General discussion about Super Mario Bros. X.
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Willhart
- Banned
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Postby Willhart » Wed Oct 21, 2015 3:56 pm
Wohlstand wrote:PGE side - P, LunaLUA side - L
Are there 2 versions of the engine, one with LunaLUA and one without? Would it not make more sense to have LunaLUA on every version for the sake of completeness, and to lessen the amount of work this will take to complete?
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Wohlstand
- Chargin' Chuck

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Postby Wohlstand » Wed Oct 21, 2015 5:40 pm
Willhart wrote:Wohlstand wrote:PGE side - P, LunaLUA side - L
Are there 2 versions of the engine, one with LunaLUA and one without? Would it not make more sense to have LunaLUA on every version for the sake of completeness, and to lessen the amount of work this will take to complete?
PGE will have partial support of LunaLUA-like scripts (everything except memory commands) when I will finish main core (to provide support of vanilia stuff first) to have compatibility with them (Unlike LunaDLL way, in the PGE that freatures will be available as native part of engine). LunaLUA on SMBX - its a huge workaround how you see, but same LunaLUA specification on PGE will be designed as native part, because PGE has open API and ability to implement into engine core everything
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Exiled Bowser
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Postby Exiled Bowser » Thu Oct 22, 2015 12:20 am
I found a bug in PGE. You are unable to have an event change to a custom music set for a section or level. There needs to be a function to have the custom check box marked automatically when called upon by event so change to the music set in the custom box.
Just doing in natively in SMBX is tricky in itself:
1.) have custom not used at first, but have a music file you plan to change by event to... set in the box with the right file name/etc.
2.) have the section have the hard coded song of you choice and the event at first by using one of the buttons in section/level settings, this is the default.
3.) Using events, have something trigger a change in music it can be anything in the events. You can hit the custom button to have it change to the custom song.
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Wohlstand
- Chargin' Chuck

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Postby Wohlstand » Thu Oct 22, 2015 1:28 am
Exiled Bowser wrote:I found a bug in PGE. You are unable to have an event change to a custom music set for a section or level. There needs to be a function to have the custom check box marked automatically when called upon by event so change to the music set in the custom box.
Just doing in natively in SMBX is tricky in itself:
1.) have custom not used at first, but have a music file you plan to change by event to... set in the box with the right file name/etc.
2.) have the section have the hard coded song of you choice and the event at first by using one of the buttons in section/level settings, this is the default.
3.) Using events, have something trigger a change in music it can be anything in the events. You can hit the custom button to have it change to the custom song.
It is not a bug: "Classic events" technology is not effective and will not be exchanged, but kept for compatibility with SMBX <=1.3. Instead of exchanging old system, will be developed an "Action-based events system" which will have much more features and will don't flood memory with unused even actions like that doing classic SMBX events.
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Exiled Bowser
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Postby Exiled Bowser » Thu Oct 22, 2015 1:43 am
So I'll have to just make a work around using music.ini for now. as i am not using much of the hard coded musics. and Ill just music.ini them to something else. I never liked that music changing part of the old event system of SMBX. RPGMAKER series had a much better system.
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Wohlstand
- Chargin' Chuck

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Postby Wohlstand » Wed Oct 28, 2015 3:50 am
Hotfix
Hello!
Because serious bug was found which has been fixed:
https://github.com/Wohlhabend-Networks/ ... 8657401e30,
I was updated all published packages just now.
This bug has been reported by Sednaiur. This bug causes wrong blocks order while you saving LVL file. In result, NPC's will miss some blocks in the SMBX and will fall through them. Ordering of blocks is required because collision detection algorithm is based on nearest by index. Those files are can be fixed with re-saving in the SMBX (before updating of editor, and if you kept your file in SMBX64 standard without workarounds to extend internal limits) or take fixed PGE Editor and re-save files by them.
You have to retrieve entire update for PGE, or just take those fixed EXE-s for Windows:
http://engine.wohlnet.ru/docs/_laborato ... _fixed.zip
and ELF's for Linux:
http://engine.wohlnet.ru/docs/_laborato ... xed.tar.gz
and overwrite with them your current binaries in your actual PGE folder.
This update also adds:
- Vertical wrap section property (will be greyed for SMBX LVL files, but you can use it with LVLX files)
- WIP features of npc.txt:
grid, gridoffsetx, gridoffsety, gridalign tags to modify grid properties without modifying of lvl_npc.ini, but I wasn't added GUI elements into NPC.txt editor to modify those tags, therefore you will need to edit those tags in the notepad before next update.
Code: Select all grid - align grid size
gridoffsetx - X offset relative to grid border
gridoffsetx - Y offset relative to grid border
gridalign - 0 align at center of grid cell (most of regular NPC's), 1 align relative to vertical border between grid cells (like thwomps)
Configuration packages are updated too:
- Applied latest updates of devkit to A2XT Configuration package
- Most of OGG musics are been replaced into SPC's in the SMBX 1.3 Compatible configuration package. Now instead of 80 MB it has 53 MB!
- Added dummy NPC slots from 293 to 300 (those NPC slots are been reserved internally but there are was found by h2643 and later confirmed by Kevsoft via LunaLUA with giving actual settings values).
Good luck 
Last edited by Wohlstand on Wed Oct 28, 2015 9:47 am, edited 1 time in total.
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PROX
- Van De Graf

