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Main - Posts by giangurgolo |
giangurgolo |
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Level: 34 Posts: 61/219 EXP: 249754 Next: 3897 Since: 02-01-08 Last post: 3257 days Last view: 3257 days |
Yakibomb: thanks for all of the bug reports; I've already fixed all of them.
Elementalpowerstar: I fixed the first bug shortly after 3.4 was released, where updating the tileset was erasing all of the changes made to the tilemap. The second bug has now been fixed; it was a bigger problem connected to free space calculation for all types of objects. I appreciate the feedback. I have been working on a FF6 level editor called "Zone Doctor" (formerly known as FF6LE, found on romhacking.net) which is based off of Lazy Shell v3.x and will include an event script editor. In addition to that, it also includes a fully functioning built-in hex editor (with search, fill, and editing features) which I will port into Lazy Shell later which will be included in the v3.5 package. I want v3.5 to be the pinnacle of this editor's history, so I am waiting a few more months for more bug reports and more voluntary beta testing. Thanks to all of the feedback and reports; it is very much appreciated. Credit will be given to those who have substantially contributed in the editor's "About" window. Posted by Zealous98 1. LS v3.x automatically generates copies based on matching tiles. Because of this, over 2500 extra bytes are freed up. I have fixed all of the issues with the auto-copy generator function. 2. Treat it like drawing a level. Use the drawing tools to draw a sprite. You can create a sprite simply by selecting a tile from the tileset (as you do in levels). You can even copy/paste tile(s) from one mold to another (or within the same mold. I will add an option to insert/delete/duplicate tiles for the tileset into v3.5. Note that all of this applies only to tilemap format and not gridplane. 1. No, because switching between formats clears the mold data so it's the same as deleting then inserting a new mold. Just add a new mold which gives you the option to choose what format. 2. OK, I'll put that back in. Last question: I've fixed this issue with the auto-copy function. Apparently I had it make copies that were mirrors/inversions of other groups of tiles. SMRPG ignores the mirror/invert bits if it is a copy, so I've taken that out. Also an enhanced sprite image exporter has the option to export each sprite as a sprite sheet containing all of its molds; I added this in to help with debugging in case some mistakes with saving still persist. After saving the sprites, reopening, exporting the sprite sheet images, and finally looking through the sprite sheets it appears no more problems exist. Hooray. |
giangurgolo |
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Level: 34 Posts: 62/219 EXP: 249754 Next: 3897 Since: 02-01-08 Last post: 3257 days Last view: 3257 days |
Here's a progress report on v3.5. Most if not all bugs reported have been fixed and many new things have been added.
General changes: *Changed target framework to NET 2.0 *Closing editors w/o making any changes no longer prompts for save *Drop-down list backgrounds now drawn with game's menu background graphics *Model class now more easily accessible static class *Most panels are now Fixed3D appearance *Scripts: command color-coding for event and battle script editors is lighter *Search: field in most editors now visible by default *Search: match case and match whole word options *Space analyzer: now one listbox, easier to manage and clearer Editor-specific changes: *Battle Scripts: moved battle scripts editor to monsters editor *Event Scripts: command category now just one listbox, saves space *Solid Tiles: solid tile searcher and viewer now far more versatile & superior Additions: ***Hex editor with typical features like search, fill, copy/paste, etc*** *Damage Calculator: calculate damage of spells or an attack based on stats *Animations: added a few more descriptions for commands *Clearing: option to clear unused graphic sets *Graphic Editor: fill/paint bucket feature, contiguous and non-contiguous *Levels: export/import level architecture allows porting maps from other games *Levels: can now see how many bytes left for NPC's, events, exits, overlaps *Levels: can export a selection (one layer only) as a battlefield *Palette Editor: import/export palette feature added back on *Sprites: export all molds of each sprite as individual sprite sheet images *Sprites: added back option to incrementally adjust X,Y coord of tiles Fixes: *Allies: XP needed wasn't updating if Mario not selected *Battle Scripts: cut icon off of spell names b/c were showing box character *Clearing: clearing current for solidity and battlefields not working *Dialogues: couldn't draw to lower-right region of overworld font characters *Dialogues: battle dialogue search crashing b/c casting instead of ToString() *Effects: cancelling