Topics that have reached 100 pages.
Moderator: Userbase Moderators
|
|
|
|
-
Enchlore
- Spike

- Posts: 272
- Joined: Thu May 08, 2014 3:40 pm
Postby Enchlore » Sat Jan 10, 2015 8:57 pm
Are the laboratory builds supposed to be missing the components needed for the test function? Whenever I try to test a level, I get an error message saying that the engine is missing. Is this because it's not in a very presentable state yet?
Also, how do you plan on implementing player sprites to be compatible with SMBX? Although it would be nice to accept custom playables from an old SMBX episode, the way playables are organized could use some serious polishing.
|
|
|
|
|
|
|
|
|
-
Wind
- Chain Chomp

- Posts: 315
- Joined: Fri Dec 20, 2013 12:38 pm
Postby Wind » Sun Jan 11, 2015 2:16 am
Enchlore wrote:Are the laboratory builds supposed to be missing the components needed for the test function? Whenever I try to test a level, I get an error message saying that the engine is missing. Is this because it's not in a very presentable state yet?
The engine is available as a separate download, and must be put in the same folder as the editor.
|
|
|
|
|
|
|
|
|
-
Wohlstand
- Chargin' Chuck

- Posts: 2008
- Joined: Tue Feb 11, 2014 4:44 pm
- Flair: [ˈvoːlˌʃtant], 狐エンジニア
- Pronouns: he/him
-
Contact:
Postby Wohlstand » Sun Jan 11, 2015 6:14 am
Sednaiur wrote: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.
Hey, "cascade" and "Tiles" are NOT window modes, there are aligning actions which align your sub-windows (and forcedly switch to sub-window mode if not switched). There are two modes: tabs or sub-windows:
1) Tabs view: tabs always maximased, to switch between difference files use convenient tabs in the top of working space
2) sub-window mode have a 800x600 sized windows, to enable this mode you should click the "Sub-Window" button instead of "cascade" or "tiles", those options forcedly wrongly resizing your windows to small. I will modify them and will resize windows to 800x600 (this will work for cascade action, tiled mode will tile your opened windows independent to size of them).
Crash because SDL2_mixer (or even libMAD decoder of MP3 format) but no because PGE, I found bug when I try to play MP3 with 11025 hz, it crash library when you try to play another track after this and application which using it crashes too. There is no problems with .OGG, .FLAC and .WAV sounds (M.b. bug of libMAD?). I was reported to developer of library and when they are fix it, I will rebuild it from sources and you simply need to replace buggy library with fixed.
P.S. I just got this tester which using the libMAD libary to decode MP3's, I tried to play with:
directly (11024 and 48000), with real-time resampling into 44100 - result - PERFECT
http://members.home.nl/w.speek/mad_frontend.htm (this thing including madplay tool which internally decode MP3's, "MAD frontent" for them)
Anyway I will should check and rebuild the newer MAD library which have a new version and I need to fix bugs in the SDL
Enchlore wrote:
Also, how do you plan on implementing player sprites to be compatible with SMBX? Although it would be nice to accept custom playables from an old SMBX episode, the way playables are organized could use some serious polishing.
Exactly yes! this is a part of SMBX64 standard and should be implemented. By anyway I made calibration tool which you can use for SMBX to fit frames to SMBX's hitboxes or you can configure new hitboxes for new config packs for PGE which will not be compatible with it. Compatibility way - is following to SMBX64 standard in the config pack.
Last edited by Wohlstand on Sun Jan 11, 2015 6:51 am, edited 1 time in total.
|
|
|
|
|
|
|
|
|
-
Sednaiur
- Volcano Lotus

