PGE thread [Archive 2015-07-31]

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Wohlstand
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Re: Alternate Editor for SMBX [Released!]

Postby Wohlstand » Fri Dec 26, 2014 6:45 pm

Sednaiur wrote: EDIT: How to use the counter correctly?
I first put some NPCs (all types of coins) in the counter, named it "Coin counter", but now only the "Coin counter" with a "0" in front shows up in the debugger, but nothing else.
Usage is simple: you need put any ID's of items which should be counted by this counter:
Image

With coins be careful: coins which included like "coin number" aren't counting. Counts only when those coins included like regular NPC (mushroom, goomba, etc...):
Image

EDIT: But I think, I will add into counter the rule which will check NPC-ID for default coin NPC-ID which will be counted even blocks have "coins" number instead of NPC-ID.

EDIT2: Done ;-)
https://github.com/Wohlhabend-Networks/ ... affd0d0c83
Image

Sednaiur wrote: Another EDIT: I found out, that one should only put one NPC into the list, or it dosn't count anything (don't worry, as I pressed "refresh"). I now put only the SMW blue con and it now works :-).
;-)

Also quick update:
https://github.com/Wohlhabend-Networks/ ... 63826cce51

This tiny update will give able place NPC's like in the SMBX without colliding with slopes:
Image

Squishy Rex
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Re: Alternate Editor for SMBX [Released!]

Postby Squishy Rex » Sun Dec 28, 2014 6:38 am

That's a nice update, it's a bunch of smaller issues that have been addressed, but it's good to see a debugger, especially one that is customizable, among other things.

On another note, I should have the custom UI buttons up-to-date soon too, I've been pretty sick of late, but they should be ready to go soon enough.

Sednaiur
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Re: Alternate Editor for SMBX [Released!]

Postby Sednaiur » Sun Dec 28, 2014 5:07 pm

Congratulations for that nice update. Finally we can place NPCs on slopes without the need of unchecking the "collisions" option :-)
Also thank you for the explanation and the quick fix of the counter.

But I also have three things to report:

(1) When you like to attach any kind of warp to a layer, you can only accomplish this by rightclicking onto the warp after placing it, to select it's layer in the "properties"-tab. It is not possible to directly attach it to a layer before you place it, like you can do with blocks, NPCs or BGOs. Could you make it so, that one can attach warps to a layer, like all other things?

(2) When you select an NPC from any list, give it an event in any trigger-condition and then place it, even if you switch to another tool, place some blocks, or whatever, when you select an NPC from any list again, it still have all the events attached to it's triggers, what can cause real extra work ^^. Maybe you can do it so, that any event trigger of an NPC get's reset do "none", when you change to any other tool, NPC, and such, since it would reduce these annoying problems with fixing events from placed NPCs.

(3) This one is a bit more difficult to describe, and I cannot really describe it accurately, but I try it anyways.
I was creating an event, named it, but then realized I will not need another event in the event-list (I guess it was one or two positions over the newly created event), so I deleted it. After that I liked to delete another event, but the event (It was on bottom of the event-list) couldn't be deleted for some reason. After selecting some other events, it could suddenly be deleted again. But after that, every NPC in the level had the same event (a randomly picked one) on all of it's free event-triggers ("activate", "talk", "death", "layer is empty") attached. Also all the events, that didn't have another event chained to them, also had the same randomly picked event attached to them (reaching from "Level - Start" over "P-switch Start" to the last event in the events-list).
I could be wrong about the moment this bug was triggered, but it occured around the time when I did the mentioned actions.

May this be of any help for you :-)

PROX
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Re: Alternate Editor for SMBX [Released!]

Postby PROX » Sun Dec 28, 2014 6:35 pm

there should be a video tutorial on how to use this

Wohlstand
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Re: Alternate Editor for SMBX [Released!]

