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Lnik3500
- Guest
Postby Lnik3500 » Thu Dec 25, 2014 12:29 pm
Can't download it... Every time I reach 99% they say there was an error so it try again and again and again... (The first link)
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aero
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Postby aero » Thu Dec 25, 2014 4:00 pm
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Lnik3500
- Guest
Postby Lnik3500 » Sat Dec 27, 2014 9:41 am
Doesn't work either. Everytime I execute the program, they say: Unhandled exception has occurred in your application... why is it doing it? (It's only your application that does this, everything else is alright)
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aero
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Postby aero » Sat Dec 27, 2014 10:38 am
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Lnik3500
- Guest
Postby Lnik3500 » Sat Dec 27, 2014 1:52 pm
Ok, now it's the backgrounds... when I click one, they say they can't find the directory for example: (X / Programs / content / graphics / background2) but my stuff is at the right place so why?
also, when I go to test the level, the camera is all glitchy...
sorry for all the trouble....
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Wohlstand
- Chargin' Chuck

- Posts: 2008
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Postby Wohlstand » Sat Dec 27, 2014 2:43 pm
Lnik3500 wrote:Ok, now it's the backgrounds... when I click one, they say they can't find the directory for example: (X / Programs / content / graphics / background2) but my stuff is at the right place so why?
also, when I go to test the level, the camera is all glitchy...
sorry for all the trouble....
This buggy build requires the C:\VSMBX directory to extract anything 
I think, really need use autodetection of application path on startup and when append them with string merging:
ApplicationPath+"graphics/background"
Little solution is here:
http://stackoverflow.com/questions/2956 ... pplication
P.S> NEVER use absolute paths in the files! This will cause lots misses of musics. You should get path to file and grab directory path to than file. If you wanna use stuff musics, use the filenames without paths and use your "ApplicationPath" to build target path: ApplicationPath+"music/"+MusicFileName
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aero
- Palom

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Postby aero » Sat Dec 27, 2014 8:50 pm
Lnik3500 wrote:Ok, now it's the backgrounds... when I click one, they say they can't find the directory for example: (X / Programs / content / graphics / background2) but my stuff is at the right place so why?
also, when I go to test the level, the camera is all glitchy...
sorry for all the trouble....
The .exe needs to be in the same directory as the location of the backgrounds and other content in the "content" folder.
This is how it should look:
For the camera, it's the first implementation so it's bound to be glitchy. What specifically is wrong?
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Lnik3500
- Guest
Postby Lnik3500 » Sat Dec 27, 2014 9:57 pm
GhostHawk wrote:Lnik3500 wrote:Ok, now it's the backgrounds... when I click one, they say they can't find the directory for example: (X / Programs / content / graphics / background2) but my stuff is at the right place so why?
also, when I go to test the level, the camera is all glitchy...
sorry for all the trouble....
The .exe needs to be in the same directory as the location of the backgrounds and other content in the "content" folder.
This is how it should look:
For the camera, it's the first implementation so it's bound to be glitchy. What specifically is wrong?
my content folder is exactly like that yet they say that they can't find my backgrounds...
and for the camera problem I think it's just because of my screen resolution... Could implement the screen resolution system like SMBX...
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aero
- Palom

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- Joined: Fri Mar 28, 2014 2:51 pm
Postby aero » Sat Dec 27, 2014 10:37 pm
Oh, I think I found the problem. The images got mixed up, and are in the wrong format. Replace the backgrounds with these and you should be good to go.
Images in the right format: https://mega.co.nz/#!ccsnjIwY!ipzapi-B5 ... ZfYbWR8HF8
I'll be making a tool that automatically converts SMBX content to be usable with VSMBX to avoid stuff like this. Thanks for telling me about this.
Bug fixes are coming by the 9th or 10th hopefully. Please report any and all issues you're having.
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aero
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Postby aero » Wed Jan 07, 2015 5:45 pm
Double posting to announce that I need new beta testers. PM if interested.
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aero
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Postby aero » Fri Jan 23, 2015 12:01 am
VSMBX Beta 1.3.0.1
Editor Download: https://mega.co.nz/#!kck0GYAD!u078z4Dk8 ... xxDwUSTXy0
Source Download: https://mega.co.nz/#!IMFjWCwS!eviSYKJPn ... 8IRGP2jqLk
[1]You will need Visual Basic 2010 or above to access and modify the source code. Resources can be found here.
[2]To prevent further errors, libZPlay will be included with all downloads from here on.
1.0.1.3
* Fixed debug prompt that showed up when loading a level.
* Fixed collision to prevent walking out of the level.
* Object preview at mouse now properly draws at the mouse when testing levels.
* Fixed camera jitter with single screen levels.
* Camera now moves all the way to the right of a level.
* HUD now adjusts to screen size.
* Increasing the level window size beyond the level size is no longer possible.
* Camera properly tracks player movement along Y axis.
* Added player debug view in the Debug window.
* Testing ends when the player falls in a pit.
sorry about the typo in the actual changelog
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Wohlstand
- Chargin' Chuck