- Posts: 580
- Joined: Fri Dec 20, 2013 2:16 pm
Postby Sednaiur » Sun Jan 11, 2015 6:50 am
Wohlstand wrote:Hey, "cascade" and "Tiles" are NOT window modes, there are aligning actions which align your sub-windows (and forcedly switch to sub-window mode if not switched).
But they are listed under "Window" in PGE, so I thought they are window modes. But thanks for letting me know ^^.
Wohlstand wrote:2) sub-window mode have a 800x600 sized windows, to enable this mode you should click the "Sub-Window" button instead of "cascade" or "tiles", those options forcedly wrongly resizing your windows to small.
When I open a level in PGE, it looks like this:
This way I cannot see what will be on screen in SMBX. Also this is already "Sub Windows" mode in PGE, since it is on "Sub Windows" from the start (at least it has the "check"-sign next to it).
After I have clicked again the "Sub Windows" button, it switched to this sight (even if it already was on "Sub Windows" from the start, according to the "check"-sign):
Now it looks similar to "cascade" but just with a bigger startview of the window. But it still is not 800x600 but more like 550x760 (according to the snapshot-tool), so I still need to resize it.
So after I have resized the window the way I have described in my previous post, the view is like this:
As you can see, now the top and bottom boarders are now fully visible instead of cutoff (the shown section is 800x600 pixels tall). Hopefully I described it better this time.
Wohlstand wrote:Crash because SDL2_mixer (or even libMAD decoder of MP3 format) but no because PGE, I found bug when I try to play MP3 with 11025 hz, it crash library when you try to play another track after this and application which using it crashes too. There is no problems with .OGG, .FLAC and .WAV sounds (M.b. bug of libMAD?). I was reported to developer of library and when they are fix it, I will rebuild it from sources and you simply need to replace buggy library with fixed.
I think I understand. Until that happens, I will just use SMBX for the music-part then.
|
|
|
|
|
|
|
|
|
-
Wohlstand
- Chargin' Chuck

- Posts: 2008
- Joined: Tue Feb 11, 2014 4:44 pm
- Flair: [ˈvoːlˌʃtant], 狐エンジニア
- Pronouns: he/him
-
Contact:
Postby Wohlstand » Sun Jan 11, 2015 7:02 am
Sednaiur wrote:But they are listed under "Window" in PGE, so I thought they are window modes. But thanks for letting me know ^^.
Wohlstand wrote:2) sub-window mode have a 800x600 sized windows, to enable this mode you should click the "Sub-Window" button instead of "cascade" or "tiles", those options forcedly wrongly resizing your windows to small.
When I open a level in PGE, it looks like this:
This is a TAB view mode. By anyway you can switch into "Sub-windows" mode before you will try to open level
Sednaiur wrote:When I open a level in PGE, it looks like this:
Spoiler: show
This way I cannot see what will be on screen in SMBX. Also this is already "Sub Windows" mode in PGE, since it is on "Sub Windows" from the start (at least it has the "check"-sign next to it).
After I have clicked again the "Sub Windows" button, it switched to this sight (even if it already was on "Sub Windows" from the start, according to the "check"-sign):
Spoiler: show
Now it looks similar to "cascade" but just with a bigger startview of the window. But it still is not 800x600 but more like 550x760 (according to the snapshot-tool), so I still need to resize it.
So after I have resized the window the way I have described in my previous post, the view is like this:
Spoiler: show
As you can see, now the top and bottom boarders are now fully visible instead of cutoff (the shown section is 800x600 pixels tall). Hopefully I described it better this time.
Oh, this is a size of window box, but not viewport inside them 
By anyway I will fix unsaved "sub-window" mode state and will set resizing to more larger size to take 800x600 size of viewport.
EDIT: I just fixed it!:
https://github.com/Wohlhabend-Networks/ ... 80417cfe06
now when you switched into "sub-windows" mode, this mode will be remembered before you will switch tab-view back. Also I made force resizing for "cascade" button, all window sizes will be forcedly resized to 860x680 (to keep viewport 800x600). Updated version available trough online installer (also, please re-download them because I already fixed some bugs in it) and in the laboratory.
Sednaiur wrote: Wohlstand wrote:Crash because SDL2_mixer (or even libMAD decoder of MP3 format) but no because PGE, I found bug when I try to play MP3 with 11025 hz, it crash library when you try to play another track after this and application which using it crashes too. There is no problems with .OGG, .FLAC and .WAV sounds (M.b. bug of libMAD?). I was reported to developer of library and when they are fix it, I will rebuild it from sources and you simply need to replace buggy library with fixed.
I think I understand. Until that happens, I will just use SMBX for the music-part then.
By anyway please send me than musics which causing crash, I should check why this happened. My tip is try to re-encode your musics into MP3-320 with 44100 Hz and 16-bit. When I will fix SDL, I will pack fixed version into archive.
|
|
|
|
|
|
|
|
|
-
HunnyBon
- Hoopster

