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Oct 12, 2015 at 3:08 PM
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Well, this looks... interesting.
Edit:
You added lighting for Quote. Nice job!!
 
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Oct 12, 2015 at 3:20 PM
Deliverer of Sweets
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Wow, this looks promising.
But what's with the debug cat background in the data folder?
 
Oct 12, 2015 at 5:43 PM
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I just downloaded this and I can safely say that OrgView, and the CaveEditor files should not be there.

But this lighting mechanic is pretty nifty. How'd you do it?
 
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Oct 12, 2015 at 6:26 PM
Deliverer of Sweets
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I just downloaded this and I can safely say that OrgView, and the CaveEditor files should not be there.
Actually, I can guess that Cave Editor can be used to check the TSC files in order to see how the lighting works.
 
Oct 12, 2015 at 6:39 PM
scrungy
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But this lighting mechanic is pretty nifty. How'd you do it?
I'm assuming it's the same thing BLink did with the Mimiga Mask hack
 
Oct 12, 2015 at 6:39 PM
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This has been done before. Did you use Suu no Monogatari as reference? It's pretty neat, though.
 
Oct 12, 2015 at 6:43 PM
beep boop
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Hmm... I'm guessing use of the <MIM command? That could cause some errors with the TSC parser, because it can only run one command at a time, but I like the idea. Good job! I'm guessing that there could be a way to do this with ASM, having a tile type that could project light on the character. It would be bad to use an entity because you may want different sprites for lights. It looks like there's space for different tile types based on the tile type changer in CE, but I'm likely wrong.
Edit: Dang it Aar... Ya beat me to it.
 
Oct 13, 2015 at 12:36 AM
scrungy
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What was the point of this mod then?
EDIT: If it was for practice, there was no need to post it.
 
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Oct 13, 2015 at 1:52 PM
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Nothing wrong with making threads for tech demos/proof of concepts, maybe if they happened a little more often but we don't really get that many
 
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