Moondust Project thread [Support moved]

General discussion about Super Mario Bros. X.

Moderator: Userbase Moderators

PROX
Van De Graf
Van De Graf
Posts: 1974
Joined: Sun Jul 06, 2014 8:50 pm

Re: PGE Project thread (Editor v0.3.1.7, Engine v0.2.3.1)

Postby PROX » Sun Nov 08, 2015 9:30 pm

there's something that you forgot to mention, wohlstand, in your readme for 1.4.1.
Here are the steps:
Spoiler: show
1. Download the files (of course)
2. Set your region to chinese (simplified china)
3. Copy the dll and bat files into the game. (DO NOT put them in the dll folder)
4. Make sure you place the dll files (not the bat files, just the dll files) into your system32 folder (C:drive---->windows----->system32)
5. Run the .bat file that corresponds to your computer(32bit or 64bit) normally. I found that running it as an administrator didn't exactly work.
6. Try to run the game editor. If it doesn't work, go to the games settings on the menu and click the "self checking" option. It usually tells you what files it requires and what files you're missing.
I hope this helped some people.

PlumberGraduate
Fighter Fly
Fighter Fly
Posts: 38
Joined: Sat Jun 14, 2014 11:39 am

Re: PGE Project thread (Editor v0.3.1.7, Engine v0.2.3.1)

Postby PlumberGraduate » Mon Nov 09, 2015 12:33 am

Wohlstand, I found a bug. When I save my level in PGE and test it in SMBX level editor, some NPCs fall trough blocks. But if I save it in SMBX editor after saving it in PGE Editor, everything is fine. Could you possibly fix that bug?

Wohlstand
Chargin' Chuck
Chargin' Chuck
Posts: 2008
Joined: Tue Feb 11, 2014 4:44 pm
Flair: [ˈvoːlˌʃtant], 狐エンジニア
Pronouns: he/him
Contact:

Re: PGE Project thread (Editor v0.3.1.7, Engine v0.2.3.1)

Postby Wohlstand » Mon Nov 09, 2015 12:37 am

Mario Maker 200 wrote:Wohlstand, I found a bug. When I save my level in PGE and test it in SMBX level editor, some NPCs fall trough blocks. But if I save it in SMBX editor after saving it in PGE Editor, everything is fine. Could you possibly fix that bug?
Please take update, I already released a hotfix for this bug!
This causes brcause blocks order algorithm was damaned, but I fixed that

mariofan 64
Flurry
Flurry
Posts: 189
Joined: Mon Oct 13, 2014 2:14 am

Re: PGE Project thread (Editor v0.3.1.7, Engine v0.2.3.1)

Postby mariofan 64 » Mon Nov 09, 2015 12:40 am

Wohlstand, you told me that you put new NPC algorithms in an update, but you didn't. Where are they? Is it in 0.2.4?

Wohlstand
Chargin' Chuck
Chargin' Chuck
Posts: 2008
Joined: Tue Feb 11, 2014 4:44 pm
Flair: [ˈvoːlˌʃtant], 狐エンジニア
Pronouns: he/him
Contact:

Re: PGE Project thread (Editor v0.3.1.7, Engine v0.2.3.1)

Postby Wohlstand » Mon Nov 09, 2015 1:42 am

mariofan 64 wrote:Wohlstand, you told me that you put new NPC algorithms in an update, but you didn't. Where are they? Is it in 0.2.4?
Yes! In works the Contact Detector which required for springboard, shells, bitch-koopas, vine heads, etc. Those NPC's will came in PGE Engine v.0.2.4-alpha. Also in new engine version will work open-paths algorithm on world maps

Witchking666
Silver Yoshi Egg
Silver Yoshi Egg
Posts: 1769
Joined: Mon Dec 15, 2014 10:47 am

Re: PGE Project thread (Editor v0.3.1.7, Engine v0.2.3.1)

Postby Witchking666 » Mon Nov 09, 2015 2:00 am

Wohlstand wrote:
mariofan 64 wrote:Wohlstand, you told me that you put new NPC algorithms in an update, but you didn't. Where are they? Is it in 0.2.4?
Yes! In works the Contact Detector which required for springboard, shells, bitch-koopas, vine heads, etc. Those NPC's will came in PGE Engine v.0.2.4-alpha. Also in new engine version will work open-paths algorithm on world maps
BITCH KOOPA'S
Rlly

They are beach koopas y'know
Also, I have an idea for an awesome feature
World map layers&events