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Postby PROX » Wed Oct 28, 2015 5:32 am
nice to see that we're gaining access to more npcs
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h2643
- Reznor

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Postby h2643 » Wed Oct 28, 2015 9:46 am
PROX wrote:nice to see that we're gaining access to more npcs
*super hidden npcs
They are in SMBX, it's just that there was no normal way to put them in a level, until this new PGE Editor update.
I sort-of documented them here:
http://engine.wohlnet.ru/forum/viewtopic.php?f=29&t=121
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mariofan 64
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Postby mariofan 64 » Wed Oct 28, 2015 10:31 am
Vertical wrap? Sounds to me like it's very much possible to make more than just platformers. No other added functions?
These 'hidden' NPCs...If they can't be used in SMBX, why bother having them show up?
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h2643
- Reznor

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Postby h2643 » Wed Oct 28, 2015 10:33 am
mariofan 64 wrote:Vertical wrap? Sounds to me like it's very much possible to make more than just platformers. No other added functions?
These 'hidden' NPCs...If they can't be used in SMBX, why bother having them show up?
Who said they can't be used in SMBX? They're hidden, but they're functional.
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mariofan 64
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Postby mariofan 64 » Wed Oct 28, 2015 11:19 am
h2643 wrote:mariofan 64 wrote:Vertical wrap? Sounds to me like it's very much possible to make more than just platformers. No other added functions?
These 'hidden' NPCs...If they can't be used in SMBX, why bother having them show up?
Who said they can't be used in SMBX? They're hidden, but they're functional.
Just read your documentary. I can see them being used in PGE, saved for SMBX, and troll and kaizo levels gather a whole new meaning. I wouldn't use them unless I have a very good reason, like npc-*.ini file usage on a per-level basis. But I think I'll wait on it for a while.
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Wohlstand
- Chargin' Chuck

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Postby Wohlstand » Wed Oct 28, 2015 11:41 am
mariofan 64 wrote:h2643 wrote:mariofan 64 wrote:Vertical wrap? Sounds to me like it's very much possible to make more than just platformers. No other added functions?
These 'hidden' NPCs...If they can't be used in SMBX, why bother having them show up?
Who said they can't be used in SMBX? They're hidden, but they're functional.
Just read your documentary. I can see them being used in PGE, saved for SMBX, and troll and kaizo levels gather a whole new meaning. I wouldn't use them unless I have a very good reason, like npc-*.ini file usage on a per-level basis. But I think I'll wait on it for a while.
npc.ini? Oh, thanks for remembering me a way to provide native PGE's npc.txt without proxing of SMBX specific npc.txt!
I implemented background2.txt which uses PGE-specific way and uses same specification as global configuration and there are in INI format (semicolon connemts, first line - is header section [background2], and a tags to override). With SMBX Specific npc.txt I will do: *.txt file will be kept for SMBX compatibility as-is but will be exchanged with PGE Specific extra-tags (because SMBX ignores any foreign tags), and npc-*.ini will use same way as background2.txt - will use INI format and specification like global config, and while npc.txt designed to be user-friendly, npc.ini gives you able reconfigure entire NPC with all available ini-tags in global configuration while NPC.txt provides partial tags-set.
Also, after this patch, PGE Engine finally have working background2.txt's!
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Erik
- Eerie

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Postby Erik » Wed Oct 28, 2015 12:51 pm
This editor is great, even better than the original SMBX. Designing goes faster and I like how you can open multiple files at once. Good luck on the further development of this!
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Wohlstand
- Chargin' Chuck

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Postby Wohlstand » Wed Oct 28, 2015 1:48 pm
Ludwig von Koopa wrote:This editor is great, even better than the original SMBX. Designing goes faster and I like how you can open multiple files at once. Good luck on the further development of this!
Thanks 
Good luck with beutiful and great levels and episodes which are you making with a friends 
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Project Mario
- Guest
Postby Project Mario » Wed Oct 28, 2015 8:29 pm
I have Windows 7, how should I get it in download?
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Wohlstand
- Chargin' Chuck

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Postby Wohlstand » Wed Oct 28, 2015 8:46 pm
Project Mario wrote:I have Windows 7, how should I get it in download?
Windows build of PGE works on Windows XP/Vista/7/8/8.1/10 both x86 and x64, you can download "Online installer" which will make everything automatically, but you also can take portable version but you will need to take configuration pack manually
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Project Mario
- Guest
Postby Project Mario » Wed Oct 28, 2015 8:55 pm
Huh. It's not downloading, because it says Smartscreen Has Blocked This Download. Any help on that?
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Wohlstand
- Chargin' Chuck

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Postby Wohlstand » Wed Oct 28, 2015 8:57 pm
Project Mario wrote:Huh. It's not downloading, because it says Smartscreen Has Blocked This Download. Any help on that?
Ignore that, disable smartscreen and download file anyway.
Install Firefox and use it instead Internet Explorer
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FanofSMBX
- Ludwig von Koopa

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Postby FanofSMBX » Thu Oct 29, 2015 8:49 pm
Name=
Image=
Script=
What do these npc codes do?
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mariofan 64
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Postby mariofan 64 » Thu Oct 29, 2015 8:53 pm
FanofSMBX wrote:Name=
Image=
Script=
What do these npc codes do?
Name=What do you call it?
Image="filename.png"
Script="filename.lua"
Seem about right? That's how it's labeled in other configs.
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