Super Basic Mario Editor

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aero
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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby aero » Wed Dec 03, 2014 10:24 pm

Wohlstand wrote:Don't forget about tracker music: IT, MOD, XM, etc.

Quick example:
http://engine.wohlnet.ru/docs/_files_fo ... a3_SNES.it

You can take and use this library: http://www.ambiera.com/irrklang/features.html

I used SDL2_mixer library for my project
Looks interesting to be honest. I'm using libZplay's SDK and it's not really that easy to manage, I'm not sure if irrklang will be of any significant benefit. Thanks for mentioning this though, if libZplay ever becomes more of a hassle than it needs to be then I'll definitely consider this more.

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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby MECHDRAGON777 » Thu Dec 11, 2014 9:45 pm

Do not know if it came up in the 70+ pages, but is this going to have the world map or add features to it?

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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby Julia Pseudo » Thu Dec 11, 2014 10:09 pm

This project is going to duplicate SMBX functionality, then add more features later. So yes, it will have the world map editor from SMBX with some new features included as well.

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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby John The White Yoshi » Fri Dec 12, 2014 4:52 pm

Pseudo-dino wrote:This project is going to duplicate SMBX functionality, then add more features later. So yes, it will have the world map editor from SMBX with some new features included as well.
So at this point, it's basically SMBX 1.4....?

I hope you fix the glitches with SMBX while you're at it, GhostHawk. Remember, if you jump and hit a ? block while it's moving (because of layers and events), you can die. Same if you stay on a moving layer that falls into and passes through the default layer.

Sorry if I'm geeking out here. :geek:

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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby Julia Pseudo » Fri Dec 12, 2014 9:27 pm

^
This engine is completely built from the ground up, so it shouldn't share bugs with SMBX at least in the same ways. You don't need to worry about stuff like that.

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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby aero » Fri Dec 12, 2014 11:32 pm

Pseudo-dino wrote:^
This engine is completely built from the ground up, so it shouldn't share bugs with SMBX at least in the same ways. You don't need to worry about stuff like that.
Exactly, it has its own bugs now! :mrgreen:

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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby Yoshibrothers » Sat Dec 13, 2014 12:00 pm

GhostHawk wrote:Exactly, it has its own bugs now! :mrgreen:
So now I can run into brand new bugs that will interfere with my gaming experience? What an amazing feature!

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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby ShadowStarX » Sat Dec 13, 2014 3:26 pm

Just some quick questions:
The new enemies will include all types of Hammer Bros. from SMB3? (hammer, fire, boomerang, sledge)
World map will have larger space to do things? (so can use more tiles)
Any new playable character? (like Wario or Samus Aran)

I hope it's no problem to ask it.

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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby Thundaga_T2 » Sat Dec 13, 2014 3:57 pm

Yoshibrothers wrote:
GhostHawk wrote:Exactly, it has its own bugs now! :mrgreen:
So now I can run into brand new bugs that will interfere with my gaming experience? What an amazing feature!
Its an inevitable part of developing games. Hopefully they can be found and dealt with.

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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby ShadowStarX » Sat Dec 13, 2014 4:01 pm

SnifitGuy wrote:
SMBX-fan wrote:Just some quick questions:
The new enemies will include all types of Hammer Bros. from SMB3? (hammer, fire, boomerang, sledge)
World map will have larger space to do things? (so can use more tiles)
Any new playable character? (like Wario or Samus Aran)

I hope it's no problem to ask it.
IDK. The 2nd request would make sense, but I wouldn't be so sure on the new playables. Maybe more NPCS, but I bet the variations of something like the hammer bro would go under advanced.
Those were askings, but i have a Yoshi idea:
Brown Yoshi:
He can walk on lava for 8 seconds. (to make him cold, he needs 20 seconds colding, so can't cheat with jump, however it can have a timer too so it can be useful on smaller lava pits or rising lava castles)

And i downloaded beta, it has to be slow when i test level or just my computer is weak?

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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby Thundaga_T2 » Sat Dec 13, 2014 7:08 pm

I wouldnt mind having new Yoshi colors and abilities myself, however if Podoboo's Shoe returns, then we already have a powerup mount that fulfills that purpose. Its still a nice idea though, and I wouldnt be against it. I'd actually like to see a Yoshi that can double jump, sort of like Toad can with the Tanooki powerup. Maybe it can be White.

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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby aero » Sat Dec 13, 2014 10:34 pm

Current ChangeLog of 1.0.1.2 coming December 25th:

1.0.1.2
* Made more improvements to animation performance.
* NPCs in the level window are now properly updated when opening different levels.
* Level Window now properly allows scrolling to saved level width and height.
* Fixed animation error when Mario walks to the left.
* Fixed some level background parallax issues.
* Converted level backgrounds to PNG format.
* Fixed some collision issues.
* Reopening object windows/settings now start from where you left off instead of the default tab.
* Audio files now use *.ogg format.
* Camera now snaps to Mario if placed outside the first screen.
* Optimized music selection code. Selection currently requires double-click.
+ Fill tool now functions properly. (WIP for complicated geometry)
+ Implemented use of 'Undo' button for fill tool.
+ Implemented use of 'Redo' button for fill tool.
+ Added Level Stats section to Debug window.
+ Implemented scrolling when moving in a level.
+ Implemented Grid view.

