Wohlstand wrote:That worked fine on Windows 10 how I know, Axiom has it. Qt supports Windows 10. I think, yea, shit caused because junk update from Microsoft.
From my side, I have no any problems of compatibilty with Win 10 all is working fine too !!
mariofan 64 wrote:When is the next update of PGE going to be released? It hasn't updated in a while. :/
I think to release current dev version as PGE Editor 0.3.1.10 and PGE Engine 0.2.5.1 with including of all known bugfixes and with implementation of SMBX65-38A file formats support. Current dev-version partially supports reading of SMBX65-38A level files (because events part is not finished, it will miss up most of event parameters).
Anyway a big surprise for everybody: I finally resolved non-44100 hz shit in the SDL Mixer X side, and now is possible to use almost any MP3/OGG/FLAC/WAV file without requiring of resampling at PGE and LunaLUA sides. For someone who don't wanna wait, you can take fresh dev builds here: http://wohlsoft.ru/docs/_laboratory/ (AppVeyor builds slowly, therefore I building PGE Editor only on them). For LunaLUA users who wanna take fresh SDL Mixer X: you can copy SDL2_mixer_ext.dll from a fresh PGE Editor dev ZIP archive into SMBX folder to take fresh update before next LunaLUA release
mariofan 64 wrote:When is the next update of PGE going to be released? It hasn't updated in a while. :/
I think to release current dev version as PGE Editor 0.3.1.10 and PGE Engine 0.2.5.1 with including of all known bugfixes and with implementation of SMBX65-38A file formats support. Current dev-version partially supports reading of SMBX65-38A level files (because events part is not finished, it will miss up most of event parameters).
Can't wait to see the next version of PGE......
im hyped
mariofan 64 wrote:When is the next update of PGE going to be released? It hasn't updated in a while. :/
I think to release current dev version as PGE Editor 0.3.1.10 and PGE Engine 0.2.5.1 with including of all known bugfixes and with implementation of SMBX65-38A file formats support. Current dev-version partially supports reading of SMBX65-38A level files (because events part is not finished, it will miss up most of event parameters).
Can't wait to see the next version of PGE......
im hyped
Can't wait to see the final version of PGE in a distant future.......
I'm hyped
Hi friend,
I know it's been a while but I always love to come back and see some progress! I'm here to report some Mac bugs!
I'm currently running PGE on Mac OS X 10.7.5 and the following bug occurs when clicking and dragging (with what seems to be ANY tool selected?)
The whole window moves with it!!
Also, to make the app look a bit more native under OS X, you should define your own Info.plist instead of letting Qt auto generate one and set "CFBundleName" to "PGE Editor" so it looks a bit better http://stackoverflow.com/questions/1685 ... list-in-qt I found this question while looking for ways to override CFBundleName. By default, it looks like qmake doesn't set one thus causing the top left application name to be the executable name ("pge_editor" in this case). By manually changing the Info.plist, I was able to get it to say "PGE Editor".
[rimg]http://i.imgur.com/zVXmleq.png[/rimg]
EpicMarioBro wrote:Quick question: Should I use PGE? Nothing seems wrong with the legacy editor.
New editor is much more advanced and has no bugs and inconvenients of original editor. Anyway, you look a comparison: http://wohlsoft.ru/pgewiki/Editors_comparison
With that, you also have access to a lots of additional helpful tools which you can use for: graphics fixing/conversion, audio file conversion, etc.
Anyway, look at Screenshot thread topics and a lot's of non 800x600 screenshots and lots of huge screenshots (where also semi-transparent in-block NPC's and in some cases a flags as player's start points). Those screenshots are possible with PGE Editor (instead of manual shooting of different parts and attempts to assemble result. PGE doing everything accurate without cut-offs in background [you even can force tiled background if needed, etc.])
EpicMarioBro wrote:Quick question: Should I use PGE? Nothing seems wrong with the legacy editor.
New editor is much more advanced and has no bugs and inconvenients of original editor. Anyway, you look a comparison: http://wohlsoft.ru/pgewiki/Editors_comparison
With that, you also have access to a lots of additional helpful tools which you can use for: graphics fixing/conversion, audio file conversion, etc.
It certainly seems interesting, though I am most interested in bug fixes. It is certainly annoying when the game crashes just because you have a lot of graphics.
Downloading now.
EpicMarioBro wrote:Quick question: Should I use PGE? Nothing seems wrong with the legacy editor.
New editor is much more advanced and has no bugs and inconvenients of original editor. Anyway, you look a comparison: http://wohlsoft.ru/pgewiki/Editors_comparison
With that, you also have access to a lots of additional helpful tools which you can use for: graphics fixing/conversion, audio file conversion, etc.
It certainly seems interesting, though I am most interested in bug fixes. It is certainly annoying when the game crashes just because you have a lot of graphics.
Downloading now.
You just download it today?
I use PGE to make my SMBX Episode levels
And it's perfect! PGE Fixes most of SMBX runtime errors when playing a level.
EpicMarioBro wrote:
It certainly seems interesting, though I am most interested in bug fixes. It is certainly annoying when the game crashes just because you have a lot of graphics.
Downloading now.
Can the game actually crash if let's say...
All npcs, bgos, blocks, and effects had CGFX?
But yeah, PGE is basically like the Legacy editor, but it's even more better and comes with a lot of helpful features.
It also has it's own npc config editor, and warns you if you've passed a limit.
It is very easy to learn how to use, you can also lock objects to prevent them from being deleted when erasing things.
Fun thing you can do, you can also make custom block sizes by simply making it bigger than it's original size (For blocks with multiple frames, you'll have to do it to all frames or else it won't crop correctly).
There's a lot more than that.