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11-02-05 12:59 PM
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Acmlm's Board - I2 Archive - Super Mario World hacking - Lunar Magic interface flaws/issues | |
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Jesper
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Posted on 04-05-04 12:44 AM Link | Quote
There are a few things in LM that bugs me. It's pretty much feature-complete for what it's supposed to do, but the interface has some serious flaws.
  • Add objects/Add sprites palettes. Because the ID (and axis for objects) comes first, you can't type the name/beginning letter of the object/sprite you're looking for to jump directly to it. Sure, after you've worked with it for a while, you'll know where to find what you're looking for. But guess what; I only work with it on-and-off and I always, ALWAYS, forget where the stuff I want is. This is most noticable in Tileset Specific Sprites. Tons of sprites and absolutely no way to find out where what you're looking for is without going through them one by one. This can bog you down MINUTES just looking for that enemy for your level. There's also the issue of not being able to resize the list in height. You'll always just see 6 items.

    Suggested fixes: Making the list resizable; making showing the ID and axis values optional (tick menu choice under Options?); a Quick Filter box somewhere (write in "Koopa" and it only shows you sprites containing "Koopa"); a new category listing the sprites/objects you're already using in the level; a new category listing the sprites with SP values corresponding to the level's setup (since the data's already shown and there); anything, really.
  • Level display. On a large-resolution screen (like my own) the height is a bit wasted. But I'm okay with that, since it won't work as well on smaller resolution screens if he changed it somehow. But I'd love an option to, say, optionally show Screen Exits and Screen Boundaries by some ticks right below the screen area, like the marks on a ruler. This is really Just Another Feature, but I'm a pragmatic and I want to put something there besides the palettes.
BMF98567
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Posted on 04-05-04 01:00 AM Link | Quote
You hit the nail right on the head, there. #1 is the primary reason it takes me so long to make a level.

One suggestion that was brought up in the past was to make a large dialog with all the available objects laid out visually, and organized by type (item blocks, coins/collectible items, ledges and slopes, etc.) They wouldn't even need to be full-size, they could be shrunk down to half-size and still be recognizable for the most part. In response, FuSoYa said you could make a level with all the available objects and sprites and open it in a new Lunar Magic window, since copy+paste uses the standard Windows clipboard. I may actually do that, myself, and make it available for download.

Also, someone (me, I think) suggested that LM allow objects to be pasted into the blank area below the level, kind of like a temporary clipboard (the objects wouldn't be saved with the level). That way, you could arrange common level structures and keep them readily available instead of having to scroll back and forth in the level, looking for the right pieces.

[EDIT]
Alright, I've made a template level with lots of commonly-used objects, as well as a few sprites. This doesn't contain any tileset-specific objects, since the list always changes, but it does contain a large number of extended objects, including the hard-to-find corner tiles. Enjoy!


(edited by BMF54123 on 04-04-04 05:23 PM)
dan

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Posted on 04-05-04 01:06 AM Link | Quote
FuSoYa said that he would only fix bugs, if any were found. Lunar Magic will probably never get any new features, so threads like these are kinda meaningless.
HyperLamer
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Posted on 04-05-04 02:14 AM Link | Quote
BMF: I like that idea. I originally said the objects should all be laid out there in a drag-and-drop interface, but your idea might work better for lower resolutions. (Of course it'd still be better if, when you drag an object off the clipboard, the original stays there; to get rid of it just click it and hit Delete.)
The arrangement of objects/sprites is mostly due to their ID, unfortunately just about everything's a random Extended Object (object #0, the size indicates the actual block, hence why they're all 1x1). Arranging them alphabetically or by type (all the Koopas together, all the coins, etc) might work better.
Jesper
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Posted on 04-05-04 02:15 AM Link | Quote
A lot of these are bugs. Not as in misbehaving, but as not following Windows guidelines or just plain common sense.

