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DarkMatt
- Banned
- Posts: 1143
- Joined: Wed Feb 12, 2014 6:03 pm
Postby DarkMatt » Thu Nov 27, 2014 1:55 am
Here I am to give this editor another 50 blessings. With the amount of interesting improvements you're making to SMBX, I can't wait until we get to full fledged emulation.
Do you have any plans with PGW once you can replicate SMBX?
Also, I am here to talk about a bug. When loading a tileset in the Tileset Editor, custom graphics won't show. Like so:
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Veudekato
- Guest
Postby Veudekato » Thu Nov 27, 2014 5:40 am
DarkMatt wrote:
Do you have any plans with PGW once you can replicate SMBX?
In the future PlatGEnWohl will have all elements of smbx (NPCs blocks water etc)
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Squishy Rex
- Tellah

- Posts: 1986
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Postby Squishy Rex » Thu Nov 27, 2014 7:11 am
Veudekato wrote:DarkMatt wrote:
Do you have any plans with PGW once you can replicate SMBX?
In the future PlatGEnWohl will have all elements of smbx (NPCs blocks water etc)
Actually DarkMatt means, once SMBX has been fully replicated in PGE, will anything else be done with it.
Firstly and fore mostly will probably be SMBXtended. This won't be compatible with SMBX 1.3 due to the fact it will have new features (enemies, events etc.) among many other things.
After that, it will probably configs for making other games like LoZ, Metroid etc. Once SMBXtended is underway or even completed, the amount of flexibility this engine will have, should be more than enough to make many different game types. I believe an Angry Birds" styled game config was talked about. (I think I brought that topic up earlier this year).
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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 » Thu Nov 27, 2014 9:42 am
DarkMatt wrote:Here I am to give this editor another 50 blessings. With the amount of interesting improvements you're making to SMBX, I can't wait until we get to full fledged emulation.
This will be not an emulation, it's an alternate fully compatible implementation of SMBX  like Mono implementing Microsoft .NET Framework (you just can build original C# projects under Linux) like Wine implementing WinAPI on Linux (You can run almost any Windows application under Linux). And because SMBX no more developing, PGE completely will inherit and will continue progress further which was stopped in 2011'th year.
DarkMatt wrote:
Do you have any plans with PGW once you can replicate SMBX?
Squishi Rex answered on this question
DarkMatt wrote:
Also, I am here to talk about a bug. When loading a tileset in the Tileset Editor, custom graphics won't show. Like so:
This is not a bug:
You just opened creating of GLOBAL tilesets which will be stored into config/<name>/tilesets/ directory. If you wanna make tilesets for custom graphics, open the "Custom" tab of "Tileset itembox" and press "New Tileset": and custom GFX will be available. Also, this box will store tilesets into your level/world folder.
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Sednaiur
- Volcano Lotus

- Posts: 580
- Joined: Fri Dec 20, 2013 2:16 pm
Postby Sednaiur » Mon Dec 01, 2014 6:09 am
It is nice to know, that you are working hard on this (and the others too, of course), so hopefully it will be a sucsess in the future.
But I also have some suggestions too.
Here is something that I just found out:

Could you make it so, that one can place NPCs at slopes too (at the red marked ares on the pic), so one dosn't need to hide the default-layer and re-show it , after placing the NPC?
How it is now, it is complicated to do, in my opinion.
Also, when you place an NPC, where you put an event in junction with, and you change to another NPC, it still has the event junctioned, which led to several problems and extra work, in my past :-P.
Could you make it so, that the event switches back to "none" when you change it?
And one last one: When you select an BGO (or NPC), put it into a layer and then change it to an NPC (or from an NPC to a BGO), it still is in that layer. This dosn't applies for blocks, though.
Could you make it so, that the layer switches back to "default", whenever you change the type of item you have selected (changing from NPC to BGO, for example)?
This would save a bit of time (but it is already very nice, that you have changed the display-type of the layers above the selected object, so it stays there without disappearing after a short time, and also that you have made it bigger)
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Wohlstand
- Chargin' Chuck

- Posts: 2008
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Postby Wohlstand » Mon Dec 01, 2014 8:43 am
Sednaiur wrote:It is nice to know, that you are working hard on this (and the others too, of course), so hopefully it will be a sucsess in the future.
But I also have some suggestions too.
Here is something that I just found out:

Could you make it so, that one can place NPCs at slopes too (at the red marked ares on the pic), so one dosn't need to hide the default-layer and re-show it , after placing the NPC?
How it is now, it is complicated to do, in my opinion.
Here is a simple way to escape this limit:
Disable collisions in the view menu:
This will allow you to move items over each other without returning of them back. Here this gimmick will be need.
Place this NPC into free zone (just, over slope):
And move them down (collisions should be disabled):

