1) When I place some sprites, the swaying pipe or moving ground platform, they don't show up in the game while other sprites do. Why?
You need to hook those sprites to controllers for them to show up. Take a look at 1-1 for an example on the moving platform and 1-2 for an example on tilted pipes and 5-4 for an example on swaying pipes.
2) I'm running a legit copy of the game together with the cafiine server, which made all the examples of setting up the folder structure useless, basically. The server actually showed me the on the disk structure, which I copied to my cafiine folder and it worked. Is there a way to know all of the folder structures and names on the disk, when I need to add custom tile-sets for example?
If you want to take a look at the filesystem for NSMBU, just download the game files or rip them.
(tilesets are inside the levels btw. There is not tileset folder in NSMBU and NSLU)
3) Where can we find documentation about more of how this editor works?
Hmm, there are a few videos out there by Gota7. Though I am planning to make tutorials in the future. For now, there is this one:
how is quick paint utilized?
-Do NSMBU and NSLU share all the resources, or do we need to set up
a folder if we are running only NSMBU?
NSMBU v1.3.0 shares all the resources with NSLU.
What are some of the biggest changes when coming from working with
Reggie on NSMBWii?
The biggest and most obvious change is how tilesets are handled. Since each level has its own tileset (which only contains the objects the level uses
only), making levels became more of a challenge. That's why I added a new tab to the palette, called the "All" tab, which basically has
ALL the objects in NSMBU and NSLU. Refer to the Miyamoto tutorial above if you want to know how to set it up.
Other than that, Miyamoto basically functions exactly like Reggie.
What's the use of having compressed/uncompressed files? I've been sticking to editing compressed since that's what the games uses.
The game uses compressed files (SZS). Compressing takes time, so the editor lets you save as an uncompressed file (SARC).
You should always save as SZS
when testing because that's what the game uses/wants. If you just want to make a backup of the level, or you want to save the level constantly, save as SARC.
Alternatively, Miyamoto has an option to fake-compress (compress without taking time). This is very useful if you want to constantly test your level,
but you must only use it for testing with CEMU.
To enable fake-compressing, go to File -> Miyamoto Preferences, and set the compression level to 0.
Will "Undo" be implemented?
Probably not. Sorry.
I don't remember if NSMBU had them but Newer team added the SMB3 Scrolling pipes to NSMBWii, can we expect the same feature?
Scrolling pipes? I don't remember them. Do you have a video of them?