PGE thread [Archive 2015-07-31]

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Squishy Rex
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Re: Alternate Editor for SMBX [0.2.2-rc] (and 0.3.0-beta)

Postby Squishy Rex » Sat Apr 04, 2015 8:14 pm

Wohlstand wrote:
Squishy Rex wrote:Wohlstand I just found a slight bug with three foreground BGOs, background-23, background-24 and background-25. When placed in the PGE editor, they act as BGOs and hide behind blocks instead of being shown in front of them like a typical foreground BGO. I'm currently using custom graphics, however, it seems to happen for both default and custom skins. I also checked in SMBX afterwards and these three foreground BGOs work as they should, appearing in front of everything else like a foreground object should.
Already fixed, use the Online Installer to update your config packs [before I will set up my server, you can't get links to update packs directly, but they are available here: http://download.gna.org/pgewohlstand/configs/ ]
Also good news: to provide convenient installing and updating of config packs and PGE components, I will make the "PGE Content Manager" part [in the source repo sketch of it is placed, can be built with raw Qt 5 with no additional libraries]
Okay, I wasn't sure if that had been noticed or, but I'll update everything now, since I have been meaning to do it for a while.

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Re: Alternate Editor for SMBX [0.2.2-rc] (and 0.3.0-beta)

Postby Wohlstand » Sat Apr 04, 2015 8:20 pm

SMetoid99 wrote:Yes all DLLs there and in the same folder but I still get the error
Try unpack into PGE folder those libraries:
http://engine.wohlnet.ru/docs/_laboratory/sdl_dlls.7z

Quick question:
- which built you installed [via online installer or via standalone (standalone has old 0.2.2 built)]?
- which version of Windows 7 you have?

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Re: Alternate Editor for SMBX [0.2.2-rc] (and 0.3.0-beta)

Postby HunnyBon » Sun Apr 05, 2015 11:58 am

Hey Wohlstand? Will you keep the glitch involving big characters crouching under holes and uncrouching to zoom across and through blocks? Because I think there could be another way that the SMBX engine hasn't used. Why not keep the character crouched?

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Re: Alternate Editor for SMBX [0.2.2-rc] (and 0.3.0-beta)

Postby Wohlstand » Sun Apr 05, 2015 1:58 pm

Sirmentio wrote:Hey Wohlstand? Will you keep the glitch involving big characters crouching under holes and uncrouching to zoom across and through blocks? Because I think there could be another way that the SMBX engine hasn't used. Why not keep the character crouched?
Hey, this question asked to me 100 times :D
I will answer 100'th time: it's not a bug, it's a feature! :D
This thing is an imperfection of physical engine. And now when I will develop physical engine myself, I will add enabling/disabling of of than gimmick per config pack flags

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Re: Alternate Editor for SMBX [0.2.2-rc] (and 0.3.0-beta)

Postby Snowburger » Mon Apr 06, 2015 6:15 pm

How do you use the Tileset item box things?In the SMB1 gfx pack there was a view of all custom gfx in pge but they looked like SMBX boxes?How do you do this?

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Re: Alternate Editor for SMBX [0.2.2-rc] (and 0.3.0-beta)

Postby Wohlstand » Mon Apr 06, 2015 6:21 pm

Snowburger wrote:How do you use the Tileset item box things?In the SMB1 gfx pack there was a view of all custom gfx in pge but they looked like SMBX boxes?How do you do this?
All tilesets are two types: global and custom. Global tilesets presented with config pack. You have to edit them via Tools -> Tilesets and palletes -> menu. Tilesets usually part of tileset groups which shown as combo-box on the one of tab which a category names.
Custom tileset locates in the episode or in the level custom directory.
How to use them you can check this topic: http://engine.wohlnet.ru/forum/viewtopic.php?f=41&t=408
You can read more here: http://help.engine.wohlnet.ru/tools/til ... embox.html

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Re: Alternate Editor for SMBX [0.2.2-rc] (and 0.3.0-beta)

Postby Snowburger » Tue Apr 07, 2015 3:09 am

Okay thanks,that was super helpful!That's a much easier layout for me!
One more question:Can you have as many custom tileset item boxes like Sedainour does?

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Re: Alternate Editor for SMBX [0.2.2-rc] (and 0.3.0-beta)

Postby Wohlstand » Tue Apr 07, 2015 6:29 am

Snowburger wrote:Okay thanks,that was super helpful!That's a much easier layout for me!
One more question:Can you have as many custom tileset item boxes like Sedainour does?
it's unlimited, you can have any number of custom or config specific tilesets while you have free RAM space.

