Topics that have reached 100 pages.
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as303298
- Volcano Lotus

- Posts: 549
- Joined: Sat Jan 04, 2014 7:37 pm
Postby as303298 » Thu Mar 05, 2015 10:53 am
I know this is unrelated to the immediate discussion, but I have got to say...this editor is so damn convenient to use! I haven't bothered doing layers and events in PGE quite yet, but making custom tileset sub-boxes is by far to best thing for a designer like me (who almost hates going vanilla). I do have to say making the sub-boxes themselves are quite annoying, but with their help I just shit out about 1/3 of a lovely ice level in just an hour and a half. With the music problems also being fixed I can say I am hyped for more updates to this program.
Also, I found a typo! Tileset Item Box-> SMW-> NPC-> "Ludvig Fon Koopa"
It should be Ludvig von Koopa
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Wohlstand
- Chargin' Chuck

- Posts: 2008
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Postby Wohlstand » Thu Mar 05, 2015 12:05 pm
as303298 wrote:I know this is unrelated to the immediate discussion, but I have got to say...this editor is so damn convenient to use! I haven't bothered doing layers and events in PGE quite yet, but making custom tileset sub-boxes is by far to best thing for a designer like me (who almost hates going vanilla). I do have to say making the sub-boxes themselves are quite annoying, but with their help I just shit out about 1/3 of a lovely ice level in just an hour and a half. With the music problems also being fixed I can say I am hyped for more updates to this program.
Oh, thanks
By anyway most of effort editor is requiring: it should provide professional and convenient stuff for level, world and other content creation.
Also note: you can select group of items and click right mouse button -> Layer -> Add into new. And you will create a new layer for than items quickly
as303298 wrote:
Also, I found a typo! Tileset Item Box-> SMW-> NPC-> "Ludvig Fon Koopa"
It should be Ludvig von Koopa
It's a part of config pack in the INI files. I will fix it and will repack all config packs which had this typo.
The fixed file you can take here:
http://engine.wohlnet.ru/docs/_files_fo ... ileset.ini (put it into the configs/SMBX/tilesets)
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as303298
- Volcano Lotus

- Posts: 549
- Joined: Sat Jan 04, 2014 7:37 pm
Postby as303298 » Thu Mar 05, 2015 1:54 pm
Yeah I am still learning this editor. I didn't even know we could right-click to get things to happen.
But, here's a little teaser for the level I made in just 3 hours: http://i.imgur.com/HhkaEC1.png
If I may make a suggestion; is there a way to get the program to read a level as Slippery-all much like how you can make a level underwater? I found it annoying still..needing to alter each individual block.
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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 Mar 05, 2015 3:21 pm
as303298 wrote:
If I may make a suggestion; is there a way to get the program to read a level as Slippery-all much like how you can make a level underwater? I found it annoying still..needing to alter each individual block.
You can select line of blocks and mark them "slippery" by two clicks (Don't forget, PGE has multi-selection style like in Windows Explorer you selecting files, same items on level/world):