- Posts: 2008
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Contact:
Postby Wohlstand » Fri Jan 23, 2015 12:38 am
I think, you should add a magic number into files:
Code: Select all Try
sw = New StreamWriter(SavePath, False)
sw.WriteLine(2) ' <--- Version code
sw.WriteLine(Level.Music)
sw.WriteLine(Level.BGid)
sw.WriteLine(Level.LevelW)
sw.WriteLine(Level.LevelH)
It is much important, because without it you will have no able to open old files with newer version when you added new parameters into files:
Code: Select all Dim sr As New StreamReader(fs)
Dim versionCode as Integer(0) '<-- Define magic number code
versionCode = sr.ReadLine() '<--- Read first line
Level.Music = sr.ReadLine()
Level.BGid = sr.ReadLine()
IF versionCode >= 2 then
Level.SomeNewValue = sr.ReadLine() '<-- This value wasn't in previous version, if file saved by old version, skip it
End If
LevelSettings.PlayM.StopPlayback()
Level.Song = "custom"
LevelSettings.SetLevelMusic()
You should increase your magic number in save dialog when you adding a new parameters and you should skip values which wasn't supported in older versions.
Also you have able to use markers for each parameter. This thing will give you able to don't save some parameters into file which will reduce size of them. Also markers (tags) giving you able to associate fields with internal values. Unknown tags can be skiped (file is independent to version of software). BUT it's a hard way to imlement it.: I have an implemented PGE-X file format which flexible and universal, it uses for LVLX/WLDX/.meta files. I made a big effort to implement it: writer is simple, but reader having a lot's of parsers and protectors to prevent opening of wrong file. Anyway I wish to make .NET library (bunch of both C# and VB.NET codes which providing functions and containers for SMBX and PGE file formats) and you can use it to implement support of read/write SMBX-compatible files and my LVXL/WLDX formats. Now I have absolute support of SMBX LVL/WLD file format because we with Kevin was disassembled SMBX and got hidden conditions which we was used to fix our.
Usage will be simple:
Code: Select all Dim loadedData as FileFormats.LevelData ' Define level data container which inside library
loadedData = FileFormats.ReadSMBX64LvlFile(sr.ReadAll(), FilePath); 'read whole filedata and put it as argument of reading function. Will be parsed SMBX Level file. Filepath value is dummy here, here it only spliting and saving into structure where you can get custom level folder name and also you can get direct path of level folder from loadedData.path variable.
IF loadedData.ReadFileValid is false then
Exit Function ' If file format is invalid, you SHOULD abort read function BEFORE you will clear your current arrays
EndSub
' If file was successfully parsed, you can clear your arrays and put gotten data
' LevelData struct collecting header values and arrays of items: https://github.com/Wohlhabend-Networks/PlatGEnWohl/blob/master/Editor/file_formats/lvl_filedata.h#L253
' You can get necessary data from it and put them into your internal arrays
If you wish to write, you should copy your current data into new LevelData structure (don't forget to initialize it with FileFormats.dummyLvlDataArray()), after you can generate RAW data with FileFormats.WriteSMBX64LvlFile(preparedToWriteData); This function will return string value which have whole file data which you can write target file into file by alone call of writing function.
With LVLX fils are same thing: you have necessary tu use ReadExtendedLvlFile() and WriteExtendedLvlFile()
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aero
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Postby aero » Wed Jan 28, 2015 7:13 am
I'm not doing anything with file and editor version checking until I'm able to get a host for live updates.
Anyways in 1.0.1.4 look out for power-ups, more playable characters, and some moar bug fixes. I plan on having the beginning stages of object interactivity being done by the end of February. I'm still removing redundant and old code and trying to improve what I have, so new stuff will be slow until the foundation of the game engine is improved.
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ShadowStarX
- Bronze Yoshi Egg