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Re: New CrossPlarform OpenSource engine of SMBX

Postby Matthewism » Thu Apr 09, 2015 5:20 am

I Would Download this if my internet would stop being slow :cry:

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Re: New CrossPlarform OpenSource engine of SMBX

Postby Wohlstand » Thu Apr 09, 2015 5:58 am

Matthewism wrote:I Would Download this if my internet would stop being slow :cry:
Where you live (Country)? I think, you shouldn't have slow connection with gna.org where now hosted current PGE builts [when you will use online installer, you will have to download ~180 MB of necessary editor+smbx-config-pack+tools and also 8 MB of engine part. Total size of available data is ~580 MB]. But I think, you should stop use Dial-UP and start use Ethernet, Fibre or LTE connection [but if you live in the little town or in the private house, I think, you would have a small choice of IPS'es or they are would have too expressive plans. In the big cities like Moscow almost every house has ~10 different IPS'es with cheap and speedy plans for your choice].

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Re: Alternate Editor for SMBX [0.2.2-rc] (and 0.3.0-beta)

Postby Matthewism » Thu Apr 09, 2015 10:02 am

Nah UK Its just at the moment, my download speed is slow its being fixed on friday

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Re: Alternate Editor for SMBX [0.2.2-rc] (and 0.3.0-beta)

Postby Wohlstand » Thu Apr 09, 2015 7:29 pm

PGE Engine 0.0.7-pre-alpha long test
Here is a test of PGE Engine version 0.0.7-pre-alpha which took the ability to play world maps and episodes. Currently world maps renders without textures, but basic episode system is works.

Here was tested episodes:
The Invasion 2
Sarasaland Adventure by Otabo
Super Mario Magical Paintings (old DEMO 1.0) by Airship

About Box2D physics:
Here the character (blue rectangle) can float like Peach, can in some cases climb on the walls, and slides while stay on slopes, but when it jumps and hits diagonal celling, it would get speed-up of movement. Character can't staticalyl stay on slopes and will slite down. Box2D implements physics of real world and would be used to create games with progressive physics, etc. By anyway will be constructed new physical engine which will more similar to SMBX and will provide same physics which in the SMBX and also we can take full control with physics and will be possible to add any other physical things which impossible or too hard to do with Box2D case.

How to put episodes into PGE to get able play them?
It's simple and easy:
- If you downloaded PGE package as ZIP and unpacked into any folder, you can make "worlds" folder in the PGE folder like SMBX and you can put any levels into them should familiar to you if you has a skills with SMBX.
- If you installed PGE via installer, the "worlds" folder shoud be created in the "%UserProfile%\.PGE_Project" *.
* where %UserProfile% - is a system variable which contains path to your user profile folder which is writable without admin rights.

Note: If you have configured "SMBX Integration" config pack, PGE Engine will show all episodes from your SMBX!

Which controls?
Controls are like standard SMBX:
Arrow keys to walk and enter into warps
Z - jump
X - run faster
PGE specific keys:
T - toggle full screen mode
F3 - enable/disable debug information
i - disable/enable walkable zone limit on the world map (you will have able to walk anywhere)
F12 - take screenshot (will be saved in the screenshots folder which will be in PGE folder or in the %UserProfile%\.PGE_Project). Screenshots will be written into PNG format and will have timedate based filename.
More information in the Readme.txt of engine application.
Esc - Exit from level [you will return to world map], or exit from episode [if you on the world map or in the main hub level]
Enter - show dummy message box

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Re: Alternate Editor for SMBX [0.2.2-rc] (and 0.3.0-beta)

Postby HunnyBon » Fri Apr 10, 2015 10:50 am

Amazing! I'm so happy that there's been this much progress! :D

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Re: Alternate Editor for SMBX [0.2.2-rc] (and 0.3.0-beta)

Postby deleted_account » Fri Apr 17, 2015 11:37 am

How can you use the message box or talking NPCs? Is this still WIP or where can I set the message like in vanilla SMBX?

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Re: Alternate Editor for SMBX [0.2.2-rc] (and 0.3.0-beta)

Postby Wohlstand » Fri Apr 17, 2015 11:49 am

LordKofu wrote:How can you use the message box or talking NPCs? Is this still WIP or where can I set the message like in vanilla SMBX?
Everything in editing stuff is made:
- To set messagebox to any NPC use context menu and "Set Message" menuitem.
http://help.engine.wohlnet.ru/leveledit ... Properties
- same you can find in the properties box: find the "Talk message" and press button to edit it
- If you wish to make bunch of events with messages, you can open event toolbox (View -> Classic Events)
http://help.engine.wohlnet.ru/leveledit ... _list.html
http://help.engine.wohlnet.ru/leveledit ... ommon.html

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Good news for Mac OS X users!

