Originally posted by imameliaWould it be reasonable to add an option to change the Map16 pages of the tiles that the vanilla objects are made out of? I'm thinking that one could put them on page 2 instead and use Lunar Magic's tileset-specific graphics and behavior. (Yes, I realize that you can already change the existing tilemaps, but this would allow them to be more organized and possibly have more options depending on how Lunar Magic handles the tileset.)
That's a somewhat strange thing to ask for. Keep in mind that tileset specific page in LM only covers appearances... their "Act as" setting is the same for all tilesets. You wouldn't want to do it for both original pages either, as you only have 1 extra page in LM that can be set tileset specific.
I'm assuming the idea is to make it so that you could use the game's existing slope objects with custom Map16 for as many settings as there are original tilesets? That's probably all it would be good for, as I can't see much practical purpose to just reorganizing them. Nintendo already organized the ones on page 1 mostly according to tile surface behavior.
Originally posted by Knight of TimeEdit: And here I am with another suggestion...would you consider making a small tweak to the change layer 3 settings options, please? I noticed that if you make a tide act like one of the map16 tiles from 0x200 to 0x20A, it affects not only the surface of the tide, but also every row of tide tiles underneath the surface. Could you possibly tweak this so that it's split into two settings (one for the surface only, and one for the rows of tiles underneath the surface), please? That would be awesome to see, especially since I'm very tempted to use the custom block that lets Mini Mario run on water as one of the acts like settings for tides.
Pretty sure I'm with Thomas on that, as I can't think of too many cases for it.
Originally posted by RaymondszeThings are coming to a close for 32-bit apps. I think the UI elements (boxes, windows) should get a fresh coat of paint, ditching the dated-Win9x interface in the near future.
Er, I think you may be a little confused. Whether or not a program is 32 bit normally has nothing to do with the UI, unless you're comparing to 16 bit programs. 64 bit programs can and often do look exactly the same as 32 bit ones.
In any case, I'm not going to replace the UI just because someone is bored with a particular look. You can always experiment with a 3rd party theme engine for windows if you want to switch things up a bit.
Or if you want to "modernize" things a little... since LM doesn't have an internal manifest file, you can have it use an external one to force the program to use version 6 of the common controls. I don't really recommend it since the newer library is a lot slower at displaying the ExGFX bypass dialog and it doesn't use the specified tooltip background colors, but maybe you won't mind. Just unzip and throw
this file into the same folder as LM (although since windows will cache the setting, you may have to rename both LM's exe and the manifest file to get it to work without rebooting... maybe throw a 2 in the filenames or something).