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Postby ShadowStarX » Wed Jan 28, 2015 3:59 pm
New powerups going to be awesome i think, but a Q:
Is that a problem just for me if the game lags hard (goes with 15-20 FPS) or it is for everyone? (sorry if already asked and thx if answer)
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aero
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Postby aero » Wed Jan 28, 2015 6:34 pm
SMBX-fan wrote:New powerups going to be awesome i think, but a Q:
Is that a problem just for me if the game lags hard (goes with 15-20 FPS) or it is for everyone? (sorry if already asked and thx if answer)
Post your specs. I worked awhile to maximize performance.
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Wohlstand
- Chargin' Chuck

- Posts: 2008
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Contact:
Postby Wohlstand » Wed Jan 28, 2015 8:54 pm
SnifitGuy wrote:GhostHawk wrote:SMBX-fan wrote:New powerups going to be awesome i think, but a Q:
Is that a problem just for me if the game lags hard (goes with 15-20 FPS) or it is for everyone? (sorry if already asked and thx if answer)
Post your specs. I worked awhile to maximize performance.
I'm not sure specs should really matter all that much with something as basic as VSMBX. As far as I know, it should work fine even on an i3 core.
Better target CPU is a Pentium III (800 Hz) or IV (1.5~2.4 GHz) because is not require so much performance for simple 2D graphics of this game.
If game will NOT work with those CPU's or will work slow: optimization and better methods are required. You should use OpenGL or DirectDraw to render your graphics. With them you will have more CPU time for game logic and physics.
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ShadowStarX
- Bronze Yoshi Egg

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Postby ShadowStarX » Thu Jan 29, 2015 11:04 am
I know it was already mention but when the real non-beta version 1.0 come out, can i be a level designer of the first just VSMBX-compatibile episode? I would suggest these worlds:
1: Sunshine Steppes - Grassland
2: Droughty Dunes - Desert
3: Soda Sea - Beach
4: Woodland Mountain - Forest+Mountain
5: Frosty Tundra - Ice
6: Floating Islands - Sky
7: Lethal Lava Lair - Volcano
Bonus: Legendary Galaxies - Space
If this seems an okay idea, i would take entire Woodland Mountain & 2 levels from each other worlds. (except legendary galaxies)
Sorry if it's not a good idea and seems spam.
EDIT: i don't know is it already suggested but i'd like to see Samus Aran, Wario and Waluigi as playables. (ofc after the original smbx features added)
Samus: Luigi's jump height and Peach's acceleration
Standard (no powerup): Shoots in 4 block range
Mushroomed: Unlimited range but can't shoot through walls (so long range beam)
Fire flower: Wave beam (can go though walls)
Ice flower: Ice beam (same with long range beam but freeze, 2nd shoot kills the enemy)
Leaf: Allowing double jump and the beam can kill 2 enemies/break 2 bricks at once.
Tanooki Suit: Leaf power+Statue
Hammer Suit: Rockets (these can kill everything what hammer suit can and explodes like Peach's bombs without hurting herself)
Can't ride boot or Yoshi.
Wario:
- Same acceleration with Peach
- Normal jump height
- Spin jump
- Can punch (it replaces the tail attack with leaf or tanooki too), if you have a fire or ice flower or hammer suit, you can punch just with alt. attack
- Double jump with leaf or tanooki
- Can't ride Yoshi
Waluigi:
- Mario's acceleration
- Luigi's Jump height
- Can't ride Yoshi
- Falls as slow as Luigi
- Spin jump
- Worse slow down with leaf when fall
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aero
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Postby aero » Sun Feb 01, 2015 5:40 am
SMBX-fan wrote:I know it was already mention but when the real non-beta version 1.0 come out, can i be a level designer of the first just VSMBX-compatibile episode? I would suggest these worlds:
1: Sunshine Steppes - Grassland
2: Droughty Dunes - Desert
3: Soda Sea - Beach
4: Woodland Mountain - Forest+Mountain
5: Frosty Tundra - Ice
6: Floating Islands - Sky
7: Lethal Lava Lair - Volcano
Bonus: Legendary Galaxies - Space
If this seems an okay idea, i would take entire Woodland Mountain & 2 levels from each other worlds. (except legendary galaxies)
Sorry if it's not a good idea and seems spam.
It's way too early for me to say what's going to happen with the first VSMBX episode.
SMBX-fan wrote:EDIT: i don't know is it already suggested but i'd like to see Samus Aran, Wario and Waluigi as playables. (ofc after the original smbx features added)
Samus: Luigi's jump height and Peach's acceleration
Standard (no powerup): Shoots in 4 block range
Mushroomed: Unlimited range but can't shoot through walls (so long range beam)
Fire flower: Wave beam (can go though walls)
Ice flower: Ice beam (same with long range beam but freeze, 2nd shoot kills the enemy)
Leaf: Allowing double jump and the beam can kill 2 enemies/break 2 bricks at once.
Tanooki Suit: Leaf power+Statue
Hammer Suit: Rockets (these can kill everything what hammer suit can and explodes like Peach's bombs without hurting herself)
Can't ride boot or Yoshi.
Wario:
- Same acceleration with Peach
- Normal jump height
- Spin jump
- Can punch (it replaces the tail attack with leaf or tanooki too), if you have a fire or ice flower or hammer suit, you can punch just with alt. attack
- Double jump with leaf or tanooki
- Can't ride Yoshi
Waluigi:
- Mario's acceleration
- Luigi's Jump height
- Can't ride Yoshi
- Falls as slow as Luigi
- Spin jump
- Worse slow down with leaf when fall
Keep in mind VSMBX will be customizable, and creating characters like Samus, Wario and Waluigi should be easy to do on your own for your own episodes. I really hope I can get it to where it's as easy as making custom NPCs for SMBX. If there is a really high demand, then I'll consider adding new characters.
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ShadowStarX
- Bronze Yoshi Egg