Postby Wohlstand » Sun Dec 28, 2014 9:57 pm

PROX wrote:there should be a video tutorial on how to use this
Don't worry, before next release of editor I will write "Quick Start" page which will be an introducing tutorial for usage of PGE Editor which should be much useful for PGE newbies, and later I think, will be made and video tutorial too (If someone will make it, will be cool, because my accent is not good yet for right English speech... :? )
Sednaiur wrote:Congratulations for that nice update. Finally we can place NPCs on slopes without the need of unchecking the "collisions" option :-)
Also thank you for the explanation and the quick fix of the counter.
;)
Sednaiur wrote:(1) When you like to attach any kind of warp to a layer, you can only accomplish this by rightclicking onto the warp after placing it, to select it's layer in the "properties"-tab. It is not possible to directly attach it to a layer before you place it, like you can do with blocks, NPCs or BGOs. Could you make it so, that one can attach warps to a layer, like all other things?
Long time ago I forgot to make "Layer" field for warps and also forgot to hook layer switching when warp placing is now, but I wasn't fixed this thing yet. I will fix them ;)
Sednaiur wrote:(2) When you select an NPC from any list, give it an event in any trigger-condition and then place it, even if you switch to another tool, place some blocks, or whatever, when you select an NPC from any list again, it still have all the events attached to it's triggers, what can cause real extra work ^^. Maybe you can do it so, that any event trigger of an NPC get's reset do "none", when you change to any other tool, NPC, and such, since it would reduce these annoying problems with fixing events from placed NPCs.
I think, I will add option into "Editing" which will disable resets of event slots for placing mode of NPC's and Blocks to keep last used events slots for new placing NPC's and Blocks.
Sednaiur wrote:This one is a bit more difficult to describe, and I cannot really describe it accurately, but I try it anyways.
I was creating an event, named it, but then realized I will not need another event in the event-list (I guess it was one or two positions over the newly created event), so I deleted it. After that I liked to delete another event, but the event (It was on bottom of the event-list) couldn't be deleted for some reason. After selecting some other events, it could suddenly be deleted again. But after that, every NPC in the level had the same event (a randomly picked one) on all of it's free event-triggers ("activate", "talk", "death", "layer is empty") attached. Also all the events, that didn't have another event chained to them, also had the same randomly picked event attached to them (reaching from "Level - Start" over "P-switch Start" to the last event in the events-list).
I could be wrong about the moment this bug was triggered, but it occured around the time when I did the mentioned actions.
PGE Editor have interest thing which will save all connections between NPC's&blocks slots and layers&events:
- When you rename something event/layer (double-click to layer/event entry), all connected to them NPC's will have new, updated, name of than event/layer
- When you rename layer into layer which already exist, you will be noticed about merging of layers: you can abort renaming or continue and merge two layers.
- When you remove some layer or event, all connected triggers should be reseted to "none" or layer will be changed to "Default" (if layer was removed with keeping items, or member items will be removed too).

Also quick note: when you clicking to items, properties box will NOT load settings of clicked item. You should click right mousebutton and call "Properties" to see true properties of item. To fix this issue I will add hiding of properties box when you clicked to editing scene instead of "selection changed" thing (anyway, this doesn't giving RIGHT result :P).

Veudekato
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Re: Alternate Editor for SMBX [Released!]

Postby Veudekato » Mon Dec 29, 2014 2:46 am

New tutorial,someone ask this


PROX
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Re: Alternate Editor for SMBX [Released!]

Postby PROX » Mon Dec 29, 2014 3:59 am

ok thx for the vid tutorial, now how can I make use of other's gfx pack such as Sednaiur's GFX pack. How can I get it into the program?

Wohlstand
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Re: Alternate Editor for SMBX [Released!]

Postby Wohlstand » Mon Dec 29, 2014 4:33 am

PROX wrote:ok thx for the vid tutorial, now how can I make use of other's gfx pack such as Sednaiur's GFX pack. How can I get it into the program?
It's a simple:
put custom graphics WITH *.tileset.ini files which are a tilesets definitions and reload your level/world, your tilesets will be appear in the tileset item box.