I'd like to mention my focus isn't on adding new content and advanced gameplay stuff like powerups and stuff yet. Well, powerups aren't "advanced" but you'd need a good engine before you can start that, which is what I'm doing at the moment. Before you crack an egg to make an omelet, you need to cook it on something basically.

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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby Thundaga_T2 » Sat Dec 13, 2014 11:23 pm

I was actually gonna say something like that before, that it was too early to really start thinking about new features. Dunno why I didnt say it lol. Nice to see progress as always.

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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby Lnik3500 » Tue Dec 23, 2014 4:53 pm

ok so while I was editing in The SMBX editor (The original) I was trying to build a Tetris game, I thought it would be cool little detail. In the events window, you can move layers but what if you can move your layer not by speed, but by block spaces per seconds? what do you think?

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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby Wohlstand » Tue Dec 23, 2014 5:05 pm

Lnik3500 wrote:ok so while I was editing in The SMBX editor (The original) I was trying to build a Tetris game, I thought it would be cool little detail. In the events window, you can move layers but what if you can move your layer not by speed, but by block spaces per seconds? what do you think?
In the SMBX this thing working already in "blocks per seconds":
"Speed" is a name of value but unit of measure already "blocks per seconds", just "1" is a 32 pixels per seconds just 1 block per second.

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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby TangledLion » Tue Dec 23, 2014 5:08 pm

Wohlstand wrote:
Lnik3500 wrote:ok so while I was editing in The SMBX editor (The original) I was trying to build a Tetris game, I thought it would be cool little detail. In the events window, you can move layers but what if you can move your layer not by speed, but by block spaces per seconds? what do you think?
In the SMBX this thing working already in "blocks per seconds":
"Speed" is a name of value but unit of measure already "blocks per seconds", just "1" is a 32 pixels per seconds just 1 block per second.
Suddenly timing layer movement just got a whole lot simpler for me...

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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby MECHDRAGON777 » Tue Dec 23, 2014 5:16 pm

Can you inplement co-op over internet

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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby Lnik3500 » Tue Dec 23, 2014 6:06 pm

Wohlstand wrote:
Lnik3500 wrote:ok so while I was editing in The SMBX editor (The original) I was trying to build a Tetris game, I thought it would be cool little detail. In the events window, you can move layers but what if you can move your layer not by speed, but by block spaces per seconds? what do you think?
In the SMBX this thing working already in "blocks per seconds":
"Speed" is a name of value but unit of measure already "blocks per seconds", just "1" is a 32 pixels per seconds just 1 block per second.
Sorry I wasn't saying it right I was meaning that for example in the tetris game, the blocks were moving 1 block space per seconds like a sort of teleportation I'm sorry I don't really know myself how to explain it... (I was having to make 1 layer for each movements of a tetrominos...)

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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby Thundaga_T2 » Tue Dec 23, 2014 8:17 pm

Lnik3500 wrote:
Wohlstand wrote:
Lnik3500 wrote:ok so while I was editing in The SMBX editor (The original) I was trying to build a Tetris game, I thought it would be cool little detail. In the events window, you can move layers but what if you can move your layer not by speed, but by block spaces per seconds? what do you think?
In the SMBX this thing working already in "blocks per seconds":
"Speed" is a name of value but unit of measure already "blocks per seconds", just "1" is a 32 pixels per seconds just 1 block per second.
Sorry I wasn't saying it right I was meaning that for example in the tetris game, the blocks were moving 1 block space per seconds like a sort of teleportation I'm sorry I don't really know myself how to explain it... (I was having to make 1 layer for each movements of a tetrominos...)
You could probably achieve a similar effect by messing with the layer movement speed, and having start and stop events trigger each other. If the layer movement speed is fast enough, it could probably give the appearance of moving instantly. Dunno what the upper limit is though. And you'd have to know the delay triggers at that speed, which would likely be a very small fraction of a second.

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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby Wohlstand » Wed Dec 24, 2014 5:59 am

SnifitGuy wrote:
Wohlstand wrote:
Lnik3500 wrote:ok so while I was editing in The SMBX editor (The original) I was trying to build a Tetris game, I thought it would be cool little detail. In the events window, you can move layers but what if you can move your layer not by speed, but by block spaces per seconds? what do you think?
In the SMBX this thing working already in "blocks per seconds":
"Speed" is a name of value but unit of measure already "blocks per seconds", just "1" is a 32 pixels per seconds just 1 block per second.
Actually it's not. I tested that exact same mechanic, and the blocks were off by a few pixels when I moved them down at a speed of "1" and stopped them after "1" second. It was off by a few pixels. I just tried it, and it happened to be off by around 1 pixel. Below the snapped block.
Oops, this made some wrong, and yea, I mistakes here, but formula is:
V = B * Q/t/f
V - target speed value,

Where B - constant, Size of one block, B=32
Where Q - Number of blocks
Where t - target time which layer should use to move necessary blocks distance
Where f - constant, frames per seconds in the SMBX, f=65.

I.e. layer's movement speed depends to frame rate.

Kevin, my co-developer, made a tiny and useful feature into the PGE Editor which helps to quickly calculate speed:

Image

Image

Image
You can make similar frature or convert before play level:
the value in Bps, but when you start game convert into the internal speed value by formula and play it


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