Wohlstand
Chargin' Chuck
Chargin' Chuck
Posts: 2008
Joined: Tue Feb 11, 2014 4:44 pm
Flair: [ˈvoːlˌʃtant], 狐エンジニア
Pronouns: he/him
Contact:

Re: PGE Project thread (Editor v0.3.1.7, Engine v0.2.3.1)

Postby Wohlstand » Mon Nov 09, 2015 2:25 am

witchking666 wrote:BITCH KOOPA'S
Rlly
They are beach koopas y'know
I know, I told that as joke: there are too annoying and beach koopas are annoying "bitches" which can hurt playable character with high chance :P
witchking666 wrote: Also, I have an idea for an awesome feature
World map layers&events
Already planned ;-)

mariofan 64
Flurry
Flurry
Posts: 189
Joined: Mon Oct 13, 2014 2:14 am

Re: PGE Project thread (Editor v0.3.1.7, Engine v0.2.3.1)

Postby mariofan 64 » Mon Nov 09, 2015 9:41 am

Wohlstand wrote:
mariofan 64 wrote:Wohlstand, you told me that you put new NPC algorithms in an update, but you didn't. Where are they? Is it in 0.2.4?
Yes! In works the Contact Detector which required for springboard, shells, bitch-koopas, vine heads, etc. Those NPC's will came in PGE Engine v.0.2.4-alpha. Also in new engine version will work open-paths algorithm on world maps
You said a few new things were done and committed. I downloaded it and nothing has changed. Now I know why, but it sounds like Engine 0.3, instead of 0.2.4. Why not add more things so the update feels that way?

Wohlstand
Chargin' Chuck
Chargin' Chuck
Posts: 2008
Joined: Tue Feb 11, 2014 4:44 pm
Flair: [ˈvoːlˌʃtant], 狐エンジニア
Pronouns: he/him
Contact:

Re: PGE Project thread (Editor v0.3.1.7, Engine v0.2.3.1)

Postby Wohlstand » Mon Nov 09, 2015 9:56 am

mariofan 64 wrote:You said a few new things were done and committed. I downloaded it and nothing has changed. Now I know why, but it sounds like Engine 0.3, instead of 0.2.4. Why not add more things so the update feels that way?
I warned you that I wasn't released those updates yet, because I wasn't finished works on some critical parts before. Just wait that ;)
If job is not steals my time, I doing updates very often

Fawful260
Guest

Re: PGE Project thread (Editor v0.3.1.7, Engine v0.2.3.1)

Postby Fawful260 » Tue Nov 10, 2015 1:27 am

SMBX 1.4 not launch... error 5... invalid procedure call or argument... WTH is this Wohsland? I make cheinse time!

Mable
Luigi
Luigi
Posts: 5806
Joined: Sat Dec 21, 2013 4:23 am
Contact:

Re: PGE Project thread (Editor v0.3.1.7, Engine v0.2.3.1)

Postby Mable » Tue Nov 10, 2015 6:35 am

Fawful260 wrote:SMBX 1.4 not launch... error 5... invalid procedure call or argument... WTH is this Wohsland? I make cheinse time!
Maybe you should read the readme better. And Wohlstand even packed the necessary files.

Fawful260
Guest

Re: PGE Project thread (Editor v0.3.1.7, Engine v0.2.3.1)

Postby Fawful260 » Tue Nov 10, 2015 8:32 am

Tinkerbell wrote:
Fawful260 wrote:SMBX 1.4 not launch... error 5... invalid procedure call or argument... WTH is this Wohsland? I make cheinse time!
Maybe you should read the readme better. And Wohlstand even packed the necessary files.
All i'am read and cheinse time make... i'v better waiting update from wohsland... maybe sounds better must be... and not exactingness!

PixelArt
Guest

Re: PGE Project thread (Editor v0.3.1.7, Engine v0.2.3.1)

Postby PixelArt » Wed Nov 11, 2015 11:00 am

Love this editor, lel

Lx Xzit
Lakitu
Lakitu
Posts: 472
Joined: Mon Feb 03, 2014 2:12 pm

Re: PGE Project thread (Editor v0.3.1.7, Engine v0.2.3.1)

Postby Lx Xzit » Thu Nov 12, 2015 8:00 pm

Fawful260 wrote:SMBX 1.4 not launch... error 5... invalid procedure call or argument... WTH is this Wohsland? I make cheinse time!
This error appears when your did something wrong with the registration, Did you change the "Region" to "China (simplified, Chinese)"? You did the registration correctly? Please verify the steps and try again!