I selected all items of section with using of Shift key with arrows (Shift key speed-ups scrolling) and mousewheel+Ctrl+Shift (Ctrl to scroll horizontal with mousewheel, shift - increase mousewheel step)
Context menu doing a magic  Don't forget, in the PGE implemented the group item configuring which giving you able to change settings of multiple selected items at once.
Also when you will open "Properties" toolbox, all changes in them will be applied to all your selected blocks/BGO's/NPC's (to compare with type of properties box: if properties of block: all selected blocks, if BGO: all selected BGO's, etc.)
Also little note about NPC-containers:
http://help.engine.wohlnet.ru/leveledit ... how_to_use
And about warps:
http://help.engine.wohlnet.ru/leveledit ... pdors.html
By anyway you can jump between warps with right mouse button or with this toolbox
And last note:
All "The Lakutus are throwing Lakitus!" items available in the regular item box with filter search (View -> Level Item box). In the BGO tab you can find the Super-secret BGO's (which aren't available to placement in the SMBX): the keyhole 'Locket warp' and the star 'To enter you need more stars'. BUT, when you will try to grab those BGO's in the SMBX, it will be crashed, but in-game everything works normal.
Keyboard hints:
- hold Shift key to take multi-selection of difference areas. Also Shift key speeding-up scrolling.
- hold Ctrl key to select/deselect individual items by clicks. Also Ctrl key provides horizontal mouse-wheel scrolling (without Ctrl key mousewheel scrolls vertical)
- Hold Alt key and use mouse-wheel to zoom in/out.
- Use Shift+S to switch the rectangle fill mode to draw rectangle areas of items
- Use Shift+D to switch the line fill mode to draw lines of items (much useful to draw slopes, bridges, firebars(Don't forget to setup auto-increment), etc.)
- Ctrl-X, Ctrl-C, Ctrl+V for copy-pasting (when you do "paste" you will need to click position where piece will be pasted (relative to left-top corner))
Much of useful features available on the toolbar and in the menus, context menus, etc.
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bossedit8
- Banned
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- Joined: Fri Dec 20, 2013 12:35 pm
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Postby bossedit8 » Wed Mar 11, 2015 4:55 am
Ohh... I hope your process is going well with the main functionality like physical stuff by every Players so far, their abilities and also NPCs inside your Engine during gameplay. I know it's a slow Feature by making NPC AIs, Player Controlling and more during gameplay but I hope it's going well by that.
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MECHDRAGON777
- Pink Yoshi Egg

- Posts: 6422
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Postby MECHDRAGON777 » Thu Mar 12, 2015 1:07 am
bossedit8 wrote:Ohh... I hope your process is going well with the main functionality like physical stuff by every Players so far, their abilities and also NPCs inside your Engine during gameplay. I know it's a slow Feature by making NPC AIs, Player Controlling and more during gameplay but I hope it's going well by that.
I have a request relating to the this! If you add players that were in smbx, can you also add Rosalina since she was playable in Super Mario 3D World? I think that would be a neat nd gaur addition! I already have the graphics that use smbx's grqhic setup if need be! (Thanks to hunter2258, elitalianoverde, and myself) minus her spin ability, which I think is already there, could you add her to the engine as an update so to speak? I think it would be a cool addition to see what new level design comes out of that!
As for gameplay, since this is supposed to be compatible with smbx, does that mean all of smbx's glitches have I be implemented in lvlx files?
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h2643
- Reznor

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Postby h2643 » Thu Mar 12, 2015 7:46 am
I think that the word "compatibility" here means, that the old lvl files will be supported in PGE Engine, but not visa-versa.
Also, you will be able to create your own playables 
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Wohlstand
- Chargin' Chuck

- Posts: 2008
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Postby Wohlstand » Thu Mar 12, 2015 7:49 am
MECHDRAGON777 wrote:bossedit8 wrote:Ohh... I hope your process is going well with the main functionality like physical stuff by every Players so far, their abilities and also NPCs inside your Engine during gameplay. I know it's a slow Feature by making NPC AIs, Player Controlling and more during gameplay but I hope it's going well by that.
I have a request relating to the this! If you add players that were in smbx, can you also add Rosalina since she was playable in Super Mario 3D World? I think that would be a neat nd gaur addition! I already have the graphics that use smbx's grqhic setup if need be! (Thanks to hunter2258, elitalianoverde, and myself) minus her spin ability, which I think is already there, could you add her to the engine as an update so to speak? I think it would be a cool addition to see what new level design comes out of that!
As for gameplay, since this is supposed to be compatible with smbx, does that mean all of smbx's glitches have I be implemented in lvlx files?
All new characters such a Rosalina, Daisy, etc. can be added into "SMB Xtended" config pack, but it will NOT be compatible with "SMBX 1.3", but ability to port "SMBX 1.3" into "SMB Xtended" is presented.
I already told:
- "SMB Xtended" will fully use PNG graphics (you will need to use "GIFs2PNG" utility to convert all graphics in your episodes [use -W flag])
- "SMB Xtended" will have new items (such as blocks, BGO's, NPC's, Effects, Tiles, Paths, Sceneries, Level Points, Musics, Sounds, playable characters) which unsupported by SMBX64 standard [even level will be saved into classic LVL format, SMBX will crash if level/world has items which is not presented in SMBX].
- "SMB Xtended" will completely use PGE technologies which giving ability to use new things such an action-styled events (unlike classic SMBX event, action-styled event will be like list with actions which you can add into list.) which planned in the PGE (classic events are inconvenient)
- "SMB Xtended" will use LVLX/WLDX formats as default level/world formats but LVL/WLD files can be opened and re-saved into LVLX/WLDX. SMBX's LVL and WLD formats are limited, therefore much of new things will be lost when you will save into them.
Full backward compatible can be used with "SMBX 1.3"-like config packs which fully following the SMBX64 standard and keep it's limits to provide ability play levels and episodes in original SMBX.
What about gameplay - this is a part of physical engine which directly working with solution of collisions, motions, speeds, etc. After some diploma works I will begin to writing the own physical engine which will more like to SMBX's but I will fix some presented bugs which annoy in game (for example, some bugs when character stuck into floor with tiny deepness and can't jump while it moving back, and also bugs with conveyor belts when character can walk through wall and fall.... into lava which was on other side of wall).
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MECHDRAGON777
- Pink Yoshi Egg