Squishy Rex
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Re: Alternate Editor for SMBX [Released!]

Postby Squishy Rex » Mon Dec 29, 2014 5:24 am

Update for the Super Mario UI Theme
Includes:
- Dummy Icons for Broken Graphics
- Bookmark Button
- Tileset Box Button
- Removed the blurriness from the Debugger Icon

http://www.mediafire.com/download/h4xzb ... _Mario.zip

Custom Cursor Pack

If you use any of these please be aware that any larger than 32x32 pixels like the Chargin' Chuck experimental cursor does look a little weird when selecting objects.

Credits:
Squishy Rex
KrazyBlueMonkey
AwesomeZack
Nintendo
Redigit

http://www.mediafire.com/download/802vb ... ursors.zip

PROX
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Re: Alternate Editor for SMBX [Released!]

Postby PROX » Mon Dec 29, 2014 6:56 am

Wohlstand wrote:
PROX wrote:ok thx for the vid tutorial, now how can I make use of other's gfx pack such as Sednaiur's GFX pack. How can I get it into the program?
It's a simple:
put custom graphics WITH *.tileset.ini files which are a tilesets definitions and reload your level/world, your tilesets will be appear in the tileset item box.
so basically you have to put them in the level file just like SMBX?

Wohlstand
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Re: Alternate Editor for SMBX [Released!]

Postby Wohlstand » Mon Dec 29, 2014 7:10 am

PROX wrote:
Wohlstand wrote:
PROX wrote:ok thx for the vid tutorial, now how can I make use of other's gfx pack such as Sednaiur's GFX pack. How can I get it into the program?
It's a simple:
put custom graphics WITH *.tileset.ini files which are a tilesets definitions and reload your level/world, your tilesets will be appear in the tileset item box.
so basically you have to put them in the level file just like SMBX?
You understood right ;-)

Also little note:
http://engine.wohlnet.ru/pgewiki/Level_structure

Wohlstand
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Re: Alternate Editor for SMBX [Released!]

Postby Wohlstand » Wed Dec 31, 2014 11:10 pm

Two little updates of editor and it now have "Release Candidate" state:

Layer field for warps editing toolbox was added:
Image

Solved Layers & Events problem with properties toolbox:
- When you clicking layers in global list, selected layer will be displayed in the properties dialog too!
- Event slots will be reseted to "none" when you choosing another item to place, but you have able to fix them and when you will choice another item to place, fixed event slot will have same event which was set before:
Image

Anyway, PGE Editor 0.2.2-RC Available in the laboratory!
http://engine.wohlnet.ru/docs/_laboratory/

You also can use Online Installer:
http://engine.wohlnet.ru/forum/viewtopic.php?f=5&t=409

And....
............HAPPY NEW YEAR!

Squishy Rex
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Re: Alternate Editor for SMBX [Released!]

Postby Squishy Rex » Fri Jan 02, 2015 7:01 am

Super Mario UI Theme Update:
Update is for 0.2.2 build and later laboratory builds.

Update:
Includes:
- Fixed Black Arrow Selector Button
- Fixed World Item Box Globe Icons
- Edited new Properties Icon to fit with theme
- Minor graphical fixes

Screenshot:
Spoiler: show
Image
Screenshot Info:
Top Bar: Levels Icons
Second Bar: World Icons
Third: World Dummy Icons
Fourth: Level Dummy Icons

http://www.mediafire.com/download/h4xzb ... _Mario.zip

Wohlstand
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Re: Alternate Editor for SMBX [Released!]

Postby Wohlstand » Sat Jan 03, 2015 12:31 pm

While I preparing to publish new release, I have updated Wiki Page which have common information about editor's feature and basic usage hints.
http://engine.wohlnet.ru/pgewiki/PGE_Editor

Wohlstand
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New Update! (Editor 0.2.2-rc)

Postby Wohlstand » Sun Jan 04, 2015 12:38 pm

-> PGE Editor 0.2.2-rc
In this version fixed a lots of bugs and imperfections. Now you can work in the PGE Editor More convenient!

