It's me again, with a new problem that just occured with the newest version of your editor (26.04).
I just downloaded and installed it, but it suddenly dosn't works anymore, because it pops up that:
"The program can't start because libgcc_s_dw2-1.dll is missing from your computer. Try reinstalling the program to fix this problem"
Obviously how it always is, reinstalling the program didn't fix it, aswell as manually installing it into the system/system32 folder.
I already googled it, but I cannot get it to work anymore. What went wrong there?
EDIT: Just forget what I just said. I could fix the problem :-)
Sednaiur wrote:It's me again, with a new problem that just occured with the newest version of your editor (26.04).
I just downloaded and installed it, but it suddenly dosn't works anymore, because it pops up that:
"The program can't start because libgcc_s_dw2-1.dll is missing from your computer. Try reinstalling the program to fix this problem"
Obviously how it always is, reinstalling the program didn't fix it, aswell as manually installing it into the system/system32 folder.
I already googled it, but I cannot get it to work anymore. What went wrong there?
EDIT: Just forget what I just said. I could fix the problem
Ouch!
The installation package without than library
I will put them into and will send archive with them.
Anyway you should re-download installer because I updated it too
EDIT: the editor no more shoud ask for libgcc_s_dw2-1.dll file because I built it statically with libstdc++-6 and with libwinpthread-1. You must re-download online installer and try out again.
I have to say that the engine really has gone far from the first time I saw it, could the inevitable finishing product be predicted datewise? (I would say mid-2016)
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.
- Added soft refusing of file saving into LVL/WLD on excite of the SMBX64 limits
- Added working file association for Linux
- Fixed crash on attempt to undo while resizing mode in process and when resizing was applied
- Added "Transform all Item-ID into" context menu feature which works like "swap blocks" in the SMBX.
- Fixed crash on wrong log path, added log rotation on each start-up of editor like made in the engine.
- If configuration package is failed, config status window will pop-up automatically
- Added testing of world maps!
- Added ability to install config pack into %UserProfile%\.PGE_Project, ~/.PGE_Project or ~/Library/Application Support/PGE Project folder
- Added "delete tileset" button to provide built-in removing of junk tilesets
- Fixed bug with music boxed placing undo history action
- Loading speed has increased
Minor updates after release (updated version since 11 may 2015 build date):
- Fixed musicbox history
- Fixed history of z-values
- Copy-pasting bugs has been fixed
- Added support of custom music on world map (WLDX files only!)
Portable packages
Standalone archives are including Editor, Engine, Playable Character Sprite Calibrator, GIFs2PNG, PNG2GIFs and LazyFix Tool. To get PGE working you must download one of configuration packages here
Download PGE 0.3.0-beta2 for Mac OS X
(be careful, this build is older than current builds for Windows and Linux. It works fine, but contains small unfixed bugs, to fix them I need rebuild it, but temporary I can't make new Mac builds)
Minor updates after release (updated version since 11 may 2015 build date):
- Fixed musicbox history
- Fixed history of z-values
- Copy-pasting bugs has been fixed
- Added support of custom music on world map (WLDX files only!)
Wohlstand wrote:Minor updates after release (updated version since 11 may 2015 build date):
- Fixed musicbox history
- Fixed history of z-values
- Copy-pasting bugs has been fixed
- Added support of custom music on world map (WLDX files only!)
Links and main-post are updated!
You should create a client that automatically gives updates.
Wohlstand wrote:Minor updates after release (updated version since 11 may 2015 build date):
- Fixed musicbox history
- Fixed history of z-values
- Copy-pasting bugs has been fixed
- Added support of custom music on world map (WLDX files only!)
Links and main-post are updated!
You should create a client that automatically gives updates.
In works a "PGE Manager" component which will provide user-friendly config pack installing and updating of PGE Components. However online installer usually downloads laboratory builds which a most fresh, therefore online installer users will always up to date when installing via it
andialifbatara wrote:FINALLY PGE HASS BEEN UPDATED!
but.....
how to update PGE?
I have the old version. I no want to re-download it again.
Yes, redownload and overwrite your stuff manually.
You also can Use online installer and install it over old version (all configuration peaks must be updated too! )
im suprised how fast this is going! in the version i have right now, the run jumps are like in super mario world, are you gonna keep that? hopefully yes, because then my brother might get more intrested in it cause he cant control smb3 jumps. by the way, why is the loading screen shown in bossedits video styled like the asmbxt stuff?
Trace42 wrote:im suprised how fast this is going! in the version i have right now, the run jumps are like in super mario world, are you gonna keep that? hopefully yes, because then my brother might get more intrested in it cause he cant control smb3 jumps.
I think, while I developing physical engine to replace Box2D, I will make physics configurable, I.e. you will can have or SMB3, or SMW, or any custom physics configured in the INI file of config pack. At first I will make physics similar to SMBX but with a fixing of annoying bugs which causes dumb deaths in the important moment
Trace42 wrote:
by the way, why is the loading screen shown in bossedits video styled like the asmbxt stuff?
Which video? I think, he was used A2XT config pack, PGE has multiple config packs and can be used as for SMBX 1.3 and for A2XT too
Trace42 wrote:im suprised how fast this is going! in the version i have right now, the run jumps are like in super mario world, are you gonna keep that? hopefully yes, because then my brother might get more intrested in it cause he cant control smb3 jumps. by the way, why is the loading screen shown in bossedits video styled like the asmbxt stuff?
Currently it is hard for me to control the character properly.