Open a Windows Explorer window, for example C:\, and turn on detailed list view. Start to type the name of the file you want to arrive at, and you will arrive at that. You will not need to type, say, the file size beforehand, as, theoretically, is the case with the LM objects/sprites palettes. I'd suggest a switch to the List View, but I know that would be a lot of needless programming to achieve next to no effect, so I'll settle for just optionally showing the number and axis info, which solves the problem today and doesn't hurt anyone.
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Posted on 04-05-04 02:34 AM Link | Quote
Making the object and sprite editor windows resizable would be good indeed. As fir Jespers suggestion using that ruler, I'd go a little further:
I would like to have a small window which is like a scroll/preview of the current level (like a very tiny version of the level editor window, just that it shows a fixed symbol for every screen); it is impossible to see all objects; but as for screen exits for example, some screen(s) could be marked in different colors or with little icons on that:

"E" - screen exit here; right-click on the level scroll opens up a context menu like "Goto screen/Modify screen exit/Delete"
"M" - midway point location - right click shows "Goto screen/open up midway/start point dialog window". If the start and midway point were in the same screen, it could display "S/M" for example.
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Posted on 04-05-04 02:56 AM Link | Quote
If I'm reading it correctly, Jesper does not like having to scroll up to see screen exits and numbers and stuff. That can be solved simply by resizing the window, if you're using a relatively new Windows version it'll save the placement and size of the window every time you open it.
Jesper
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Posted on 04-05-04 03:03 AM Link | Quote
I always run LM maximized, so that's not an issue, but I just dislike having the whole thing cluttered unless I really need to. Screen borders are nice to have all the time, but I don't necessarily like it there, even when it's transculent. That suggestion was kind of minor, though. I'd like far better that the palettes were improved than that this happened, if I had to pick.
cpubasic13
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Posted on 04-05-04 05:03 AM Link | Quote
I like the idea of pressing a letter and going to the sprite you want. I hate having to look through the tileset specific sprites to find the sprite I want when there is a bunch of garbage sprites distracting me.

I like the idea about the sprites currently in the level idea. It would be easier for me to add more sprites that I want to use.

I like your idea, BMF. That would be more organized and easier for me to add stuff.


(edited by cpubasic13 on 04-04-04 08:06 PM)
HyperLamer
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Posted on 04-05-04 07:43 AM Link | Quote
Well why not just move the ID to the end of the name and put them all in one list? (Have it like "Walk-Through Dirt 00" (with a tab there).)
I'd like to see more SMW bug fixes/workarounds. For example, allow the midway point to be anywhere in the level. And how about an ASM hack to allow using any value for the FG/BG placements, to get rid of them damn bugs where it won't work no matter where you put it? (And for that matter, how about actually rendering the BG in the position it'd appear in the game? )
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Posted on 04-05-04 07:55 AM Link | Quote
What he is saying is, its in the way on the level screen. That big blackness at the bottom could be used for something.
HyperLamer
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Posted on 04-05-04 08:02 AM Link | Quote
I mentioned that but I doubt it'll happen. (Though my resolution's big enough that I can just put the windows there. )
FuSoYa
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Posted on 04-05-04 11:29 AM Link | Quote
Originally posted by Jesper
A lot of these are bugs. Not as in misbehaving, but as not following Windows guidelines or just plain common sense.


Just because something bugs you or doesn't follow suggested guidelines hardly means it's a bug. Yes, it would probably be useful to add a new feature to make finding sprites in the list easier, but I'm trying to avoid making new features for LM. Removing the ID would currently disable the window's ability to list which GFX files the game originally uses for sprites (an acceptable tradeoff for some perhaps, but still...). A find function would be better, but that would be more work. I still think using a separate ROM that has a few levels containing a listing of the objects/sprites arranged by tileset might be more useful.

Besides, releasing a new version just for something as minor as this would not be following good software release guidelines or just plain common sense.
Jesper
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Posted on 04-05-04 06:05 PM Link | Quote
Originally posted by FuSoYa
Originally posted by Jesper
A lot of these are bugs. Not as in misbehaving, but as not following Windows guidelines or just plain common sense.


Just because something bugs you or doesn't follow suggested guidelines hardly means it's a bug. Yes, it would probably be useful to add a new feature to make finding sprites in the list easier, but I'm trying to avoid making new features for LM. Removing the ID would currently disable the window's ability to list which GFX files the game originally uses for sprites (an acceptable tradeoff for some perhaps, but still...). A find function would be better, but that would be more work. I still think using a separate ROM that has a few levels containing a listing of the objects/sprites arranged by tileset might be more useful.

