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Lunar Magic suggestions and discussion (LM v2.52)

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I don't know why I never reported that but:



There's a missing tab after the "Unprotected Map16:" string.
GitHub - Twitter - YouTube - SnesLab Discord
And missing colon after Total User Space and the two Conflictings.
<blm> zsnes users are the flatearthers of emulation
Originally posted by Vitor Vilela
There's a missing tab after the "Unprotected Map16:" string.


There is a tab there, but the results can vary a bit depending on individual font/DPI settings. I can get around it this time by throwing a space or 2 in before the tab, though really it should be using a full dialog instead of a plain vanilla message box.

Originally posted by Alcaro
And missing colon after Total User Space and the two Conflictings.


Alright, fixed.
Add the ability to compile a custom object graphical file to allow them to appear in lunar magic correctly.
Originally posted by Mariofan64
Add the ability to compile a custom object graphical file to allow them to appear in lunar magic correctly.

Please do this, because then maybe more people will use them.
Kinda in hibernation for a while. I hope to be back in full swing soon.
Originally posted by Fostelif
Originally posted by Mariofan64
Add the ability to compile a custom object graphical file to allow them to appear in lunar magic correctly.

Please do this, because then maybe more people will use them.

+1
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Originally posted by JackTheSpades
Originally posted by Fostelif
Originally posted by Mariofan64
Add the ability to compile a custom object graphical file to allow them to appear in lunar magic correctly.

Please do this, because then maybe more people will use them.

+1

+1 too


Originally posted by Fostelif
Originally posted by Mariofan64
Add the ability to compile a custom object graphical file to allow them to appear in lunar magic correctly.

Please do this, because then maybe more people will use them.


Likewise. +1.





Dream team (feed them, please):






I've supported that idea since Lunar Magic had custom objects. It would need to be done in a way that allows for complex patterns to be made, of course, but it would be a nice thing to have for sure.

----------------

I'm working on a hack! Check it out here. Progress: 64/95 levels.
Originally posted by imamelia
I've supported that idea since Lunar Magic had custom objects. It would need to be done in a way that allows for complex patterns to be made, of course, but it would be a nice thing to have for sure.

Define complex? Stuff like have different appearance when certain map16 tiles are behind it?
Generally, I can see the problem FuSoYa is having with this, as object displays are, unlike sprites, entirely depending on where they are placed, their size, what's behind them and so on. Overall, a lot of factors play a part in them, so you'd almost need some sort of script to run for them.
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Just make it possible to 9patch them and have people live with that, that's honestly better than nothing without being ridiculously complex to implement.
Your layout has been removed.
I support custom objects aswell.
Originally posted by The Emerald Gamer
I think it'd be interesting to see title screen recording for LMSW.

This part of the post got ignored initially, and it was sort of my point, so I'll quote it here
Originally posted by Mariofan64
Add the ability to compile a custom object graphical file to allow them to appear in lunar magic correctly.


See previous discussion or two on the topic from a couple years back.

Originally posted by The Emerald Gamer
I think it'd be interesting to see title screen recording for LMSW.


Interesting yes, but we already have Snes9x and ZSNES for that so it'd just be adding a 3rd way to do it.
LMSW recording would be an improvement, yes, but since
- LMSW is a lot different from other emulators, so the effort needed to add it would be considerable (and most likely demand changes on both sides - but it's open source, so this one isn't a too big deal)
- LMSW requires not-SA1, which is far from guaranteed anymore
- LMSW lacks savestates/rewind, fastforward/slowdown, and nearly all other features you'd like when recording anything (I don't even remember if it can pause)
I agree it's not worth it.
<blm> zsnes users are the flatearthers of emulation
is this quote true?

Originally posted by FuSoYa
Originally posted by Mariofan64
Add the ability to compile a custom object graphical file to allow them to appear in lunar magic correctly.


See previous discussion or two on the topic from a couple years back.

What was the consensus?

Also, can you make it so that using the go-to-screen-exit mouse gesture over an object doesn't bring up the edit manual box?
Kinda in hibernation for a while. I hope to be back in full swing soon.
Originally posted by Ladida
is this quote true?


No. The old one was certainly primitive though.

Originally posted by Fostelif
What was the consensus?


That it's of somewhat questionable worth. Unlike custom blocks (which are coded for interaction to affect gameplay in various ways), custom objects simply place blocks during level load.

There's a few benefits. Save some space, maybe save a bit of time if they all come prebuilt for you like SMW's (but more likely waste time if you have to code or set things up much compared to just placing the tiles yourself), do a few things with collectibles that can already be done with conditional Direct Map16. That's about it.

Originally posted by Fostelif
Also, can you make it so that using the go-to-screen-exit mouse gesture over an object doesn't bring up the edit manual box?


Not without annoying people that do want the box to come up. Unless the gesture is moved to something else, like alt-middle click. Actually I should just add it to the user toolbar function names so you could assign it to something like that yourself.
Can you add something to the tooltip/sprite list title for sprite F4 (fast BG scroll) so that it also says you can use sprite 5E to activate it?
Kinda in hibernation for a while. I hope to be back in full swing soon.
This has probably been asked before, but is there a way for you to extend the size of the OW and/or add an extra submap? if thats even possible lol
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