I think that is mainly due to the differences in acceleration between being on the floor and being in the air. Like in SMBX and most normal mario games, there is a force that slows you down automatically when you are on the floor and stop pressing an arrow key. Without that force you obviously would just continue running into the same direction even though you stopped pressing any buttons. That force usually is not active when you are in the air, so even though you don't press to the right or left anymore, you still can keep momentum by continuously jumping. (Actually I think in SMBX there also is a force that slows you down while jumping, but it only slows you down to walking speed, it won't slow you down any further, in PGE you can keep running speed in the air when not pressing any arrow keys)
I think that slow down works differently in PGE than it does in SMBX. I assume that the force in SMBX only exists when you actually don't press right or left, while in PGE it also is there when you are trying to run or walk on the floor. That means that the force will reduce your acceleration when you are starting to walk/run. The 'walkingforce' (acceleration for walking that can be found in lvl_characters.ini) is very high for that reason, it has to be high in order to withstand the slowdown force. But since jumping isn't effected by that slow down, jumping will give you the acceleration of the full 'walking force', making jumping the best way to accelerate from standing still, and that feels a little strange in my opinion, it also is hard to control since the acceleration is so fast compared to the acceleration on the ground, you get such a sudden boost as soon as you start jumping. For some reason your acceleration is even better when duck jumping, but I have nor explanation for that, is the acceleration doubled somehow when duck jumping?
That force in PGE actually also helps you slowing down when pressing the left arrow key after you ran to the right. You slow down by the amount of the left running acceleration plus the slow down of that force. While you are in the air you only have the acceleration for going left that slows you down, so it takes much longer for you to stop when you are in the air, that also makes controling the jump harder in my opinion. In SMBX deceleration on the floor and in the air is about the same.
Edit: I think I feels better when changing 'walkinforce' to something like 1200, then the acceleration between being in the air and on the floor doesn't feel that high anymore. Also the acceleration when being on the floor feels more on par with SMBX. Won't change that jumping is the best way to accelerate, though.
Trace42 wrote:im suprised how fast this is going! in the version i have right now, the run jumps are like in super mario world, are you gonna keep that? hopefully yes, because then my brother might get more intrested in it cause he cant control smb3 jumps. by the way, why is the loading screen shown in bossedits video styled like the asmbxt stuff?
Currently it is hard for me to control the character properly.
I think that is mainly due to the differences in acceleration between being on the floor and being in the air. Like in SMBX and most normal mario games, there is a force that slows you down automatically when you are on the floor and stop pressing an arrow key. Without that force you obviously would just continue running into the same direction even though you stopped pressing any buttons. That force usually is not active when you are in the air, so even though you don't press to the right or left anymore, you still can keep momentum by continuously jumping. (Actually I think in SMBX there also is a force that slows you down while jumping, but it only slows you down to walking speed, it won't slow you down any further, in PGE you can keep running speed in the air when not pressing any arrow keys)
I think that slow down works differently in PGE than it does in SMBX. I assume that the force in SMBX only exists when you actually don't press right or left, while in PGE it also is there when you are trying to run or walk on the floor. That means that the force will reduce your acceleration when you are starting to walk/run. The 'walkingforce' (acceleration for walking that can be found in lvl_characters.ini) is very high for that reason, it has to be high in order to withstand the slowdown force. But since jumping isn't effected by that slow down, jumping will give you the acceleration of the full 'walking force', making jumping the best way to accelerate from standing still, and that feels a little strange in my opinion, it also is hard to control since the acceleration is so fast compared to the acceleration on the ground, you get such a sudden boost as soon as you start jumping. For some reason your acceleration is even better when duck jumping, but I have nor explanation for that, is the acceleration doubled somehow when duck jumping?
That force in PGE actually also helps you slowing down when pressing the left arrow key after you ran to the right. You slow down by the amount of the left running acceleration plus the slow down of that force. While you are in the air you only have the acceleration for going left that slows you down, so it takes much longer for you to stop when you are in the air, that also makes controling the jump harder in my opinion. In SMBX deceleration on the floor and in the air is about the same.
Edit: I think I feels better when changing 'walkinforce' to something like 1200, then the acceleration between being in the air and on the floor doesn't feel that high anymore. Also the acceleration when being on the floor feels more on par with SMBX. Won't change that jumping is the best way to accelerate, though.
The main problem why in PGE is different accelerations while character on floor or in air is a friction - the Box2d simulates realworld physics, therefore it uses friction, impulse, mass, etc. Therefore when I implemented R-Tree index table into engine, I'm ready to start development of own physical engine which will do SMBX-like physics, therefore will be possible to have same physics which was in the SMBX, and even can be configured to do SMW-like physics (which in some cases better than SMBX's).
1) Player's speed is NOT decelerating while player in air and while run key pressed.
2) If run key is not pressed, player in air will decelerate before speed will be equal to "walking speed"
3) Speeds are SAME in air or on floor, because SMBX doesn't count friction. BUT, decelerates speed of player while it on the floor
Last edited by Wohlstand on Thu Jun 04, 2015 11:52 am, edited 1 time in total.
And what about the jumping while ducking? If you duck while jumping you accelerate even faster than you would when jumping normally. (Even though both shouldn't be affected by any friction)
And what about the jumping while ducking? If you duck while jumping you accelerate even faster than you would when jumping normally. (Even though both shouldn't be affected by any friction)
Box2d also provides a mass unit. Each contactable body is a fixture. Mass of body dependent to square of all fixtures associates with this body. "Ducking" fixture has ~2x less size than regular fixture, therefore when you apply same force for slighter body causes faster acceleration.
This is another reason to code own physical engine. Also you have no able walk up on slope which is not good This article has some explaining why Box2d is NOT good for a platform games