General discussion about Super Mario Bros. X.
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icemario12
- Blooper

- Posts: 157
- Joined: Thu Dec 26, 2013 5:49 pm
- Pronouns: He/Him
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Contact:
Postby icemario12 » Sun Aug 24, 2014 6:51 am
Seems SMBX has a long fan-life in front of itself. Seriously, well done! It's feeling that future's gonna come soon...
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SuperYoshiLol
- Koopa

- Posts: 18
- Joined: Sun Jan 26, 2014 6:34 pm
Postby SuperYoshiLol » Tue Aug 26, 2014 10:11 pm
Oh my merry awesome mario nuggets... What is this? I have found it...
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Axiom
- Phanto

- Posts: 1471
- Joined: Tue Dec 24, 2013 2:23 pm
Postby Axiom » Wed Aug 27, 2014 4:39 pm
SuperYoshiLol wrote:Oh my merry awesome mario nuggets... What is this? I have found it...
That's quite the expression..I'm assuming you're new.
Well, in SMBX, you can replace certain values of NPC's to make custom ones. You can adjust the height, weight, whether they're 2 frames, 4 frames, etc. This program was created to help ease the creation of these as many users are terrible at memorizing what codes do what or just prefer a visual interface to edit these files.
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Blck_Guy
- Guest
Postby Blck_Guy » Wed Aug 27, 2014 8:08 pm
Great Tool!! - The 2nd and only last tool I will use for SMBX!! (I think it will be the last tool I use for the Program.).
Suggestion: Is there away you can add a Auto-GFX-size, like you choose witch NPC will be replaced by a Custom NPC, and it will automatically add the sizes for you?
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Axiom
- Phanto

- Posts: 1471
- Joined: Tue Dec 24, 2013 2:23 pm
Postby Axiom » Fri Aug 29, 2014 5:08 pm
Blck_Guy wrote:Great Tool!! - The 2nd and only last tool I will use for SMBX!! (I think it will be the last tool I use for the Program.).
Suggestion: Is there away you can add a Auto-GFX-size, like you choose witch NPC will be replaced by a Custom NPC, and it will automatically add the sizes for you?
I'm not quite sure what you mean by that actually. Do you mean that when opening custom NPCs, it'll fill in the stock NPC's values? I actually coded that but for some oddball reason it doesn't always work. I'm working on recoding it though so hopefully everything will be alot less messy.
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Blck_Guy
- Guest
Postby Blck_Guy » Fri Aug 29, 2014 6:05 pm
Luigifan2010 wrote:Blck_Guy wrote:Great Tool!! - The 2nd and only last tool I will use for SMBX!! (I think it will be the last tool I use for the Program.).
Suggestion: Is there away you can add a Auto-GFX-size, like you choose witch NPC will be replaced by a Custom NPC, and it will automatically add the sizes for you?
I'm not quite sure what you mean by that actually. Do you mean that when opening custom NPCs, it'll fill in the stock NPC's values? I actually coded that but for some oddball reason it doesn't always work. I'm working on recoding it though so hopefully everything will be alot less messy.
What I mean is:
If I have a NPC CGFX of 68X158 and I want it to replace a GFX that is 68X486, I was asking if you could add something to your program that could automatically do this for me.
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Axiom
- Phanto

- Posts: 1471
- Joined: Tue Dec 24, 2013 2:23 pm
Postby Axiom » Fri Aug 29, 2014 6:29 pm
Oh yeah, I probably could. It wouldn't work too well for odd numbered frames. The way I was thinking it could be done is maybe dividing the height by the number of gfx frames
Code: Select all y/x=frameHeight
where y is the total height
and x is the number of frames
But then all of this would be thrown off when you use an odd number for frames. So idk, there's probably something more I'm missing but its worth a shot. At least for even numbered NPC frame values.
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Axiom
- Phanto

- Posts: 1471
- Joined: Tue Dec 24, 2013 2:23 pm
Postby Axiom » Fri Aug 29, 2014 8:00 pm
[center]!!! ANNOUNCEMENT !!![/center]
Okay guys, as stated in the previous post I'm recoding everything. Yes, EVERYTHING. So far so good really, the reading and writing is alot more efficient and works more as dictionary type storage rather than the messy code it was before.
That being said, I want to include a bunch of new features into this editor. This will be the SMBX NPC Editor: Expanded Dong Edition (no that's not the legit title).
So, I have a list of features I want to add in that I will list in this post and also on the description page of the new GitHub Repository.
- Multiple different configurations for custom games (ala Wohlstand's npc ini files)
- A more advanced animator supporting masks and showing the NPC against different backgrounds
- Legitimate left/right frame support instead of just reflecting the whole image.
- The editor will actually work without the configs so you could use it with strictly the exe instead of having to use an older version if you don't want to exe.
The UI will more or less be the same, the 4 columns of groupboxes containing the various data values you can change and of course the basic animator. In addition, I will include the aforementioned advanced animator where you can do all kinds of cool stuff.
Now, I would like to also announce a sort of design-the-next-icon contest! Designing the icon wasn't very hard and although its a good icon, I want it to be different as this is almost an entirely new editor. Here's the requirements/steps/whatever
- Edit the icon in Paint.NET
- Minimum 128x128 size
- Use a transparent background
- DONT USE REGULAR PAINT AND DONT USE ANTIALIASED GRAPHICS
Just submit your icons within the next 1-2 months (I will decide on the actual due date later) and submit it in this post. Eventually, I will add a poll where you can vote on your favourite!
What's the grand prize? Well, I'm poor so not much really. I will credit you in the NPC Editor in any way you like (within reason) so if you want a flashing glowing marquee text credit in the about box, let me know and I can work that out!
Also, please leave your suggestions for the NPC Editor as replies and I'll see about adding them!
Cheers,
Mike
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Axiom
- Phanto