..and voila
Sednaiur wrote:
Also, when you place an NPC, where you put an event in junction with, and you change to another NPC, it still has the event junctioned, which led to several problems and extra work, in my past  .
Could you make it so, that the event switches back to "none" when you change it?
And one last one: When you select an BGO (or NPC), put it into a layer and then change it to an NPC (or from an NPC to a BGO), it still is in that layer. This dosn't applies for blocks, though.
Could you make it so, that the layer switches back to "default", whenever you change the type of item you have selected (changing from NPC to BGO, for example)?
This would save a bit of time (but it is already very nice, that you have changed the display-type of the layers above the selected object, so it stays there without disappearing after a short time, and also that you have made it bigger)
Here I wasn't made reseting of layer to default when you picking up item to place, but I can make them optional.
but good idea: I will reset layer to default if:
1) changed item type
2) changed item ID
Layer Will not be reseted if you switching into square/flood/line filling modes, etc.
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luigi08
- Fighter Fly

- Posts: 32
- Joined: Wed Jul 30, 2014 3:13 pm
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Postby luigi08 » Mon Dec 01, 2014 7:06 pm
Hey Wohlstand, I downloaded your level editor, the editor of the Player hitbox and lunadll.
now you could explain what I have to do as if I had five years old?, please?
Because you told me that the ini file is useful with PGE.
(yes, i'm n00b)
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Wohlstand
- Chargin' Chuck

- Posts: 2008
- Joined: Tue Feb 11, 2014 4:44 pm
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Postby Wohlstand » Mon Dec 01, 2014 7:16 pm
luigi08 wrote:Hey Wohlstand, I downloaded your level editor, the editor of the Player hitbox and lunadll.
now you could explain what I have to do as if I had five years old?, please?
Because you told me that the ini file is useful with PGE.
(yes, i'm n00b)
I noticed about hitbox customizing, this feature is under construction AND for PGE, AND for LunaDLL.
What about PGE: now I'm working with engine part, and when I will implement playable character's animation, the hitboxes of frames will be defined by that INI-files mainly instead of hardcoring those values.
What about LunaDLL: We with Kevsoft researching more addresses and now we can redefine width and height values only without redefining offsets (you can't move image into center, for example, but you can make your character more fat or more high). Later will be implemented LunaLUA function loadHitBoxes() which will get available values from INI-file and will apply into SMBX.
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luigi08
- Fighter Fly

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Postby luigi08 » Mon Dec 01, 2014 7:29 pm
Wohlstand wrote:I noticed about hitbox customizing, this feature is under construction AND for PGE, AND for LunaDLL.
What about PGE: now I'm working with engine part, and when I will implement playable character's animation, the hitboxes of frames will be defined by that INI-files mainly instead of hardcoring those values.
What about LunaDLL: We with Kevsoft researching more addresses and now we can redefine width and height values only without redefining offsets (you can't move image into center, for example, but you can make your character more fat or more high). Later will be implemented LunaLUA function loadHitBoxes() which will get available values from INI-file and will apply into SMBX.
Mhhhmm, i get it.
Thanks!
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SilverDeoxys563
- Guest
Postby SilverDeoxys563 » Mon Dec 01, 2014 7:30 pm
luigi08 wrote:now you could explain what I have to do as if I had five years old?, please?
I want to make sure nobody actually thinks he's five. He was referencing this popular subreddit.
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luigi08
- Fighter Fly

- Posts: 32
- Joined: Wed Jul 30, 2014 3:13 pm
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Postby luigi08 » Mon Dec 01, 2014 8:22 pm
Yeah, that was a joke to myself.
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Lx Xzit
- Lakitu

- Posts: 472
- Joined: Mon Feb 03, 2014 2:12 pm
Postby Lx Xzit » Tue Dec 02, 2014 1:13 pm
Sorry for my stupid question, but how do I install the updates? Do I need overwrite all existing data except config package?
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Wohlstand
- Chargin' Chuck

- Posts: 2008
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Postby Wohlstand » Tue Dec 02, 2014 1:17 pm
DarkMecha wrote:Sorry for my stupid question, but how do I install the updates? Do I need overwrite all existing data except config package?
Yes, you understood correctly  When you download updated archive, overwrite exist data
Config packages updating separately by same method, but to quick update you can download "lite"/"base" updates which save lots of your time 
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Gameinsky
- Snifit

- Posts: 240
- Joined: Thu Dec 11, 2014 10:59 am
Postby Gameinsky » Thu Dec 11, 2014 7:18 pm
It's amazing that you are doing something like this to SMBX!
I have not experimented a lot with the editor yet, but I have a suggestion I doubt is implemented already:
Smart duplicator.
Let's say you have a common event used throughout the level, for example a one-use jump block that turns into a default "used" block.
This can be achieved very easily by using events, but you have to make a layer and an event every time you want to use this gimmick.
So what I'm going to suggest is that if you copy a group of blocks (one which triggers an event that affects a layer) the layer is duplicated with a different name, as well as an event that now links to that layer.
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Wohlstand
- Chargin' Chuck