Besides, releasing a new version just for something as minor as this would not be following good software release guidelines or just plain common sense.

All good points.

This beast is two problems. One: Toggling display of ID and axis info at the start of the list box in the objects/sprites palettes. ("01 XY Water tiles" hinders me to type "Water" into the list box and have it take me to that, since there's other data in the way.)

But there's absolutely nothing that blocks you from storing the ID and axis info in an array aside from the real list data, and I'm really surprised right now that, if I get you right, you're not storing it anywhere else, or atleast you're relying on the 'live' list data for other controls.

I don't doubt that the ID and axis info is needed, hell, even required, to some folks or the program, I just think that there should be an option to hide it if you want to, to allow me to type in the list and have it go to the item I want.

And no, this doesn't warrant a new version, although I think this is the second or even third time I have suggested this, so I'm still a bit surprised that something that would be relatively trivial (ASM hacks, STAR tracking, multiple ROM version support vs an option for a listbox) and that would do SO MUCH for the wonders of usability is not implemented.

And Two: Some more advanced filtering or searching of the data.

The lay them out on a level in another copy approach would be superb, but it wouldn't be dynamic. You couldn't say "here's the stuff you probably want to use for these SP values", which you could do if Fu were to add such categories in the dropdowns. Now for this I won't blame him. This would probably be way harder to do than what's suggested in One, above.

And finally, Fu, aside from "politics", what's keeping you from adding some of these features (and not necessarily releasing them as a new version)? Haven't you ever hit these 'walls' before when doing the parts of Demo World that you made? Or do you already know all IDs by heart?
Smallhacker

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Posted on 04-05-04 07:01 PM Link | Quote
Something that always makes me annoyed is the tool tips, or to be more specific... The lack of tool tips.
When you put your mouse over something in the add object window, you can see their tool tip. That's nice. However, when you're in the 16x16 tile editor, there are no tool tips, which requires that you must have both the 16x16 tile editor and the add objects window open to make sure that you edit the correct tile. That annoyes me almost every single day.

Solution:
Add tool tips to the 16x16 tile editor.
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Posted on 04-06-04 01:45 AM Link | Quote
You wouldn't have to delete the ID. There has to be some easy way to code it so that the first three (or something) numbers/letters are ignored when typing to find something.
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Posted on 04-06-04 01:55 PM Link | Quote
Originally posted by Jesper
And finally, Fu, aside from "politics", what's keeping you from adding some of these features (and not necessarily releasing them as a new version)? Haven't you ever hit these 'walls' before when doing the parts of Demo World that you made? Or do you already know all IDs by heart?


I seem to remember reading in another thread that he wants to move on to other projects. If that is the case, I believe that he should release the source code to Lunar Magic so that the SMW hacking community can continue to improve it.
macks

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Posted on 04-06-04 02:05 PM Link | Quote
Releasing the source code to the public? No. Releasing it to people he know will make good stuff out of it? Yes.
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Posted on 04-06-04 06:00 PM Link | Quote
Okay, I'm late on the reply, but yeah, I agree about the add sprites/objects window. I've tried to type the name of a sprite each new version that's released and realize that it doesn't work I'd love for it to say turn block ## instead of ## turn block. That aside, another thing mentioned was the black space at the bottom... I'm at 1600x1200... so I can pretty much fit a second horizontal level in there. I dunno what to do with the space, though. lol

One suggestion I'd like to make is, at 1600x1200 the world map is a bit hard to see in some aspects... any chance we could get a view option say... Zoom 50%/100%/150%/200%? it'd be kinda nice so I don't have to get all close to the monitor just to see what I'm editing This is only a factor on overworld.... level editing is still fine, but the sprites on overworld are so tiny that it's hard to know what the hell you're doing Just a thought... so I don't have to download that microsoft magnifying glass just to use Overworld Editor
Jesper
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Posted on 04-06-04 06:14 PM Link | Quote
Originally posted by Max
You wouldn't have to delete the ID. There has to be some easy way to code it so that the first three (or something) numbers/letters are ignored when typing to find something.
Yes, but it'd take longer to code than just (optionally) hiding it.
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