- Posts: 1471
- Joined: Tue Dec 24, 2013 2:23 pm
Postby Axiom » Sat Aug 30, 2014 10:13 am
Err, could you translate that error for me (crap I never knew .net auto translated stack exceptions)
EDIT: I didn't get any errors oddly enough
[rimg] http://gyazo.com/4e6fe219c7ca3cf0af3bff5f1a39eaa3.png[/rimg]
SnifitGuy wrote:I have an icon submission:
very good B)
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Wohlstand
- Chargin' Chuck

- Posts: 2008
- Joined: Tue Feb 11, 2014 4:44 pm
- Flair: [ˈvoːlˌʃtant], 狐エンジニア
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Postby Wohlstand » Sat Aug 30, 2014 10:36 am
Luigifan2010 wrote:
Err, could you translate that error for me (crap I never knew .net auto translated stack exceptions)
EDIT: I didn't get any errors oddly enough
[rimg] http://gyazo.com/4e6fe219c7ca3cf0af3bff5f1a39eaa3.png[/rimg]
SnifitGuy wrote:I have an icon submission:
very good B)
Inpus string has wrong format
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Axiom
- Phanto

- Posts: 1471
- Joined: Tue Dec 24, 2013 2:23 pm
Postby Axiom » Sat Aug 30, 2014 10:39 am
You're missing some INI's then.
My folder is as shows
And I actually use a modified version of your INI, I took out all the comments and changed a couple names
This won't be an issue in the new version as I'll code a fallback in case you want to use just the exe
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Wohlstand
- Chargin' Chuck

- Posts: 2008
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- Flair: [ˈvoːlˌʃtant], 狐エンジニア
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Postby Wohlstand » Sat Aug 30, 2014 11:42 am
Luigifan2010 wrote:You're missing some INI's then.
My folder is as shows
And I actually use a modified version of your INI, I took out all the comments and changed a couple names
This won't be an issue in the new version as I'll code a fallback in case you want to use just the exe
Is right?  (Windows XP Professional Service Pack 3, almost all latest updates was installed (I used the offline updater for got all updates for fast-update new installed PC))

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Axiom
- Phanto

- Posts: 1471
- Joined: Tue Dec 24, 2013 2:23 pm
Postby Axiom » Sat Aug 30, 2014 5:02 pm
Ahah, I was able to replicated under my Windows XP virtualbox. I'll work on getting this fixed asap, thanks for reporting this
This was the output of the program at any rate if you're curious
Code: Select all Running in debug mode
Loaded Configuration: SMBX64 Successfully
Reading: E:\Users\Mike\Desktop\CrashMakers\npc-275.txt
height is 64
width is 48
gfxheight is 64
gfxwidth is 48
Unable to create animation: Input string was not in a correct format.
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Axiom
- Phanto

- Posts: 1471
- Joined: Tue Dec 24, 2013 2:23 pm
Postby Axiom » Sat Aug 30, 2014 5:59 pm
Alright, good news. I figured out that Windows XP has some crazy limitation that when opening files, it actually changes the what Environment.CurrentDirectory outputs.
For example, let's say that program is located at "C:\\smbx\\SMBX NPC Editor.exe". At the programs creation point, Environment.CurrentDirectory will return that. However, once we open a file, lets say the file is located at "C:\\npc-175.txt", the Environment.CurrentDirectory will return C:\\ instead of C:\\smbx\\ like it should. That's just how XP works and it's but a simple fix.
This is not an issue on Windows 7 and 8 and probably Vista too but I'll make the solution global just to be safe. What I should be doing is using the built in reflection libraries to return the location of the EXE and using Path.GetDirectory instead of using Environment.CurrentDirectory to be safe on all OS'es. Glad you caught this, this is already being fixed in the new one
[rimg] http://gyazo.com/8502c9f859ea0aa9d958b09efa21287e.png[/rimg]
I've updated the zip in the first post or if you want just the exe, you can download it here
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zernicalohd
- Swooper

- Posts: 62
- Joined: Mon Aug 18, 2014 1:37 pm
Postby zernicalohd » Mon Sep 01, 2014 12:17 am
Two icons ideas, i hope you like it.

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Axiom
- Phanto

- Posts: 1471
- Joined: Tue Dec 24, 2013 2:23 pm
Postby Axiom » Mon Sep 01, 2014 10:00 am
I like that first one a fair bit more than the second.
Oh and keep in mind, I completely forgot I could incorporate multiple icons for different sizes. So I could say use SnifitGuys' for the 64x64 or 128x128 and use yours for smaller ones. If that's the case both will get credits 
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Axiom
- Phanto

- Posts: 1471
- Joined: Tue Dec 24, 2013 2:23 pm
Postby Axiom » Mon Sep 01, 2014 2:36 pm
I like all of these so far
Here's a peek at what I've got done so far
[rimg] http://gyazo.com/5f9a917155d4849a38db67afd722782f.png[/rimg]
Initial UI. All of the value editors are seperate controls. EX: the gfx width label, spinner, and check box are all grouped together as one control. All I have to do is construct the event handlers to point to one void and it makes my life much much easier. Much better than how it was done before imo. Alot of this is actually internal stuff more than anything.
I couldn't get everything aligned PERFECTLY due to the way I have text scaling to work (hey, at least it'll use the native font on your system).
Also hey check this out
EDIT: CELEBRATING THE FACT I HIT 420 LINES OF CODE
The older Main class had 1994 lines of code, yeah just shows how much I've slimmed it down.
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SMBXRaptor
- Guest
Postby SMBXRaptor » Tue Sep 02, 2014 10:48 am
i think we dont need this , wohlstand already make best animator and npc editor
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