscreens) with the entrance in the middle, and for some reason, it keeps setting the number of screens in the level to 1, which causes the player to die instantly at level start. Is this a bug?
Pages: « 1 229 30 31 32 »
Forum Index - SMW Hacking - Resource & Tool Releases - Lunar Magic suggestions and discussion (LM v3.20)

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