Main post was updated and reorganized! Updated available on the main post!

P.S. Before I will finish the "QuickStart" guide paragraph, you can read more understandable info on the Wiki page!

P.P.S. Unlike previous releases, everything was packed into united Installer! Now you have easier way to install PGE Editor!

Changelog 0.2.2
Spoiler: show
- Added "Ask every startup" flag into config manager
- Fixed window focus on switch into placing mode
- Fixed 'Trigger event' and 'Set moving layer' combo-boxes on switch into placing mode
- Fixed crash in protector for 'out of range' inside NPC animator
- Improved stars counter tool: now it counts accurate and everywhere
- Fixed "Add to new layer" not updated layer lists
- Added crash handlers which will display reason of editor crash
- Added basic interprocessing features
- Added smart custom data importing (when you drag&drop files or folders into the editing level file, they will be imported and level will restarted)
- Added flood filling tool
- Added able to use line tool for NPC's.
- Added auto-incrementing of special value (which a much useful for placing of, for example, firebars)
- Added "Don't show properties box" feature for placing mode
- Added position bookmarks. You can store current point into bookmark which give able to return back later
- Added internal tools
- All graphics issues prevented with implementing of alternate unmasking algorithm
- Easier way to fix lazily-made graphics added into [ Tools / Custom data / Fix wrong masks ]
- Added unused custom data removal tool into [ Tools / Custom data / Clear unused data ]
- Added Section modification features: Clone, Delete, Rotate left/right, Flip horizontal/vertical
- Added more edit actions: align selected, flip horizontal/vertical, rotate left/right
- Added basic scripts generation feature
- Organized structure of source code which making code more understandable, flexible and faster
- Added layar movement speed calculator which will help you calculate speed in blocks per seconds.
- More accurate SMBX file formats support: Now PGE can parse SMBX files of ANY version (from 0 to 64)
- Added saving of SMBX LVL and WLD formats with selecting of file format version (useful to edit old episodes which made by old SMBX'es with saving of compatibility with them)
- Added reading of SAV files which show game save statistics in the editor.
- Better resizer boxes, now they are movable and more flexible, added context menu to cut size by any side.
- Added custom counters which giving able to count any specific item ID's.
- Fixed placement of NPC's to the slopes
- Added animated splash screens system into the editor
- Fixed layers and event slots reset bug in the item properties dialog
Screenshots 0.2.2
Spoiler: show
Image

Image

Image

Image

Aviici
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Re: Alternate Editor for SMBX [Released!]

Postby Aviici » Tue Jan 06, 2015 2:08 pm

This alternatte editor is really great! (I was needing this two years in the past) I saw how it works, I'll try to install this ..

Enchlore
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Re: Alternate Editor for SMBX [Released!]

Postby Enchlore » Thu Jan 08, 2015 4:13 pm

Is the editor going to be separated from the main game? I think that would be interesting, because that would allow for someone to use PGE for a fully fledged new game altogether. A title screen editor for that purpose would be also great.

Wohlstand
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Re: Alternate Editor for SMBX [Released!]

Postby Wohlstand » Thu Jan 08, 2015 4:39 pm

Enchlore wrote:Is the editor going to be separated from the main game? I think that would be interesting, because that would allow for someone to use PGE for a fully fledged new game altogether. A title screen editor for that purpose would be also great.
Editor and Engine part (Main game) are parts of united PGE Project.
Answer to your question: Yes, Editor and Engine part will be in separated .exe/.elf/.app files. BUT, to run tests I was implemented experimental interprocess feature which will make communicating between editor and engine and with them will be able:
- Unlike SMBX, to do testing of level you don't need to save file into the disk, all data will be transfered into engine directly from editor!
And planned features:
- while test is going, you will have able to put/remove any items into going game like you did it in the SMBX;
- you will can send cheats to going game through editor's dev-console from "?" menu (It will be alone way to cheat, only while testing).
- (one of ideas) if you wish, all changes which you made with mouse in the engine, editor will accept: just will be able to implement a TRUE real-time editing: all changes while game in process (placing/removing blocks/items) will appear in the editor and you will have able to save your changes which you made while tested level!