- Posts: 2008
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Postby Wohlstand » Fri Dec 12, 2014 9:04 am
Gameinsky wrote:It's amazing that you are doing something like this to SMBX!
I have not experimented a lot with the editor yet, but I have a suggestion I doubt is implemented already:
Smart duplicator.
Let's say you have a common event used throughout the level, for example a one-use jump block that turns into a default "used" block.
This can be achieved very easily by using events, but you have to make a layer and an event every time you want to use this gimmick.
So what I'm going to suggest is that if you copy a group of blocks (one which triggers an event that affects a layer) the layer is duplicated with a different name, as well as an event that now links to that layer.
Hi, you gave me idea for wizards system:
they will make automatically some actions: add necessary hidden items, make necessary events by alone dialog-box, etc.
When I will implement block.txt, you will have able to REDEFINE block settings:
you can define target transformation after hit without any events and hitten items. This will work like ON/OFF blocks transforming into each other when you hit them. But this will work only with PGE Engine, because SMBX never support block.txt. But exception is chance of finding addresses of block's preferences which we can use to implement block.txt by LunaDLL.
Now I'm working with flip/rotating features which will flip/rotate group of selected items.
I will need to implement rotating table to correctly transform non-sizable slopes/floor/celling after rotation:
Resizable items changing their size after rotation operation:
I will publish next stable this week, but now all updates available in the laboratory
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Wohlstand
- Chargin' Chuck

- Posts: 2008
- Joined: Tue Feb 11, 2014 4:44 pm
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Postby Wohlstand » Sat Dec 13, 2014 1:13 pm
SnifitGuy wrote:Not to rush you or anything Wohlstand, but could you give an estimate on when the playable engine will be released with few to no errors?
I think, we need ~ one year to develop full featured game engine which have able to normally play games. But I think, we have chances make them faster.
Now we with Kevsoft working on some updates of editor and on this week I will publish new update
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h2643
- Reznor

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Postby h2643 » Sat Dec 13, 2014 1:16 pm
PGE Editor, while copying SMBX and adding new functions, took almost 1 year to develop and yet, Wohlstand and the team is still fixing the bugs which present there. I assume the PGE Engine developing will take more than 1 year, because it all started from scratch and it's a lot harder to make a new engine, but who knows...
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Wohlstand
- Chargin' Chuck

- Posts: 2008
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Postby Wohlstand » Wed Dec 17, 2014 8:27 pm
Sednaiur wrote:And one last one: When you select an BGO (or NPC), put it into a layer and then change it to an NPC (or from an NPC to a BGO), it still is in that layer. This dosn't applies for blocks, though.
Could you make it so, that the layer switches back to "default", whenever you change the type of item you have selected (changing from NPC to BGO, for example)?
This would save a bit of time (but it is already very nice, that you have changed the display-type of the layers above the selected object, so it stays there without disappearing after a short time, and also that you have made it bigger)
This annoying bug was fixed:
https://github.com/Wohlhabend-Networks/ ... 68582dfe38
Now when you pick-up item to place, layer will be reset to "Default" when:
- you selected item of another ID (goomba instead of koopa)
- you selected item to place of another type (BGO instead of NPC)
but when you switch line/rectangle/flood-fill modes, layer will not be reseted to default.
You can get update from laboratory. http://engine.wohlnet.ru/docs/_laboratory/
Also here I experimenting with rotating and flipping: to implement rotation tables which solving the rotation and flipping problem, I was implemented "Transform into" feature which will give possible transform ID's of any selected items (similar to "swap blocks" in the debugger, but this thing will work with selected items (blocks, BGO's, NPC's) and available by context menu). Later this feature will help to implement the "Find & Replace" thing which will be a better implementation of "swap blocks".
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Squishy Rex
- Tellah

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Postby Squishy Rex » Thu Dec 18, 2014 3:58 am
Oh I'm glad that bug has been fixed, it'll save time having to fumble with the Layers tab constantly. Also the dummy icons for broken graphics should be finished soon, I'm just having trouble on deciding what they'll look like so they don't blend in with working level elements and confuse users.
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smwmegafan3000
- Cheep-Cheep

- Posts: 11
- Joined: Sat Dec 28, 2013 1:42 pm
Postby smwmegafan3000 » Thu Dec 18, 2014 10:26 am
Hello Wohlstand,i don´t know how make this editor works and how place the ini files correctly,when i try to open a level appears a windows :Cannot open level fileC:/Users/x/Documents pge_editor_0.2.1.1_win32/foldername/test.lvl:
Object configurations are not loaded
Please Check that the config/SMBX directory exists and contains the *.INI files whit the object settings.
Really i´m a Noob if You can make a quick tutorial whit pics I will be very grateful,Thanks 
Sorry for my Bad English i Speak Spanish.
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