import into tileset threw exception--reading null image *Graphic Editor: clear function (right-click) wasn't even written at all *Levels: graphics weren't saving after editing in graphic editor *Levels: graphics weren't saving to ROM b/c edit flag not set *Levels: palettes and graphics were saving when choosing not to save on close *Levels: moving tiles in tileset was resetting edits within tilemap *Levels: scrollbars were resetting when changing window focus *Levels: free space calculation for objects confused memory of current object *Levels: issues with toggle off for selection and pasting *Levels: event goto button for NPCs wasn't disabling if battle trigger type *Levels: copy/paste then enable solidity or objects shrinks inside selection *Levels: undo/redo not working for solidity map editing; stack not updating *Levels: copy/paste tiles in tileset not updating pasted tile's internal index *Levels: erasing w/edit all layers simultaneously not always working *NPC editor: search button wasn't doing anything *Previewer: was loading level exit source and not level trying to preview *Previewer: edit flags being reset, so issues with previewing more than once *Search Solid Tiles: selecting item in results listbox threw exception *Sprites: dragging tiles past boundaries threw an exception *Sprites: palette num, index, graphic set offset were not saving *Sprites: issues with auto-copy function; shouldn't flip copied tiles *Sprites: clicking tileset outside of index limit threw exception *Sprites: cancelling import into tileset threw exception--reading null image *World Maps: not saving wasn't resetting the map points |
giangurgolo |
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Level: 34 Posts: 63/219 EXP: 249754 Next: 3897 Since: 02-01-08 Last post: 3257 days Last view: 3257 days |
Download LAZY SHELL v3.5 BETA
Before reporting any errors, read this post first: http://acmlm.kafuka.org/board/thread.php?pid=142704#142704 This is not a final release; it is a BETA release. I am releasing only in the hopes that you users (yes, all five of you) will use this opportunity to post any bugs or annoyances you find in this version, and also because I can't really think of any more improvements I could possibly make. Additionally I am getting quite sick of working on it and am finding that it is eating up too much of my time. I will give people ONE month to make any reports, after which I will release 3.5 ALPHA (in the beginning of May). The number of fixes, additions, and changes are very numerous. The most important ones are the addition of a hex editor, battle scripts have been moved into the monster editor, you can reset an element (undoing any changes made since last save), and you can click/drag single solidity tiles. There are so many more important additions and fixes that you'll have to look through the changes listed below to see all. I also want to emphasize that the levels now save entirely with no problems. Here is the complete list of changes: v3.5 -------------------------------------- General changes: *Changed target framework to NET 2.0 *Closing editors w/o making any changes no longer prompts for save *Drop-down list backgrounds now drawn with game's menu background graphics *Model class now more easily accessible static class *Most panels are now Fixed3D appearance *Reset option in many editors to undo all changes to a current element *Search field in most editors now visible by default *Searching now has match case and match whole word options Editor-specific changes: *Animation Scripts: text dump now tags scripts with names of spell, item, etc. *Battle Scripts: moved battle scripts editor to monsters editor *Event Scripts: command category now just one listbox, saves space *Levels: color gradient effect on object fields and solidity map *NPC Editor: can now search for NPCs w/sprite w/o modifying current NPC sprite *Scripts: command color-coding for event and battle script editors is lighter *Solid Tiles: solid tile searcher and viewer now far more versatile & superior *Space analyzer: now one listbox, easier to manage and clearer Additions: ***Hex editor with typical features like search, fill, copy/paste, etc*** *Animations: added a few more descriptions for commands *Clearing: option to clear unused graphic sets *Damage Calculator: calculate damage of spells or an attack based on stats *Event Scripts: right-click-go-to options for jump to/run event commands *Graphic Editor: fill/paint bucket feature, contiguous and non-contiguous *Hacking Tools: auto-hack creation tools, like raising/lowering monster stats *Levels: export/import level architecture allows porting maps from other games *Levels: can now see how many bytes left for NPC's, events, exits, overlaps *Levels: can export a selection (one layer only) as a battlefield *Levels: can now edit solidity properties of a tile *Levels: NPC, event, exit fields display information tags next to field on map *Levels: jump to destination, event