When I will done development of engine part I will make package with Engine, Editor, SMBX Config Pack, SMBX's Episodes and it will be a PGE-based SMBX game which should continue SMBX's progress later. Anyway PGE can be freely used for creating of new other platform games.

Wohlstand
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Re: Alternate Editor for SMBX [Released!]

Postby Wohlstand » Fri Jan 09, 2015 6:59 am

Update of config packs

All config packs was updated:
  • Fixed wrong offset of SMW Goal Tape bug in all config packs
  • All .MP3 musics was replaced with .OGG stuff which giving less size with high quality.
When I replaced all my HQ MP3 musics with compressed OGG quality 3/10, I got almost same quality, but much less size!

Reduced sizes of FULL config packs after replacement of MP3's with OGG's:
  • SMBX 1.3 reduced from 246 -> 95 MB
  • SM Redrawn reduced from 254 -> 98 MB
  • Raocow's Talkhaus (A2MBXT) reduced from 198 -> 172 MB
* because it is update of global stuff, you will need to download "FULL" versions of config packs.

You can get new updates of config packs here:
http://engine.wohlnet.ru/config_packs.php
or here:
https://drive.google.com/open?id=0B3QNP ... authuser=0

* All updates already available if you will use "PGE Online Installer/Downloader"

Sednaiur
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Re: Alternate Editor for SMBX [Released!]

Postby Sednaiur » Sat Jan 10, 2015 8:48 pm

The new update is nice to get, and the fix of the warps attaching to layers is especially nice.
Also a very good new thing is the moving layer-speed calculator, and the function to place NPCs directly overlapping with blocks (could you do this for overlapping with other NPCs too?). That saves a bit of time while working and makes it more fun to use^^.
Thanks for the fine update onto your editor :-).

But some things are bugging me a bit. Everytime when I open a level, restart the PGE, or close a level and reopen it, PGE resets the window-mode to "tiled" which is very unconvenient to use, in my opinion.
So every time I open a level, I first need to switch the window mode to "cascade", then go to any section in the level that is unused (so it still has the 800x600 size), and there I need to click onto "go to section", to align the screen to the top-left corner of the section, and then resize the screen to 800x600 pixels, which is annoying for me to do everytime. Also the window size always resets when I switch the window mode from "cascade" to "windowed" and vice versa.
The reason I need to resize the window to 800x600 everytime is, that I need to know when an NPC gets onscreen in SMBX (to set a "activate"-event for example), when a part of the level gets visible that isn't meant to be visible from the location where the player is, to design the fill of tilesets according to the visible areas in SMBX, etc. so it is important for me to have it at 800x600 all the time.

So my question is, could you make it so that PGE remembers the window mode (like the previous version did) and also remembers the screensize it had before the level/PGE got closed (which also wasn't in the previous versions)? It would save much time over...well time, and would be more convenient this way ^^.
Also, could you make it so, that PGE remembers it's last screenstate (windowed mode or maximized mode), so it dosn't resets everytime it got closed?

And about the music playback, I still have a problem with it, since PGE just crashes when I try to playback MP3 files in it. I have read that the MP3 files should have 44100khz (PGE version 0.2 and higher), which all my MP3s have, so I do not understand why PGE crashes. Also the MP3s are 160kbps, and I don't think that should make any problem.
In SMBX all my MP3s are running fine, no matter what samplerate or kbps they have, so I guess PGE should be able to do so too, or that could be a problem for many people in the future, because PGE crashes when opening episodes from SMBX with it.

Hopefully this isn't too much, and sorry if some of the things are fixable by myself, but don't know really much about things like this.


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