- Posts: 45
- Joined: Tue Dec 30, 2014 8:51 am
- Flair: Y'ever just jhdsfhdsjkh
Postby HunnyBon » Sun Jan 11, 2015 8:50 am
I swear, this editor gets better and better every single update! Will there be some sort of Lunadll editor planned for it? If so would it have a reference, or would you be on your own for finding commands?
|
|
|
|
|
|
|
|
|
-
Wohlstand
- Chargin' Chuck

- Posts: 2008
- Joined: Tue Feb 11, 2014 4:44 pm
- Flair: [ˈvoːlˌʃtant], 狐エンジニア
- Pronouns: he/him
-
Contact:
Postby Wohlstand » Sun Jan 11, 2015 8:58 am
Sirmentio wrote:I swear, this editor gets better and better every single update! Will there be some sort of Lunadll editor planned for it? If so would it have a reference, or would you be on your own for finding commands?
You can found inside "script" menu the "additional settings" feature which will give you more user-friendly configurator which giving you some settings which compilable into LunaLUA/Autocode of LunaDLL. This feature is under construction, but you always can edit your "lunadll_settings.ini" inside each config pack to add more features, but now working memory commands only. By anyway we working to make more flexible feature for editing of LunaDLL scripts.
PGE Engine will have together with "SMBX Classic Events" new events system: "actions list" styled which will make events more flexible and more controllable (this will give list only actions which you using unlike classic events with lots of control elements. You will add into list necessary action. This will give able even add delay between them, conditions, and even loops which can be paused/resumed/aborted from another event).
|
|
|
|
|
|
|
|
|
-
BBQTurkeyzZ
- Guest
Postby BBQTurkeyzZ » Sun Jan 11, 2015 9:09 am
How do you edit section boundaries?
|
|
|
|
|
|
|
|
|
-
Wohlstand
- Chargin' Chuck

- Posts: 2008
- Joined: Tue Feb 11, 2014 4:44 pm
- Flair: [ˈvoːlˌʃtant], 狐エンジニア
- Pronouns: he/him
-
Contact:
Postby Wohlstand » Sun Jan 11, 2015 9:15 am
BBQTurkeyzZ wrote:How do you edit section boundaries?
You need to open section properties box (toolbar icon or "View -> Section Settings" menu) and click "Resize". This will enable a special interactive resizing mode: drag borders of green rectangle to set up of new size. Use context menu to crop large parts of resizing box. Also you can use mouse wheel to scroll faster (Stift - speed-up of scroll, Ctrl - scroll horizontal). When you done resizing, press Enter key, "green check" button on toolbar or "apply" button in the section settings box. You can reject resizing with "Esc" key or "Cancel" button. This action can be undone with history.
|
|
|
|
|
|
|
|
|
-
BBQTurkeyzZ
- Guest
Postby BBQTurkeyzZ » Sun Jan 11, 2015 9:22 am
Thanks. This editor is brilliant, by the way. ^^
|
|
|
|
|
|
|
|
|
-
Wohlstand
- Chargin' Chuck