or formation on right-click of objects *Levels: option to lock tileset editing; avoid annoyances w/accidental moving *Levels: auto-update option and manual update for tileset editing *Levels: export all images with option to crop to mask edges *Levels: can now toggle view of priority 1 for solidity map tiles *Levels: click/drag solid tiles makes editing solidity map remarkably easier *Palette Editor: import/export palette feature added back on *Previewer: option to set (ie. raise) level of party members from 1 to 30 *Previewer: option to set equipment of party members *Settings: option to remember and load last viewed level *Sprites: export all molds of each sprite as individual sprite sheet images *Sprites: added back option to incrementally adjust X,Y coord of tiles Fixes: *Allies: XP needed wasn't updating if Mario not selected *Battle Scripts: cut icon off of spell names b/c were showing box character *Clearing: clearing current for solidity and battlefields not working *Dialogues: couldn't draw to lower-right region of overworld font characters *Dialogues: battle dialogue search crashing b/c casting instead of ToString() *Effects: cancelling import into tileset threw exception--reading null image *Graphic Editor: clear function (right-click) wasn't even written at all *Levels: graphics weren't saving after editing in graphic editor *Levels: graphics weren't saving to ROM b/c edit flag not set *Levels: palettes and graphics were saving when choosing not to save on close *Levels: moving tiles in tileset was resetting edits within tilemap *Levels: scrollbars were resetting when changing window focus *Levels: free space calculation for objects confused memory of current object *Levels: issues with toggle off for selection and pasting *Levels: event goto button for NPCs wasn't disabling if battle trigger type *Levels: copy/paste then enable solidity or objects shrinks inside selection *Levels: undo/redo not working for solidity map editing; stack not updating *Levels: copy/paste tiles in tileset not updating pasted tile's internal index *Levels: erasing w/edit all layers simultaneously not always working *Levels: using wrong updating bool for individual properties *Levels: priority 1 tint not updating after undo/redo *NPC editor: search button wasn't doing anything *Previewer: was loading level exit source and not level trying to preview *Previewer: edit flags being reset, so issues with previewing more than once *Script Editors: editing script no longer causes blinking/flickering *Search Solid Tiles: selecting item in results listbox threw exception *Sprites: dragging tiles past boundaries threw an exception *Sprites: palette num, index, graphic set offset were not saving *Sprites: issues with auto-copy function; shouldn't flip copied tiles *Sprites: clicking tileset outside of index limit threw exception *Sprites: cancelling import into tileset threw exception--reading null image *World Maps: not saving wasn't resetting the map points I was far more diligent in documenting the changes this time which is part of the reason why the list is so long. This is not an April fool's joke by the way. Download the editor and see for yourself. |
giangurgolo |
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Level: 34 Posts: 64/219 EXP: 249754 Next: 3897 Since: 02-01-08 Last post: 3257 days Last view: 3257 days |
Fixed. You can work around this bug in the beta version if you modify the Event/Pack # immediately after changing the engage type. |
giangurgolo |
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Level: 34 Posts: 65/219 EXP: 249754 Next: 3897 Since: 02-01-08 Last post: 3257 days Last view: 3257 days |
Here's a report on the changes in v3.5 ALPHA so far.
v3.5 ALPHA -------------------------------------- General changes: *Cleaned up the source code; moved resources into individual folders Editor-specific changes: *Battle Scripts: spell, attack, item lists now drawn with game's font *Damage Calculator: better labelling; equipment disable for monsters Additions: *Animations: previewer for item, spell, and attack animations *Levels: fill tiles contiguously with edit-all-layers-simultaneously support Fixes: *Allies: new game inventory stats not updating if Mario not selected *Battle Scripts: cut icon off of item names b/c were showing box character *Battlefields: dragging a selection beyond map bounds threw exception *Damage Calculator: target stats not updating when level changed *Effects: dragging a selection beyond map bounds threw exception *Effects: animation not playing back with correct durations *Levels: changing NPC engage type wasn't updating some properties in NPC class *Levels: opening clear window threw an exception; trying to GetType() of null *Levels: dragging a selection in tileset beyond image bounds threw exception *Levels: changing gfx sets or tilesets would reset any changes made to tilemap *Levels: click/drag solid tile before cementing moved tiles shrunk solid map *Main Title: dragging a selection beyond map bounds threw exception *Previewer: entrance event results in event previewer not loading right level *Shops: controls not updating when shop index changed *Sprites: selecting beyond tileset bounds broke the zoom panel image *Sprites: animation not playing back with correct durations *Sprites: threw exception if try to draw frame w/mold index beyond mold count *World Maps: dragging a selection beyond map bounds threw exception |
