General discussion about Super Mario Bros. X.
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Mario_and_Luigi_55
- Spike

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Postby Mario_and_Luigi_55 » Thu Apr 14, 2016 12:23 pm
Another bug is If you try clicking "Save as" second time while saving a map PGE will crash
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DrySock
- Goomba

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Postby DrySock » Thu Apr 14, 2016 3:59 pm
The engine works now, but I have a new error:

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Wohlstand
- Chargin' Chuck

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Postby Wohlstand » Thu Apr 14, 2016 4:22 pm
DrySock wrote:The engine works now, but I have a new error:

Which version? (in the engine's window title) Message box's font looks like it's my one of VERY old version, and this message must not appear because I fixed interprocessing in recent time. Try to take a fresh build from laboratory
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DrySock
- Goomba

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Postby DrySock » Thu Apr 14, 2016 4:51 pm
Wohlstand wrote:DrySock wrote:The engine works now, but I have a new error:

Which version? (in the engine's window title) Message box's font looks like it's my one of VERY old version, and this message must not appear because I fixed interprocessing in recent time. Try to take a fresh build from laboratory
I downloaded the latest OSX build before starting the engine. This is the latest build.
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Wohlstand
- Chargin' Chuck

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Postby Wohlstand » Thu Apr 14, 2016 5:41 pm
DrySock wrote:Wohlstand wrote:DrySock wrote:The engine works now, but I have a new error:

Which version? (in the engine's window title) Message box's font looks like it's my one of VERY old version, and this message must not appear because I fixed interprocessing in recent time. Try to take a fresh build from laboratory
I downloaded the latest OSX build before starting the engine. This is the latest build.
Is 0.2.5.1-alpha build 0x6142086? (And Editor's version 0.3.1.10). This message box is looks as in my very old version, because in latest version font is another, and padding between text and border is smaller, also in newev version text of this message box must be fited by width. I think, you unpacked update into another folder and you still use old software
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DrySock
- Goomba

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Postby DrySock » Thu Apr 14, 2016 6:05 pm
It works now, but I have a question, when will the extra interactions not added in the engine, such as picking up shells, spin-jumping, and complete npc implementation, be added? The engine very much hinders my ability to play most levels created.
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Wohlstand
- Chargin' Chuck

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Postby Wohlstand » Fri Apr 15, 2016 12:14 am
That in process, currently I impending most of NPC-AI API that required for implementation of most NPC algorithms, And player API to implement most of player's skills, etc.
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Ness-Wednesday
- Purple Yoshi Egg

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Postby Ness-Wednesday » Sat Apr 16, 2016 8:05 pm
Why does PGE crash whenever I have to reload the level, also couldn't it just be better to save it and it automatically reloads them?
Also may I ask what are these extended level features in PGE (examples are Warp Vertucally, and a Portal Warp)?
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Wohlstand
- Chargin' Chuck

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Postby Wohlstand » Sun Apr 17, 2016 5:54 am
Ness-Wednesday wrote:Why does PGE crash whenever I have to reload the level, also couldn't it just be better to save it and it automatically reloads them?
Crash happens when you trying to reload file together with focusing out to another application, but that dumb thing I have been fixed and you need to take update (I re-uploaded fixed!).
About automatic reloading of custom stuff:
The thing is, how PGE Editor processes images while file
- Load file itself (very quick!)
- Fetch list of existing resources (Backgrounds, Blocks, BGO's, NPC) to find custom images and configs (block.ini, background2.ini, background.ini, npc.txt)
- Allocate container for a custom images set and load them (takes many time if too much custom images!)
- When customized stuff has been loaded, start building a scene (place all elements to the map and apply settings from a file) (must be not slow, but dumb QGraphicsScene may be slower than filling of R-Tree in the PGE Engine)
Currently saving of file is super-quick, because is only file data are writing. But when I'll add also auto-reloading of custom data, that will be much slower:
- After file-data written, clear all initialized custom stuff
- Fetch list of existing resources AGAIN (Backgrounds, Blocks, BGO's, NPC) to find custom images and configs (block.ini, background2.ini, background.ini, npc.txt)
- Allocate container for a custom images set and load them (takes many time if too much custom images!)
- When customized stuff has been loaded, fetch ALL emements on a scene and apply to EVERY element updated config properties
I don't think that auto-reloading of custom configs is needed, because it doesn't needed for every saving process.
Ness-Wednesday wrote:
Also may I ask what are these extended level features in PGE (examples are Warp Vertucally, and a Portal Warp)?
Those features are works (there are will be ungreyed!) when you will save level file into LVLX file format. Those features are locked because you worked with legacy SMBX64 LVL file format which doesn't supports extra preferences. Anyway, LVLX will be supported in LunaLUA (updated parser is in works), because it allows to use some extra properties without extra lua code.
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Sednaiur
- Volcano Lotus