Postby Wohlstand » Sun Apr 19, 2015 12:05 am

ImageImage

Hello! Today I have a good news for owners of Mac computers!
After some works and with help of my friend I finally got working Mac OS X built!
Image Get Editor 0.3.0-beta, Engine and Tools [Mac OS X, Intel x64] (dmg)
I think, it should work now, if it is NOT work, please report me!

Screenshots:
Spoiler: show
Editor:
Image

Image

Engine:
Image
How to start usage:
1) Plug in dmg image
2) drag&drop folder "PGE Project" into "Applications" shortcut
3) Go to config packs page and get any config pack except "SMBX Integration" which for Windows builts to integrate with SMBX.
4) Find in the copied PGE Project folder the "configs" sub-folder, put downloaded zip file into it and unpack!
5) Everything should work!

You also can make "worlds" subfolder and put any your SMBX episodes to get stuff to test in the engine!

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Re: Alternate Editor for SMBX [0.2.2-rc] (and 0.3.0-beta)

Postby Gameinsky » Thu Apr 23, 2015 5:03 pm

I changed the size of some blocks using PGE and they look correct in it, but in SMBX they are reverted to their original size for some reason?
Is there something I am doing wrong?

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Re: Alternate Editor for SMBX [0.2.2-rc] (and 0.3.0-beta)

Postby Wohlstand » Thu Apr 23, 2015 5:08 pm

Gameinsky wrote:I changed the size of some blocks using PGE and they look correct in it, but in SMBX they are reverted to their original size for some reason?
Is there something I am doing wrong?
PGE applies size of blocks automatically when you put them to area. When blocks already placed, size inside data storage still same, then you should make dummy modification to cause redefinition of size values (just drag&drop them to neighbour position and drag&drop them back).
In the SMBX you shouldn't drag&drop resized blocks, it will revert "original" size of them. If you have some things like blocks of non-standard size, use SMBX to play levels only and don't use it to edit something, because file will have non-standard things which will be lost when you will re-save file via SMBX (resized blocks aren't lost, but when you grabbed one of resized blocks - it will reverted to built-in size). The non-standard things also the customized BGO order which will cause mismatch of their Z-position, etc.

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Re: Alternate Editor for SMBX [0.2.2-rc] (and 0.3.0-beta)

Postby Gameinsky » Thu Apr 23, 2015 6:36 pm

Wohlstand wrote:
Gameinsky wrote:I changed the size of some blocks using PGE and they look correct in it, but in SMBX they are reverted to their original size for some reason?
Is there something I am doing wrong?
PGE applies size of blocks automatically when you put them to area. When blocks already placed, size inside data storage still same, then you should make dummy modification to cause redefinition of size values (just drag&drop them to neighbour position and drag&drop them back).
In the SMBX you shouldn't drag&drop resized blocks, it will revert "original" size of them. If you have some things like blocks of non-standard size, use SMBX to play levels only and don't use it to edit something, because file will have non-standard things which will be lost when you will re-save file via SMBX (resized blocks aren't lost, but when you grabbed one of resized blocks - it will reverted to built-in size). The non-standard things also the customized BGO order which will cause mismatch of their Z-position, etc.
I'm not moving them, I'm familiar with both PGE and SMBX.
I make a block/BGO that's 2*1. When I load up SMBX editor it only shows the 1*1 area. (And that's without touching the level)

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Re: Alternate Editor for SMBX [0.2.2-rc] (and 0.3.0-beta)

Postby Wohlstand » Thu Apr 23, 2015 6:41 pm

Gameinsky wrote:
Wohlstand wrote:
Gameinsky wrote:I changed the size of some blocks using PGE and they look correct in it, but in SMBX they are reverted to their original size for some reason?
Is there something I am doing wrong?
PGE applies size of blocks automatically when you put them to area. When blocks already placed, size inside data storage still same, then you should make dummy modification to cause redefinition of size values (just drag&drop them to neighbour position and drag&drop them back).
In the SMBX you shouldn't drag&drop resized blocks, it will revert "original" size of them. If you have some things like blocks of non-standard size, use SMBX to play levels only and don't use it to edit something, because file will have non-standard things which will be lost when you will re-save file via SMBX (resized blocks aren't lost, but when you grabbed one of resized blocks - it will reverted to built-in size). The non-standard things also the customized BGO order which will cause mismatch of their Z-position, etc.
I'm not moving them, I'm familiar with both PGE and SMBX.
I make a block/BGO that's 2*1. When I load up SMBX editor it only shows the 1*1 area. (And that's without touching the level)
Be careful with BGO's: SMBX can't grab customized BGO's size because LVL format is not supports size values for BGO's but supports for each block, therefore is possible to have customized block sizes


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