giangurgolo |
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Level: 34 Posts: 66/219 EXP: 249754 Next: 3897 Since: 02-01-08 Last post: 3257 days Last view: 3257 days |
1. in the animations editor; null the RNG subroutine at the end
2. that requires assembly hacking 3. just copy/paste a save point npc from another level 4. max hp is 65535, but you shouldn't go above ~32,000 5. it's there, see the animations editor 6. someone made a hack for that 7. look at the event where switch option is added to menu 8. use these PAR codes: C3627500 and C3628600 |
giangurgolo |
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Level: 34 Posts: 67/219 EXP: 249754 Next: 3897 Since: 02-01-08 Last post: 3257 days Last view: 3257 days |
I've fixed all of the bugs you've reported except the following, of which I'll need a more detailed explanation:
As for the suggestions/requests, I can't guarantee I'll be able to fulfill many of them but I've taken some into consideration. Also, here is an update on the progress of v3.5 ALPHA: v3.5 ALPHA -------------------------------------- General changes: *Cleaned up the source code; moved resources into individual folders Editor-specific changes: *Battle Scripts: spell, attack, item lists now drawn with game's font *Damage Calculator: better labelling and organization *Levels: separated solidity and tilemap undo/redo stacks *Palette Editor: brightness can now go from -248 to 248 Additions: *Animations: previewer for item, spell, and attack animations *Audio: added guide to importing a WAV file of user's choosing *Damage Calculator: ability to switch attacker and target stats *Event Scripts: goto offset context-menu for action scripts pointer commands *Levels: fill tiles contiguously with edit-all-layers-simultaneously support *Levels: level info viewer shows offsets of elements for a level *Palette Editor: new colorize feature added under effects tab *Sprites: gridlines for tileset's tile in zoom box Fixes: *When closing a ROM, it restarts editor if cancel not clicked anywhere *Allies: new game inventory stats not updating if Mario not selected *Battle Scripts: cut icon off of item names b/c were showing box character *Battlefields: dragging a selection beyond map bounds threw exception *Damage Calculator: target stats not updating when level changed *Damage Calculator: changing from ally to monster not updating monster stats *Dialogues: hitting ctrl+any other key modifies duplicate dialogues *Effects: dragging a selection beyond map bounds threw exception *Effects: animation not playing back with correct durations *Event Scripts: changing commands in large scripts took extremely long *Event Scripts: wrong labelling for bytes left and hex labels *Event Scripts: goto dialogue threw exception if dialogue window closed *Levels: changing NPC engage type wasn't updating some properties in NPC class *Levels: opening clear window threw an exception; trying to GetType() of null *Levels: dragging a selection in tileset beyond image bounds threw exception *Levels: changing gfx sets or tilesets would reset any changes made to tilemap *Levels: click/drag solid tile before cementing moved tiles shrunk solid map *Levels: partitions search not closing with level window *Levels: solidity tiles now save changes *Main Title: dragging a selection beyond map bounds threw exception *Monsters: cancelling monster stats closing but not battle scripts has issues *Previewer: entrance event results in event previewer not loading right level *Shops: controls not updating when shop index changed *Sprites: selecting beyond tileset bounds broke the zoom panel image *Sprites: animation not playing back with correct durations *Sprites: threw exception if try to draw frame w/mold index beyond mold count *Sprites: last row in tileset wasn't showing in zoom box *Sprites: tileset selection box showing sometimes for gridplane molds *Sprites: context menu for mold image interfering with dragging tiles *Sprites: importing/exporting read from sprite index instead of animation *World Maps: dragging a selection beyond map bounds threw exception *World Maps: run event control being casted as byte instead of ushort |
giangurgolo |
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Level: 34 Posts: 68/219 EXP: 249754 Next: 3897 Since: 02-01-08 Last post: 3257 days Last view: 3257 days |
Thanks for the report. I have found and fixed the bug for the new version. Also I have included the importation of overlaps (as I should have done before, but overlooked).