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Postby ShadowStarX » Sun Feb 01, 2015 6:16 am
GhostHawk wrote:SMBX-fan wrote:EDIT: i don't know is it already suggested but i'd like to see Samus Aran, Wario and Waluigi as playables. (ofc after the original smbx features added)
Samus: Luigi's jump height and Peach's acceleration
Standard (no powerup): Shoots in 4 block range
Mushroomed: Unlimited range but can't shoot through walls (so long range beam)
Fire flower: Wave beam (can go though walls)
Ice flower: Ice beam (same with long range beam but freeze, 2nd shoot kills the enemy)
Leaf: Allowing double jump and the beam can kill 2 enemies/break 2 bricks at once.
Tanooki Suit: Leaf power+Statue
Hammer Suit: Rockets (these can kill everything what hammer suit can and explodes like Peach's bombs without hurting herself)
Can't ride boot or Yoshi.
Wario:
- Same acceleration with Peach
- Normal jump height
- Spin jump
- Can punch (it replaces the tail attack with leaf or tanooki too), if you have a fire or ice flower or hammer suit, you can punch just with alt. attack
- Double jump with leaf or tanooki
- Can't ride Yoshi
Waluigi:
- Mario's acceleration
- Luigi's Jump height
- Can't ride Yoshi
- Falls as slow as Luigi
- Spin jump
- Worse slow down with leaf when fall
Keep in mind VSMBX will be customizable, and creating characters like Samus, Wario and Waluigi should be easy to do on your own for your own episodes. I really hope I can get it to where it's as easy as making custom NPCs for SMBX. If there is a really high demand, then I'll consider adding new characters.
By adding new characters should I need to replace the already existing ones? Wario and Waluigi doesn't seem that hard to create (except the punch for Wario) but Samus is very different from other characters like Link. (true Samus would be very OP on "low-amount of powerup" levels) I still say adding new features enough after the SMBX's features already added and for the first version i don't really want very much new things except the already existing ones+very some (like 3-4) new enemies. (every1 knows when you build a house, at first you have to build the bedrock)
However i forgot to say, you're awesome GhostHawk and I hope it will be more famous than SMBX after it releases. (meant for the full version 1.0)
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