- Posts: 6422
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Postby MECHDRAGON777 » Thu Mar 12, 2015 5:26 pm
Wohlstand wrote:MECHDRAGON777 wrote:bossedit8 wrote:Ohh... I hope your process is going well with the main functionality like physical stuff by every Players so far, their abilities and also NPCs inside your Engine during gameplay. I know it's a slow Feature by making NPC AIs, Player Controlling and more during gameplay but I hope it's going well by that.
I have a request relating to the this! If you add players that were in smbx, can you also add Rosalina since she was playable in Super Mario 3D World? I think that would be a neat nd gaur addition! I already have the graphics that use smbx's grqhic setup if need be! (Thanks to hunter2258, elitalianoverde, and myself) minus her spin ability, which I think is already there, could you add her to the engine as an update so to speak? I think it would be a cool addition to see what new level design comes out of that!
As for gameplay, since this is supposed to be compatible with smbx, does that mean all of smbx's glitches have I be implemented in lvlx files?
All new characters such a Rosalina, Daisy, etc. can be added into "SMB Xtended" config pack, but it will NOT be compatible with "SMBX 1.3", but ability to port "SMBX 1.3" into "SMB Xtended" is presented.
I already told:
- "SMB Xtended" will fully use PNG graphics (you will need to use "GIFs2PNG" utility to convert all graphics in your episodes [use -W flag])
- "SMB Xtended" will have new items (such as blocks, BGO's, NPC's, Effects, Tiles, Paths, Sceneries, Level Points, Musics, Sounds, playable characters) which unsupported by SMBX64 standard [even level will be saved into classic LVL format, SMBX will crash if level/world has items which is not presented in SMBX].
- "SMB Xtended" will completely use PGE technologies which giving ability to use new things such an action-styled events (unlike classic SMBX event, action-styled event will be like list with actions which you can add into list.) which planned in the PGE (classic events are inconvenient)
- "SMB Xtended" will use LVLX/WLDX formats as default level/world formats but LVL/WLD files can be opened and re-saved into LVLX/WLDX. SMBX's LVL and WLD formats are limited, therefore much of new things will be lost when you will save into them.
Full backward compatible can be used with "SMBX 1.3"-like config packs which fully following the SMBX64 standard and keep it's limits to provide ability play levels and episodes in original SMBX.
What about gameplay - this is a part of physical engine which directly working with solution of collisions, motions, speeds, etc. After some diploma works I will begin to writing the own physical engine which will more like to SMBX's but I will fix some presented bugs which annoy in game (for example, some bugs when character stuck into floor with tiny deepness and can't jump while it moving back, and also bugs with conveyor belts when character can walk through wall and fall.... into lava which was on other side of wall).
That glitch where if you are on an npc and you jump to get through, that is actualy required to play some levels! So I guess those levels will be impossible, but it will help a lot of people though!
How would a person make a playable character with unique physics then? I know graphically it ell be possible, but what about gameplay wise there?
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Wohlstand
- Chargin' Chuck

