Language…
7 users online: crocodileman94, Jordan, Maw,  patcdr, Rudi_Schrausch, Shiki_Makiro, underway - Guests: 260 - Bots: 342
Users: 64,795 (2,377 active)
Latest user: mathew

Discussion and Questions

Link Thread Closed
Yes. That submission as well as any others listed here can be used in your levels.
> chasm of scales in the logo


wow you guys why would you put vldcx's winning author in the logo :^))))) much love
Public Utility

The Level Mode 0x11, known as "dark BG level mode", has a few CGADSUB oddities that can be explored to create certain setups.

TM/TMW = 17
TS/TSW = 00
CGADSUB = FF

In this level mode, the main screen is layer 1 + layer 2 + layer 3 + sprites while the sub screen contains only the BG color.

Now, the CGADSUB is set to FF. This means color math is enabled on all layers and sprites, as well color 0 on subtraction half mode.

This means anything on subscreen will subtract the colors from all layers and sprites that are on palette C-F. However, the subscreen only contains the BG color. This means the "half all colors" setting will not have any affect at all.

In practice, what will determine how dark the level will be use the BG color. If you set the BG color to red, you will remove (on in other words, subtract) all red color from the BG, FG and sprites, so only green and blue will be allowed to appear. The same goes for blue and green. So with nice ExAnination usage, you can control the level palette completely according triggers or animation.

Example (600KB gif).

However, it's not just that. If you enable advanced layer 3 settings on LM and put layer 3 on subscreen, layer 3 will also be the subtract factor of the layers. So with creative layer 3 you can make some pretty bizarre color math effect on your level. Note that on this case, all colors will be halfed after subtraction, so it will look way darker than with just BG color subtraction.

I hope this is useful for someone?

Edit: and by using the spotlight sprite I assume it will automatically cancel out the subtraction effects on the lighting, which is another interesting thing to use. er, not really. the spotlight sprite forces the BG color to 10,10,10 regardless of the one you set up or ExAnimation you insert.
GitHub - Twitter - YouTube - SnesLab Discord
can i edit layer 3 or not.
Userbar made by Green Jerry




Can I remapping like a below screenshot?


I am yoshi9429 enjoying Lunar Magic and Touhou Danmakufu ph3 and RPG Maker MV.
If my level contains two 1-ups, should I check "Yes" for the 3-up in the Welcome message?

If my level contains three 1-ups, should I check "Yes" for the 3-up in the Welcome message?

Or is it ONLY for 3-up Moon?

Also, how would I customize the Layer 3 GFX without breaking it globally?
My YouTube Channel
Best SMW Hacks Compilation
Originally posted by chineesmw
how would I customize the Layer 3 GFX without breaking it globally?


Lunar Magic 2.22 and up support level-specific Layer 3 images.
First, you click on #lm{l3gfxby} and choose a 2bpp GB ExGFX file (usually in LG4), then you open the level's Layer 3 in the Overworld Editor and save that as an ExGFX file to load into LT3.

There's more detailed tutorials elsewhere here.
Originally posted by chineesmw
If my level contains two 1-ups, should I check "Yes" for the 3-up in the Welcome message?

If my level contains three 1-ups, should I check "Yes" for the 3-up in the Welcome message?

Or is it ONLY for 3-up Moon?

The difference between 1-ups and the 3-up-moons are that the former always respawn when you reload the (sub-)level whereas the latter can only be collected once in a level till you reset the 3-up-moon flag if said moon isn't a Map16 tile.

In other words: No and no.

Apropos 3-up-moon: Similar to 3-up-moons, the invisible 1-ups can only be activated once per level till the flag is reset so should we note these too?
Is it just me, or can we not change the scheme back to normal? Both "VLDCX" and "SMW Central" point to the VLDCX scheme.

It's a nice one, mind you, but to be honest I was looking forward to a few months of normality after Halloween, Christmas and C3. :V


 
Originally posted by WhiteYoshiEgg
Is it just me, or can we not change the scheme back to normal? Both "VLDCX" and "SMW Central" point to the VLDCX scheme.

It's a nice one, mind you, but to be honest I was looking forward to a few months of normality after Halloween, Christmas and C3. :V

You can't, the VLDCX scheme is forced to everyone.

I don't know for how long though.

All entry are put together into a collab hack?
-------------
My hacks:
Bowser's Castle (finished)
Bowser's Castle 2 (finished)
Super Mario World - Mushroom Revolution (Work in progress)
Layout by Koopster
Yes, all entries except the disqualified ones will be put together in a collab hack.
GitHub - Twitter - YouTube - SnesLab Discord

How do I know my entry was disqualify?
-------------
My hacks:
Bowser's Castle (finished)
Bowser's Castle 2 (finished)
Super Mario World - Mushroom Revolution (Work in progress)
Layout by Koopster
We will make an announcement here once the judges finished reviewing the entries with scores and if they got disqualified or not.

But you should not worry, you will only get disqualified if you either break the rules or make something too unfair/hard.
GitHub - Twitter - YouTube - SnesLab Discord
I'm seeing a TON of building levels, wow.
I even want to change the theme of my level since it's also a building LOL.
Just make the coolest building!
GitHub - Twitter - YouTube - SnesLab Discord
Pro tip: Don't design your level around aesthetics. It doesn't make a good level. Fun levels are what make it into the top 10 (top 20 even). Look at the first place level from VLDC8. Not the most aesthetically mind blowing level ever, but it was an incredibly fun (and challenging) level.

Just wanted to throw that out there.
Originally posted by Decoy Blimp
Fun levels are what make it into the top 10 (top 20 even).
#fim{:S}


idk, I think designing with aesthetics in mind is important. If you have a vision of what you want (a city or a death star, for example), it's probably important to make sure that it's actually possible to make before you start designing the level. Plus if you have your aesthetics prepared you can design more interesting scenarios with them in mind.
Aesthetics aren't the most important thing, but in a contest with about 200 submissions you'd be better of making sure you're level is at least somewhat memorable. There's only so much you can do to vary your platforming level from somebody elses, and if you dont have a strong gameplay gimmick an equally strong visual gimmick can go a long way.
e: i mean, not toward your score, toward player enjoyment or memorability. Or at least some sort of "wow" factor that an otherwise generic level wouldn't have.
e2: i guess what im getting at is if you're a strong aesthetics person but not so hot with level design just team up with somebody
ask me if i give a f*ck...
LINKS Twitter | YouTube | SoundCloud | Fortaleza Reznor
to hear birds and see none.
Link Thread Closed