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Postby Sednaiur » Tue Apr 19, 2016 1:55 pm
I must say that I like the new update (but also the ones directly before this one), and I don't really know if you already had the "show grid" in previous versions, but that is what I like the most in recent updates, as it will be very useful for me to use. :-)
But I also have some suggestions (and some little bugs/oversights) for you.
First the nitpicky oversights and bugs:
In the "Display Message"-tab, in the "Common"-spoiler of the events, the reminder on top of the window still says "Max line-length 28 characters" instead of "27".
The SMB3 Venus Firetrap still has a 32x32 grid, unlike all the other piranha plants, who have a 16x16 grid. The same goes for the SMB3 roulette exit, which needs a 16x16 grid too, since it's corresponding BGO also has a 16x16 grid.
Here are some suggestions, which would be really nice and time-saving to have:
Could you add a "grid=XYZ" value to the "Background-main"-spoiler of the "lvl_bgo"-INI, and to the "NPC-main"-spoiler of the "lvl_npc"-INI? That would be great, since it saves people like me a lot of time, who do not want to have everything in PGE on a 16x16 grid, but just some categories like BGOs and NPCs. Without it I always need to reset the default values of all the NPCs and BGOs to a 16x16 grid, which takes around 2 hours. :-/
Also, the two red-marked areas on this screen:

Especially these could save a lot of time when searching for unreplaced graphics, or when you want to jump straight to the top-right or lower-right corner of a level-section. And since you already have "jump to top-left corner of section" and "jump to lower-left corner of section", why not having these two too? :-P
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Wohlstand
- Chargin' Chuck

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Postby Wohlstand » Wed Apr 20, 2016 5:05 pm
Sednaiur wrote:I must say that I like the new update (but also the ones directly before this one), and I don't really know if you already had the "show grid" in previous versions, but that is what I like the most in recent updates, as it will be very useful for me to use. 
But I also have some suggestions (and some little bugs/oversights) for you.
First the nitpicky oversights and bugs:
In the "Display Message"-tab, in the "Common"-spoiler of the events, the reminder on top of the window still says "Max line-length 28 characters" instead of "27".
The SMB3 Venus Firetrap still has a 32x32 grid, unlike all the other piranha plants, who have a 16x16 grid. The same goes for the SMB3 roulette exit, which needs a 16x16 grid too, since it's corresponding BGO also has a 16x16 grid.
Here are some suggestions, which would be really nice and time-saving to have:
Could you add a "grid=XYZ" value to the "Background-main"-spoiler of the "lvl_bgo"-INI, and to the "NPC-main"-spoiler of the "lvl_npc"-INI? That would be great, since it saves people like me a lot of time, who do not want to have everything in PGE on a 16x16 grid, but just some categories like BGOs and NPCs. Without it I always need to reset the default values of all the NPCs and BGOs to a 16x16 grid, which takes around 2 hours. :-/
Also, the two red-marked areas on this screen:

Especially these could save a lot of time when searching for unreplaced graphics, or when you want to jump straight to the top-right or lower-right corner of a level-section. And since you already have "jump to top-left corner of section" and "jump to lower-left corner of section", why not having these two too? 
1) I think, main.ini already has that, but most of NPC's are has pre-defined "grid=32" per every element, therefore global value ignored, so, you still do replace of "\ngrid=32\n" with "\n"
2) Ouch (about "27 vs 28 characters" typo), I'll fix that now
3) After I just finished optimizations, I'll going to implement those buttons, but for "show default only" I need take some time or checking algorithm may be slow, but I have idea how to don't hurt performance to fetch that stuff
4) Since I just released patch, all public builds are has updated version, so, you can take it and test that, I optimized memory usage and some performance things to don't duplicate sprites and use same by pointer (performance improved because ton of internal copy-pasting of the sprites has been avoided)
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Sednaiur
- Volcano Lotus

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Postby Sednaiur » Sun Apr 24, 2016 2:06 pm
Wohlstand wrote:I think, main.ini already has that, but most of NPC's are has pre-defined "grid=32" per every element, therefore global value ignored, so, you still do replace of "\ngrid=32\n" with "\n"
3) After I just finished optimizations, I'll going to implement those buttons, but for "show default only" I need take some time or checking algorithm may be slow, but I have idea how to don't hurt performance to fetch that stuff
4) Since I just released patch, all public builds are has updated version, so, you can take it and test that, I optimized memory usage and some performance things to don't duplicate sprites and use same by pointer (performance improved because ton of internal copy-pasting of the sprites has been avoided)
Thanks for the reply. I am happy that you care also about the smaller things that look unimportant at first. :-)
About the grid-thing, yes I know about the main grid, but then I would also change all unwanted NPCs (like coins) and blocks to a 16x16 grid I guess, and I do want to prevent that.
My suggestion would be, to make the grid-settings in the "main"-INI file the ones that take lowest priority (for example, when no grid is defined in an object's file), then have the grid of the "lvl_bgo"-INI, "lvl_NPC"-INI, etc taking priority over the one from the "main"-INI, and then having the grid-settings of the seperate objects taking the highest priority, kind of like SMBX loas custom graphics of a level. This way one can set the grid more easy and less time-consuming. :-)
Also, I guess I found a more heavy bug, that also already existed in the previous version:
When you select "Reload configuarations" while you have any file open, it tells you to close all open files before reloading the configuration. After you do so and try to reload the configuration, PGE now tries to do so, but it always crashes when it attempts to load the "Tilesets".
Please note that PGE does only crash like this, when you first tried to reload the configuration while having open any file!
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Wohlstand
- Chargin' Chuck

