Originally posted by AyamiPersonally I find it kinda weird they're marked red since it's the same color used for hurt tiles (when using the tile surface outlines option) but I guess it's fair considering other basics colors (green, blue, yellow) are already used.
Well yeah, they're really separate from surfaces, even though you can turn them both on at the same time.
Originally posted by imameliaYou know how starting in v3.30, it's possible to set custom spriteset information for sprites (e.g., SP4=80)? Is there any chance that it could be possible to change the first part of the text so it's not always SP1, SP2, SP3, or SP4, such as if you're using a dynamic spriteset system (and just want, say, "SP=730", or it's a vanilla sprite with a hardcoded slot like "SP6=718")?
It's not really meant for dynamic sprites.
Originally posted by imameliaRelatedly, is it just me, or does that section of the help file make absolutely no mention of what type values to use for custom sprites? 8 only seems to work for normal sprites, and adding 8 to the typical values used by custom sprites for other purposes doesn't do anything.
It already explains how extra bytes and extra bits work earlier in the section. I don't think there's much need to repeat it all just to put an 8 as the last digit of the numbers.
Originally posted by imameliabut it has to go before the Map16 tilemap
I tried putting the Map16 first, and it seemed to work fine...
Originally posted by Ice ManI have a huge complaint for this update.
Since 3.31 a lot of custom sprites stopped working by either not showing up, producing garbage or just get killed by nothing. Some are acting different than what they're supposed to do.
If you've been using Pixi, you may want to try re-running it to see if that fixes it. It looks like Pixi may be overwriting a couple of LM's hijacks, which would just get removed whenever LM has to update its sprite ASM like in this version.