- Posts: 2008
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Postby Wohlstand » Thu Mar 12, 2015 5:32 pm
MECHDRAGON777 wrote:
That glitch where if you are on an npc and you jump to get through, that is actualy required to play some levels! So I guess those levels will be impossible, but it will help a lot of people though!
This is not bug - this is a feature!
MECHDRAGON777 wrote:
How would a person make a playable character with unique physics then? I know graphically it ell be possible, but what about gameplay wise there?
Each playable character will have a parametric configuration which will define parameters like acceleration values, enabling/disabling some skills like floating jump, multi-jump, etc. I.e. each config for each character's state. Also don't forget about physical environments like water, quicksand and anti-gravity! Each physical environment has own different physics! Also programming of events in LUA: shooting, multijumping, stomping, etc.
This will provide ability to make not only power-up styled character (each power-up - is a special state with own configuration), also health based and even RPG-like characters which has health points and alone state.
SMBX config packs will has pre-defined configs which I will write myself and which will be included into SMBX config packs. But if someone wants implement own character - the special API is available for eveything!
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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 » Sat Mar 14, 2015 3:47 pm
This is a small test of PGE editor on the Android. It was build for this platform first time (before I had attemts to make it, but failed. But now I finally build it!).
Design is needed for improvment, but it works!
Small test on the Samsung Galaxy S III Smartphone:
Small level made on the smartphone!

My opinion: Works creepy and too bad GUI design: scrolling too hard (I should switch between hand drag and select modes to take ability use scrolling), I can't open context menu, because right mouse button is not available for finger touching. I also should use gyroscope to flip horizontal/vertical to take ability use some toolboxes. File open/save dialogs are hard to usage. Also audio playback doesn't work because I doesn't built SDL and SDL Mixer for android usage. But by anyway it works!
Android version is required for a much of works: need a better touch scrolling, need the implementation of the alternate context menu trigger to take ability to use more editing features.
Later I will add the Linux (Mint) and experimental Android builds into laboratory.
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SilverDeoxys563
- Guest
Postby SilverDeoxys563 » Sat Mar 14, 2015 4:12 pm
Oh, wow! Mobile level design? How would cgfx work? I would get into it, but I have an iPod, not an Android... D:
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Wohlstand
- Chargin' Chuck

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Postby Wohlstand » Sat Mar 14, 2015 4:57 pm
SilverDeoxys563 wrote:Oh, wow! Mobile level design? How would cgfx work? I would get into it, but I have an iPod, not an Android... D:
1) Yes, mobile level and world design! (don't forget about integrated NPC.txt editor!)
2) CGFX will work with same classic scheme: put your CGFX together with level file or into custom directory (Now I will try to load any random level from Levels subforum on my smartphone and will put screens here)
3) to build for iPod (with iOS) I will need: iMac or MacBook (Also, for Mac OS X debug too!!!) and development account which cost $100/year (and also to take ability to publish via AppStore) 
Android applications I can publish as standalone APK file which can be installed manually, but to take ability use Google Play store I will need pay $25 once which much cheaper than development for iOS
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aero
- Palom

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Postby aero » Sat Mar 14, 2015 6:18 pm
Won't you need to deal with copyright issues when publishing this on mobile appstores?
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Wohlstand
- Chargin' Chuck

- Posts: 2008
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Postby Wohlstand » Sat Mar 14, 2015 6:28 pm
GhostHawk wrote:Won't you need to deal with copyright issues when publishing this on mobile appstores?
I will don't publish Mario or another copyright content together with my applications, this is IMPORTANT to have no copyright issues. That contents can be added by users manually independent from me. (for Android when users will put their levels and config packs into /sdcard/PGE Project Data/configs, /sdcard/PGE Project Data/worlds, etc., for iOS than things will be much harder but will be available for jailbroken devices which providing opens access to file system), but by anyway for PGE-based games I plan to develop the special archive-like format which will contain one or multiple episodes with their dependencies in ONE FILE (and also this concept should provide ability to play than files even if no installed config packs which are required by PGE Editor/engine to work with SMBX levels and worlds)!. This will provide ability to publish standalone engine with no content (naked Executable file!) because games are already has everything. This concept providing ability to release PGE-based games easier (especially for mobile platforms! but Indi-developers can use than concept for any platforms).
I told about this think (archive-like game file format) here: http://talkhaus.raocow.com/viewtopic.ph ... 13#p280213
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XerX
- Phanto