Since the last update I've fixed several more bugs and made a couple of additions, but I will wait to post the report sheet until Yakibomb addresses in greater detail those specific bugs he reported, quoted in my last post. |
giangurgolo |
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Level: 34 Posts: 69/219 EXP: 249754 Next: 3897 Since: 02-01-08 Last post: 3257 days Last view: 3257 days |
Posted by Varion Icaria No. I will post a new thread for the new version. Also, although I said early April that v3.5 ALPHA would be released in May, I think it's a better idea to wait for a few more months until people find more bugs because they're still popping up every now and then. I've even found bugs fairly quickly just randomly playing around with the editor from boredom. Obviously there are more issues with the editor than I thought, so it'll need more time. I appreciate everyone's patience as well as their contributions. |
giangurgolo |
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Level: 34 Posts: 70/219 EXP: 249754 Next: 3897 Since: 02-01-08 Last post: 3257 days Last view: 3257 days |
It was the final release, but I was in a hurry so I didn't have time to make a new thread. I have no objections to your posting about it (I also noticed romhacking.net updated it too, which I have no problem with either). v3.6.1 will only have bugfixes, but you'll need to explain the exception logs you posted earlier and what exactly you did to cause the application to throw them. You'll need to explain to me exactly what you did to produce these bugs. If you can reproduce them easily, then tell me how. So far I haven't tried to find any of these bugs myself (except for the two posted by Hanto above), since I'm no longer willing to put the effort I used to into this application.
Elementalpowerstar: I greatly appreciate your feedback, reports, and aid as a bug-finder and I've added your name to the special thanks list for the next release. Also, remember that I am no longer taking requests. Any suggestions for additions to the editor will be ignored. I will only be fixing bugs from now on, and the user must explain a specific action they took to yield a bug when reporting it. Changes so far for v3.6.1: v3.6.1 FINAL -------------------------------------- Fixes: *Hex Editor button was enabled when no ROM loaded *Lunar Compress.dll not being created when Attacks & Items editors opened *Event Scripts: selecting a node not properly updating the command listboxes *Levels: mask and screen window size not consistent with zoom status |
giangurgolo |
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Level: 34 Posts: 71/219 EXP: 249754 Next: 3897 Since: 02-01-08 Last post: 3257 days Last view: 3257 days |
Yakibomb: Importing problem has been fixed. As for your last post (answered in order):
1. I can't reproduce this error; I open the monsters editor, click the first command in Terrapin's script (it has 3 values), and click "Do 1 spell" in the listbox on the right but nothing out of the ordinary happens. What's the exact monster and command to click (do you mean just single click or double-click to edit it?) 2. Fixed 3. Are you using ZSNES to preview the item? If so, you're right and I have fixed the problem. Hanto: fixed (this was due to bad command labeling) Here are the changes for v3.6.1 so far: v3.6.1 FINAL -------------------------------------- Editor-specific changes: *Audio: added link to Audacity download; improved importing tips Fixes: *Graphics Editor: importing image not drawing to correct coordinates *Hex Editor button was enabled when no ROM loaded *Lunar Compress.dll not being created when Attacks & Items editors opened *Previewer: item previewer not storing item to right address for .zst *Animations: moving commands not modifying checksum, changes always saved *Dialogues: resetting font character not redrawing font table image *Dialogues: checksum not including battle messages, other fonts & palettes *Event Scripts: selecting a node not properly updating the command listboxes *Event Scripts: bad label for transfer/shift to isometric coords command *Levels: mask and screen window size not consistent with zoom status *Levels: selecting a "set mod" in solid or tilemap mods crashed level image *Levels: refreshing solid mods disabling updatingLevel instead of Properties *Levels: deleting last solid or tile mod not updating image *Levels: zooming caused keystroke shortcuts to be disabled temporarily *Levels: using keystroke shortcuts ignored "Lock tileset editing" option *Levels: tilemap & solidity mods width/height minimum should be 1, not 0 *Levels: initial checksum calculating before finished loading everything *Sprites: resetting a sprite was not resetting palette and graphics changes |
giangurgolo |
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Level: 34 Posts: 72/219 EXP: 249754 Next: 3897 Since: 02-01-08 Last post: 3257 days Last view: 3257 days |
Here's an update on the progress of v3.6.1:
v3.6.1 FINAL -------------------------------------- Editor-specific changes: *Audio: added link to Audacity download; improved importing tips *Notes: elements now a listview, with sortable columns Additions: *Dialogues: search window now has replace all feature *Items: can change list order of items in shops *Levels: bytes left labels for tilemap & solidity mods tab *Notes: uses checksum to see if changes made Fixes: *Graphics Editor: importing image not drawing to correct coordinates *Hex Editor button was enabled when no ROM loaded *Lunar Compress.dll not being created when Attacks & Items editors opened *Animations: moving commands not modifying checksum, changes always saved *Dialogues: resetting font character not redrawing font table image *Dialogues: checksum not including battle messages, other fonts & palettes *Event Scripts: selecting a node not properly updating the command listboxes *Event Scripts: bad label for transfer/shift to isometric coords command *Event Scripts: a node must be selected to do an action; checked not enough! *Event Scripts: was showing initial symbol for item names in treeview *Levels: mask and screen window size not consistent with zoom status *Levels: selecting a "set mod" in solid or tilemap mods crashed level image *Levels: refreshing solid mods disabling updatingLevel instead of Properties *Levels: deleting last solid or tile mod not updating image *Levels: zooming caused keystroke shortcuts to be disabled temporarily *Levels: using keystroke shortcuts ignored "Lock tileset editing" option *Levels: tilemap & solidity mods width/height minimum should be 1, not 0 *Levels: initial checksum calculating before finished loading everything *Levels: tiles array not complementing changed solidity mod width/height *Levels: adding tilemap mod "set" mod creating array for only layer 1 *Notes: address and bit not loading when index changed *Previewer: item previewer not storing item to right address for .zst *Sprites: resetting a sprite was not resetting palette and graphics changes I will be releasing v2.1 of The Bob-omb Mafia soon to compliment the pending release of v3.6.1. |
giangurgolo |
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Level: 34 Posts: 73/219 EXP: 249754 Next: 3897 Since: 02-01-08 Last post: 3257 days Last view: 3257 days |
Click here to download it.
You can also watch a walkthrough video of the hack in 3 parts: Part 1 Part 2 Part 3 Version 2.3 of The Bob-omb Mafia hack has been released. This is a much improved version over 2.0 which itself was infinitely superior to the awful mess that was v1.0 (v1.0, I'm afraid, has permanently scarred the reputation of the hack). There are no new monsters or areas, but many changes have been made. Changes from v2.2 include a new title screen, a switch that needs to be hit in order to access Baba Yaga's room, and a minimum of 3 instead of 5 battles with Radish. The following brief description is straight from the game's script:
In other words, this hack is both easier to play and faster to complete. The player will not have to guess what must be done next, because v2.3 places roadblocks to certain areas as a means of guiding them to where they need to go next (ie. a more linear storyline). Certain items must be acquired to enter new areas, and the difficulty of the monsters in these areas should reflect the player's current level. The final boss, however, is of the same level of difficulty as in v2.0 but still not impossible (in fact, quite easy with enough Bane Bombs, Ice Bombs, Red Essences and Power Blasts). Some item rewards have been switched around and/or changed as a way to sustain a balanced level of difficulty. A couple of items were added to the town shop, and two bugs I noticed in v2.0 were fixed: you can no longer run away from the green/blue wigglers, and you cannot skip the radish by jumping over it using a flashing dog as a platform. This hack also includes tile and solidity mods in the main town area for the three locked doors. That means the mod feature in Lazy Shell works without crashing. I would also like to emphasize a side quest, which was present in v2.0 as well, as a way of leveling up really fast and providing an infinite supply of Red Essences. If you can manage to donate 2000 coins to the first gardener in the plains area and re-enter the area again, you'll find out what I mean. Be frugal with your coins; don't waste them on Flower Boxes. Also, make sure you're resourceful with the coins found in the secret area since it will make it easier. Included in the .zip is an snes9x movie file (walkthrough.smv) of the author playing through the entire hack in 86 minutes. Use this version of Snes9x to play it. Finally, if you find any bugs or annoyances or are just bothered in general about something in the hack go ahead and post about it here. Thanks for playing. The hack's homepage: http://home.comcast.net/~giangurgolo/smrpg/ |
giangurgolo |
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Level: 34 Posts: 74/219 EXP: 249754 Next: 3897 Since: 02-01-08 Last post: 3257 days Last view: 3257 days |
As promised, I will post the new version of Lazy Shell sometime within the next 24 hours.