- Posts: 2008
- Joined: Tue Feb 11, 2014 4:44 pm
- Flair: [ˈvoːlˌʃtant], 狐エンジニア
- Pronouns: he/him
-
Contact:
Postby Wohlstand » Tue Jan 20, 2015 8:19 am
Minor GUI things in the editor:
(Thanks to Kevsoft for info about QtWinExtras!)
There are Windows Specific design things which will work only on Windows 7 (on Windows 8 glass effect disabled by default but you have able to enable it back):
On other platforms like Linux or Mac OS X will be another things
Updated configuration selection dialog:
Now we have able to define description for each config pack, but don't worry, description thing is independent from glass effects of Windows 7

with it I just got idea for launcher dialog where instead of annoncments page will be game selection menu in the engine where you can play games of difference configuration packs.
Glass about dialog:
Configuration status dialog:
Application settings dialog:
Semi-transparent development console:

|
|
|
|
|
|
|
|
|
-
HunnyBon
- Hoopster

- Posts: 45
- Joined: Tue Dec 30, 2014 8:51 am
- Flair: Y'ever just jhdsfhdsjkh
Postby HunnyBon » Fri Jan 23, 2015 1:42 pm
I'd like to make a suggestion.
For some strange reason, when I used smbx's own editor, copied a section into the first one, the first section's grid was way off! Would it be possible to make a tool in PGE to fix the grid...?
|
|
|
|
|
|
|
|
|
-
Wohlstand
- Chargin' Chuck

- Posts: 2008
- Joined: Tue Feb 11, 2014 4:44 pm
- Flair: [ˈvoːlˌʃtant], 狐エンジニア
- Pronouns: he/him
-
Contact:
Postby Wohlstand » Fri Jan 23, 2015 1:48 pm
Sirmentio wrote:I'd like to make a suggestion.
For some strange reason, when I used smbx's own editor, copied a section into the first one, the first section's grid was way off! Would it be possible to make a tool in PGE to fix the grid...?
You have a simple way: select all items in section (use mousewheen to scroll, also hold CTRL to scroll horizontal) and try to move them to tiny distance, when you will release mouse button they will be aligned automatically. When you try to move any selected group, it will be aligned when you release mouse button. Also you have menuitem "Edit" -> "Align selected" which will align each item by it grid size. But when you move group, applies special group aligner which will not make junk with items which have a difference grid size.
Anyway I fixed this bug in the PGE Editor: in the menu "Level -> Section modify -> Clone section" you can clone section even between difference files. Unlike after SMBX, result will be aligned to grid correctly and bug will not be appeared.
Last edited by Wohlstand on Fri Jan 23, 2015 1:51 pm, edited 1 time in total.
|
|
|
|
|
|
|
|
|
-
HunnyBon
- Hoopster

- Posts: 45
- Joined: Tue Dec 30, 2014 8:51 am
- Flair: Y'ever just jhdsfhdsjkh
Postby HunnyBon » Fri Jan 23, 2015 1:50 pm
Wohlstand wrote:Sirmentio wrote:I'd like to make a suggestion.
For some strange reason, when I used smbx's own editor, copied a section into the first one, the first section's grid was way off! Would it be possible to make a tool in PGE to fix the grid...?
You have a simple way: select all items in section (use mousewheen to scroll, also hold CTRL to scroll horizontal) and try to move them to tiny distance, when you will release mouse button they will be aligned automatically. When you try to move any selected group, it will be aligned when you release mouse button.
Anyway I fixed this bug in the PGE Editor: in the menu "Level -> Section modify -> Clone section" you can clone section even between difference files. Unlike after SMBX, result will be aligned to grid correctly and bug will not be appeared.
Awesome! one more reason to stop using SMBX's editor 
|
|
|
|
|
|
|
|
|
-
vitellaryjr
- Blooper

- Posts: 174
- Joined: Sun Nov 02, 2014 9:56 pm
- Pronouns: they/them
Postby vitellaryjr » Sat Jan 24, 2015 4:56 pm
How do you remove custom tilesets? The tileset file isn't in my level or my world, yet it's appearing in my level.
|
|
|
|
|
|
|
|
|
-
underFlo
- Wart