- Posts: 1487
- Joined: Fri Dec 20, 2013 3:33 pm
Postby XerX » Sat Mar 14, 2015 8:56 pm
Interesting. So mobile users would have to download a 'mod' pack of sorts and install it into PlatGen to be able to have Mario Assets? Sounds like it might be a difficult journey for the mobile side of things, especially IOS.
Also, IOS does allow access to the app document folders from iTunes, so you could have PlatGen IOS access the document folder for the app to read the mod pack.
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Wohlstand
- Chargin' Chuck

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Postby Wohlstand » Sat Mar 14, 2015 9:07 pm
XerX wrote:Interesting. So mobile users would have to download a 'mod' pack of sorts and install it into PlatGen to be able to have Mario Assets? Sounds like it might be a difficult journey for the mobile side of things, especially IOS.
Also, IOS does allow access to the app document folders from iTunes, so you could have PlatGen IOS access the document folder for the app to read the mod pack.
Yea, but those "mods" are standalone games, or config packs. You also can put levels and episodes with cgfx&musics into any folder and play on mobile device, but file system direct access is required which possible on any Android device or on iOS with jailbreak.
I think, the mods (PGE-based games and config packs) in the mobile version (and will useful for Lin-Win-Mac too) of PGE Engine is required (Hedgewars game has the thing which calling as "Downloadable content" - feature which providing downloading&installation of plugins and customizations directly from main menu of the game!)
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XerX
- Phanto

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Postby XerX » Sat Mar 14, 2015 9:25 pm
But what I mean is, for the IOS version you can make compressed 'mod' packs that the user can download and place in here.
Then the app will read them and allow the user to change to that mod pack with an option.
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Wohlstand
- Chargin' Chuck

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Postby Wohlstand » Mon Mar 16, 2015 12:50 am
Small news!
I just added Linux Mint x64 and Android builts of the editor into laboratory.
Also: Who uses Linux Mint or Ubunti-like distros now please check is my deploy works for you or not?
You can try the hardcore on your tabled or with more hardcore - on smartphone now! :biggrin:
Rock with unstable Android built here:
http://engine.wohlnet.ru/docs/_laboratory/
Note for Android: Unpack config packs into "/sdcard/PGE Project Data/configs" folder. It will be created automatically when you will run editor even with no config packs.
But by anyway,
Beta has been came now!
-> PGE Editor 0.3.0-Beta
-> Download Windows x86 binaries
-> Download Linux Mint x64 binaries
-> Download experimental Android built of the PGE Editor
Installers coming soon!
Changelog 0.3.0-beta
Editor 0.3.0
- Fixed group collision random crash
- Fixed 'too large weight' crash
- Added update checking
- Better history manager
- Added support of user specific settings and logs
- Interprocess communication system is fixed for Linux and Windows systems!
- Fixed freezing on reading some NPC.txts with mistakes
- Added ability to save progress on file reload
- Added more soft parsing of NPC.txt files. Instead of rejecting, you will be warned about wrong values but file will be loaded!
- Added more smart reloading of files
- Added basic communication with LunaDLL to run test of current level in the opened SMBX Editor. This feature will work on Windows platform only. (LunaDLL with LUA v0.5.3-beta and higher is required in the SMBX)
- Added "force-portable" settings to keep using of application directory instad of ~/.PGE_Project folder if you was installed editor by installer
- Added crash autosave which will give chance to keep most of your progess even crash happened
- Added history manager limit to prevent memory overflow.
- Fixed a lots of bugs in the layers and events tool-boxes.
- Fixed blinking of toolboxes on startup.
- Added SoX autio converter GUI to provide quick and easy audio files fixing toolset.
- Added message box event creator for blocks context menu.
- Fixed bug of events toolbox when changing language.
EDIT: Who got editor working on your Android devices, please don't forget to share your screenshots and your review about. Editor was built as-is from desktop code, but by anyway it requires too much works with mobile GUI and memory usage optimization.
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HunnyBon
- Hoopster

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Postby HunnyBon » Tue Mar 17, 2015 9:33 am
Alright, I never thought I would see an android version of this... *Internal squeeing*
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