On-Topic: I love the PGE editor! I have a suggestion, if you press quickly right click + left click = Selection of the same piece (something like in the original SMBX, I think this combination isn't used in PGE yet), in original SMBX when you put the cursor above something (for example the SMB3 bushes) you will select the SMB3 bushes in the editor and you can put more of these, what I mean isn't like a copy and past, what I mean is different, sorry if I can't explain better.

Good luck with the PGE WohIstand! I'm looking forward to see more updates!

Wohlstand
Chargin' Chuck
Chargin' Chuck
Posts: 2008
Joined: Tue Feb 11, 2014 4:44 pm
Flair: [ˈvoːlˌʃtant], 狐エンジニア
Pronouns: he/him
Contact:

Re: PGE Project thread (Editor v0.3.1.7, Engine v0.2.3.1)

Postby Wohlstand » Thu Nov 12, 2015 9:17 pm

DarkMecha wrote:I love the PGE editor! I have a suggestion, if you press quickly right click + left click = Selection of the same piece (something like in the original SMBX, I think this combination isn't used in PGE yet), in original SMBX when you put the cursor above something (for example the SMB3 bushes) you will select the SMB3 bushes in the editor and you can put more of these, what I mean isn't like a copy and past, what I mean is different, sorry if I can't explain better.
Middle mouse button (bytton on wheel) can do that already (if alone element is selected) ;-)
If multiple items selected - middle mouse key will dype selection.

Lx Xzit
Lakitu
Lakitu
Posts: 472
Joined: Mon Feb 03, 2014 2:12 pm

Re: PGE Project thread (Editor v0.3.1.7, Engine v0.2.3.1)

Postby Lx Xzit » Fri Nov 13, 2015 3:14 pm

Middle mouse button (bytton on wheel) can do that already (if alone element is selected) ;-)
If multiple items selected - middle mouse key will dype selection.
That's interesting, I didn't know about that new function! thanks for the info. :P
BTW you will do something like this for PGE?
Image

Valtteri
Birdo
Birdo
Posts: 2150
Joined: Sun Dec 01, 2013 1:16 pm

Re: PGE Project thread (Editor v0.3.1.7, Engine v0.2.3.1)

Postby Valtteri » Fri Nov 13, 2015 3:20 pm

PixelArt wrote:Love this editor, lel
Don't make posts like this. You have to be constructive.

Wohlstand
Chargin' Chuck
Chargin' Chuck
Posts: 2008
Joined: Tue Feb 11, 2014 4:44 pm
Flair: [ˈvoːlˌʃtant], 狐エンジニア
Pronouns: he/him
Contact:

Re: PGE Project thread (Editor v0.3.1.7, Engine v0.2.3.1)

Postby Wohlstand » Fri Nov 13, 2015 9:50 pm

DarkMecha wrote:
Middle mouse button (bytton on wheel) can do that already (if alone element is selected) ;-)
If multiple items selected - middle mouse key will dype selection.
That's interesting, I didn't know about that new function! thanks for the info. :P
BTW you will do something like this for PGE?
Image
Yea, I planned that since I found this picture on baidu. That thing will be configurable too lije tilesets. Anyway, PGE still win because it has lot of things which are not in SMBX 1.4.1 even SMBX 1.4.1 has new npcs and some new things

Gameinsky
Snifit
Snifit
Posts: 240
Joined: Thu Dec 11, 2014 10:59 am

Re: PGE Project thread (Editor v0.3.1.7, Engine v0.2.3.1)

Postby Gameinsky » Sat Nov 14, 2015 5:43 am

I've been wondering, but it's going to be something for much later in development.

Are you planning to add a "freeze iceblocks" mode for venus fire traps? They would affect frozen coins and munchers.

Wohlstand
Chargin' Chuck
Chargin' Chuck
Posts: 2008
Joined: Tue Feb 11, 2014 4:44 pm
Flair: [ˈvoːlˌʃtant], 狐エンジニア
Pronouns: he/him
Contact:

Re: PGE Project thread (Editor v0.3.1.7, Engine v0.2.3.1)

Postby Wohlstand » Sat Nov 14, 2015 5:52 am

Gameinsky wrote:Are you planning to add a "freeze iceblocks" mode for venus fire traps? They would affect frozen coins and munchers.
If you will try to play levels where a lot of frozen coins/muchers with venus firetraps again, you will hate venus fire traps more :D
...and when koopa's shells will turn into koopas back too :mrgreen:


Return to “General”

Who is online

Users browsing this forum: Ness-Wednesday and 4 guests

SMWCentralTalkhausMario Fan Games GalaxyKafukaMarioWikiSMBXEquipoEstelari