- Posts: 4456
- Joined: Mon Jul 14, 2014 10:44 am
- Flair: sup im lesbiab
- Pronouns: They/She
-
Contact:
Postby underFlo » Sat Jan 24, 2015 4:58 pm
Vitellaryjr2003 wrote:How do you remove custom tilesets? The tileset file isn't in my level or my world, yet it's appearing in my level.
Delete the file.
|
|
|
|
|
|
|
|
|
-
Wohlstand
- Chargin' Chuck

- Posts: 2008
- Joined: Tue Feb 11, 2014 4:44 pm
- Flair: [ˈvoːlˌʃtant], 狐エンジニア
- Pronouns: he/him
-
Contact:
Postby Wohlstand » Sat Jan 24, 2015 5:03 pm
Vitellaryjr2003 wrote:How do you remove custom tilesets? The tileset file isn't in my level or my world, yet it's appearing in my level.
check more deep your level and custom-level folders where locater your level file. Remove files with ".tileset.ini" extensions. There are a tilesets.
How Nickname told, simply delete files of tilesets which you wish to remove
|
|
|
|
|
|
|
|
|
-
Vellidragon
- Guest
Postby Vellidragon » Sat Jan 24, 2015 6:33 pm
It would be great to have an in-program feature to remove the custom tilesets, or an explanation how to do it manually. I've been keeping around a few sets I made by accident while trying out the feature because I never knew how to remove them. I had been looking everywhere in the program and the help and couldn't figure it out, and it seems I had no luck because it isn't there.
On a different note, not sure if this is the place to put it or if it's been pointed out already, but the bottom of the NPC editor is cut off at 768 px screen height and cannot be scrolled to so part of its options are essentially missing. It should have a scrollbar if the screen/window size is too small to show it all at once. (I apologise if this has been changed already, the version I have is from a few weeks ago.)
Keep up the great work on this project! This editor is fun to use, the built-in SMBX one is rather clunky and I never had the patience to use it.
|
|
|
|
|
|
|
|
|
-
Wohlstand
- Chargin' Chuck

- Posts: 2008
- Joined: Tue Feb 11, 2014 4:44 pm
- Flair: [ˈvoːlˌʃtant], 狐エンジニア
- Pronouns: he/him
-
Contact:
Postby Wohlstand » Sat Jan 24, 2015 6:42 pm
Vellidragon wrote:
It would be great to have an in-program feature to remove the custom tilesets, or an explanation how to do it manually. I've been keeping around a few sets I made by accident while trying out the feature because I never knew how to remove them. I had been looking everywhere in the program and the help and couldn't figure it out, and it seems I had no luck because it isn't there.
I think, is useful, will implement
Vellidragon wrote:
On a different note, not sure if this is the place to put it or if it's been pointed out already, but the bottom of the NPC editor is cut off at 768 px screen height and cannot be scrolled to so part of its options are essentially missing. It should have a scrollbar if the screen/window size is too small to show it all at once. (I apologise if this has been changed already, the version I have is from a few weeks ago.)
2
You can switch into sub-window mode and you will have a scrollbar at right side of main window to scroll down. I think, I will redesign placement of check-boxes in them to make more convenient usage for wide screens (also will increase size of preview box)
(therefore I hate wide screens  , 'where my 1024px of height????')
Vellidragon wrote:
Keep up the great work on this project! This editor is fun to use, the built-in SMBX one is rather clunky and I never had the patience to use it.
Therefore I made new editor is fully redesigned: to make them more presentable, convenient, full features and flexible 
|
|
|
|
|
|
|
|
|
-
Vellidragon
- Guest
Postby Vellidragon » Sat Jan 24, 2015 8:19 pm
Wohlstand wrote:You can switch into sub-window mode and you will have a scrollbar at right side of main window to scroll down.
Ahh, thank you! I didn't know I could do that to fix it. I can see the bottom options now on my laptop, thanks again! :)
|
|
|
|
|
Return to “Pit of 100 Pages”
Users browsing this forum: No registered users and 2 guests
|