Thanks for the video, it was actually very helpful for testing purposes. I requested the video to get a good idea of what someone who was completely unfamiliar with the hack would do. I have a few questions for you--don't take any of these the wrong way because I'm not blaming you or criticizing you; any irritations you experienced were probably a result of the hack's inadequacies. 1. I noticed you looked as if you couldn't get inside the 2-door house for a moment there even after entering it once before. Is this true? If so, it's a bug with the hack because the solidity mod thing is new. 2. Was there still too much grinding? I remember doing a bit of level grinding in the original SMRPG, but it seemed rather excessive in your video. 3. How difficult were the puzzle rooms and the invisible bridge? Finding the secret area? 4. How annoying was it getting all the coins to get the ultimate armor? 5. How hard/easy were the bosses/mini-bosses? 6. Were you confused at any certain point while playing because you thought "OK I have no idea what the hell to do or how to get the stupid (item)"? 7. What did you like most about the hack? Dislike? Feel free to answer these anytime you like. Don't spend too much time thinking about your answers; even a one-word response for each would be good enough. |
giangurgolo |
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Level: 34 Posts: 75/219 EXP: 249754 Next: 3897 Since: 02-01-08 Last post: 3257 days Last view: 3257 days |
Could you explain this further:
I cannot reproduce this error. Tell me what monster it was and what command it was. Also, explain this: Testing has not yielded any errors or thrown any exceptions for this. What did you do before it happened and what battlefield were you on? |
giangurgolo |
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Level: 34 Posts: 76/219 EXP: 249754 Next: 3897 Since: 02-01-08 Last post: 3257 days Last view: 3257 days |
Thank you EPS and Hanto; these answers will be helpful when releasing the hack's next version. v2.2 will have a few improvements and bugfixes (e.g. getting stuck standing on the yellow smilax) as well as some minor additions like hidden items in the crates scattered throughout the town, a visual of the invisible bridge revealed through the vendor's HP/FP recovery script, and a couple of minor changes to other various elements. Also, with the .zip will be included an .smv walkthrough video of me playing through the hack and getting every item and talking to every sprite and object in all areas. The video is about 1h40m long and all of the quests are completed in their respected order. No luck manipulation in battles though, so I needed to include leveling-up (which is probably about an hour's worth of the video).
UPDATE 2011-08-09: If anyone wants to DL v2.2, I've updated the OP with the link. I doesn't yet include a walkthrough .smv, but it will soon. Changes from the last version include everything I mentioned in the last post in addition to the following: *the copper discs were moved to the sewers to a new room b/c I felt it was too early to procure Mallow's ultimate weapon right after Harlequin *the area after Harlequin w/the copper discs now has a new accessory item instead *if you jump on Red Thwomp, you have the option to fight or wait *you don't have to give fertilizer & seed to be able to donate coins *Red Thwomp, Stithos, Blue-nose, Greenwood and Harlequin are somewhat easier *the room after Greenwood has a Ribbit Stick instead of "Discs" Also, I should mention there are 30 coins hidden behind one of the statues in Bowser's Keep at the start. UPDATE 2011-08-11: The .zip for v2.2 now includes an .smv file. It is 1h25m long, and I find 100% of the items and complete all quests in their designated order. If you don't want to play the hack, you can watch the .smv. You'll need this version of Snes9x to play it without any problems. UPDATE 2012-01-04: v2.3 has been released. See the OP for the link and details. |
giangurgolo |
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giangurgolo |
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Level: 34 Posts: 78/219 EXP: 249754 Next: 3897 Since: 02-01-08 Last post: 3257 days Last view: 3257 days |
(NOTE TO USERS: should this board for any reason be inaccessible at any time in the future, please use this thread to follow editor updates and post bug reports.)
Download LAZY SHELL v3.19.0 | Visit LAZY SHELL's home page | View LAZYSHELL Help Database What is LAZY SHELL?
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If you find or encounter a bug...
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giangurgolo |
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Level: 34 Posts: 79/219 EXP: 249754 Next: 3897 Since: 02-01-08 Last post: 3257 days Last view: 3257 days |
This is not a bug; like most paint programs, when you copy then paste a selection it will create a hovering selection that can be dragged and dropped to the desired spot. |
giangurgolo |
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Main - Posts by giangurgolo |
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