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Lunar Magic suggestions and discussion (LM v2.52)

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So while making use of the new Map16 editor to clean up my data, I thought of another feature that would be really useful: a global search-and-replace function. Is this something that would be feasible to add?

Also, I just noticed how we now have almost three times as much space for layer 1 overworld tiles, including duplicates of all the path and level tiles. I really like how editing the overworld is becoming less and less limited with each new version.
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Get the official ASMT resource pack here!

What could be useful with duplicated paths? I find useful duplicates od levels, but paths? :V
LINKS Twitter | YouTube | SoundCloud | Fortaleza Reznor
to hear birds and see none.
In lunar magic, if you look at the overworld, you'll see that luigi was add behind mario.
Not sure if what I'm saying is a glitch. Basically if you insert Map16Data.bin obtained with edit's ultimate BG ripper, then, other than the tiles that you have selected, other garbled tiles appear in the places of the tiles that haven't been selected. It's easy to fix manually, but I find this weird.
Making it able to disable OW Path Appearing Colours has literally saved my hack. This update is amazing.
Use new GFX for the paths and levels. This, Luigi starting in a diffferent place than mario and the other OW colors usable without glitching the events can be really useful, specially to vanilla hacks.
Originally posted by Maxodex
What could be useful with duplicated paths?

By putting graphics with layer priority on the layer 1 tiles, you can have paths that go behind stuff.
My YouTube channel
Get the official ASMT resource pack here!

Originally posted by yoshicookiezeus
Originally posted by Maxodex
What could be useful with duplicated paths?

By putting graphics with layer priority on the layer 1 tiles, you can have paths that go behind stuff.

Perhaps you should shows us an example, because I don't get it either.


Those palace switches are layer 1 path tiles.
Okay. Makes sense now. Now I'm still wondering if what I wrote in my other post is still possible or it will be in the future.
Quoting my own sentence: Also, will the next version of Lunar Magic have the technique used on the OW, when, just in case Mario beats the level, the path reveals, while the previously unlocked path removes itself and can only be revealed aain, by finding the secret exit(normal exit, depends on the way it's used)?
Originally posted by yoshicookiezeus
Originally posted by Maxodex
What could be useful with duplicated paths?

By putting graphics with layer priority on the layer 1 tiles, you can have paths that go behind stuff.

Or even having all 4 switch palaces on one submap! :D
...Huh?
Layer 1 paths having graphics is pretty darn useful. I've already used up all my tiles available in previous versions.
Originally posted by Teo17
Originally posted by yoshicookiezeus
Originally posted by Maxodex
What could be useful with duplicated paths?

By putting graphics with layer priority on the layer 1 tiles, you can have paths that go behind stuff.

Or even having all 4 switch palaces on one submap! :D

Not really, since they'll have to be the same color due to palette limitations
Originally posted by Ladida

Not really, since they'll have to be the same color due to palette limitations


I thouhgt you can use pallete row 0-3 with the new extra option. I already designed a snow, golden, grass, beach and, cave like Main OW, lol
I found another glitch.
I exported the tileset from page F and saved as Map16name.map16. NOw I import it to page 10. The problem is that I see no tileset at all on that page. Did anyone get the same flaw as me?
Not even importing .bns after exporting them as bins work. Importing is somewhat non-functional. Exporting does.
Edit: Never mind. I didn't select the tiles.
Do you have the icon with the red dotted line selected? If you do, it will import them to the same page from which they were exported.

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I'm working on a hack! Check it out here. Progress: 64/95 levels.
I figured as much, but then again, I didn't select the tiles.
What does the exporting/importing Map16Data fiels do? I know it should be obvious, but every time I import .bin files, only a few glitched tiles show up. It doesn't show the actual tileset. Am I using it wrong or it isn't meant fot this purpose?
EDit: Okay, Now I know where I screwed up.
Originally posted by Ladida
Not really, since they'll have to be the same color due to palette limitations

Are you sure? The palette of the switch palaces could be set up the same way like in SMWCP - having all switch palace tiles use the same palette row, but different color for every other switch palace. It would require a simple graphics edit though, but it wouldn't be hard.
...Huh?
I was messing around with the new 2nd page of the OW layer 1 path things and I have a question that I can't seem to find the answer. Is there a way to make some of those tiles reveal after an event like page 1 or even add in more water tiles if you wanted to do so?
Hey, I think it would be useful to be able to export and import the layer 1 and 2 data for the overworld on a per-map basis. I don't know if it should handle the extra data for layer 1 tiles, such as level numbers in the event that another level tile exists with the same level number (because exit and event settings are set per-level instead of per-tile). Anyway, this would be very convenient if someone makes a submap or something for you and you want to import it into your hack.
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