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Postby Wohlstand » Sun Apr 24, 2016 3:15 pm
Sednaiur wrote:
About the grid-thing, yes I know about the main grid, but then I would also change all unwanted NPCs (like coins) and blocks to a 16x16 grid I guess, and I do want to prevent that.
My suggestion would be, to make the grid-settings in the "main"-INI file the ones that take lowest priority (for example, when no grid is defined in an object's file), then have the grid of the "lvl_bgo"-INI, "lvl_NPC"-INI, etc taking priority over the one from the "main"-INI, and then having the grid-settings of the seperate objects taking the highest priority, kind of like SMBX loas custom graphics of a level. This way one can set the grid more easy and less time-consuming. 
So, you also want to have another middle step between main.ini and per-element grid value like:
- global grid of everything (main.ini)
-- global grid of any blocks (lvl_block.ini)
--- per-element grid
if no defined per-element grid, will be used common blocks grid value (in the [blocks-main] section), and if that value is undefined, will be used global value from section, that easy to add, wait in next laboratory build
Sednaiur wrote:
Also, I guess I found a more heavy bug, that also already existed in the previous version:
When you select "Reload configuarations" while you have any file open, it tells you to close all open files before reloading the configuration. After you do so and try to reload the configuration, PGE now tries to do so, but it always crashes when it attempts to load the "Tilesets".
Please note that PGE does only crash like this, when you first tried to reload the configuration while having open any file!
Try current laboratory build because optimization which I made should fix that crash because I reorganized a lot of things with a pointers to active windows. That dumb crash may be happened because some pointer still have not-null value when window has been closed, but I reorganized lots of parts, but test is needed.
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King Godzilla
- Hoopster

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Postby King Godzilla » Sun Apr 24, 2016 5:24 pm
I tried to use the Gifs to PNG tool on an SMB3 Bowser but it didn't work and I don't see the finished PNG file. Is there anything I'm missing or did wrong? I'm quite new to the GIF2PNG software
Here is what I did.

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Wohlstand
- Chargin' Chuck

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Postby Wohlstand » Sun Apr 24, 2016 5:35 pm
King Godzilla wrote:I tried to use the Gifs to PNG tool on an SMB3 Bowser but it didn't work and I don't see the finished PNG file. Is there aything I'm missing or did wrong? I'm quite new to the GIF2PNG software
Here is what I did.

Drop your image directly into icon of GIFs2PNG tool, not into console box (consoles are accepts file paths while text input in process. GIFs2PNG is a batch processor which launcing once to process one task (convert one or multiple images chain or folder tree)
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TurtleJosh52
- Hoopster

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Postby TurtleJosh52 » Thu Apr 28, 2016 2:23 pm
So I'm currently downloading PGE, and it's been 2 hours and its still at the same spot since 2 hours ago. Help!
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Mable
- Luigi

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Postby Mable » Thu Apr 28, 2016 2:26 pm
Restart ur pc and retry. Or check dat internet.
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Wohlstand
- Chargin' Chuck

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Postby Wohlstand » Thu Apr 28, 2016 4:30 pm
TurtleJosh52 wrote:So I'm currently downloading PGE, and it's been 2 hours and its still at the same spot since 2 hours ago. Help!
1) Where are you from? (Country, City)
2) What are you using to have access to Internet? (LAN, Wi-Fi, Dial-UP, EDGE, 3G, LTE, etc.?)
3) Which way you using to download? (Online-installer, direct ZIP-archive downloading)
- If you living on American continent: That may be slow because main server is located in Eurasia continent (Europe, Russia, Moscow), therefore too far distance to send data.
- If you have Dial-UP, EDGE, 3G, etc. is no matter WHERE located server, you will download DVD-image from nearest server with same speed 
- If you still have old Online installer copy, please redownload it. Old installer using GNA server mirror located in France, it is slower than server in Moscow (since I moved PGE site, forums and wiki from my home server to another server to provide better access from world, my home server is fast in Russia)
- Destroy your Antivirus (especially Avast! or AVG) because it is useless except curing already infected machine or using to explore danger places at Internet or accept a lot of USB Sticks which are may have worms ... (At university almost all lab computers are infected with various set of danger worms)
- Apply "Destroy Windows Spying" thing to partially reduce CPU overloading
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Wohlstand
- Chargin' Chuck

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Postby Wohlstand » Fri Apr 29, 2016 9:23 pm
Important Hotfix
Contains minor fixes and changes in the Editor and in the Engine
Change-log Editor:
* Added Polish translation of the editor
* Optimized performance and memory usage
* Fixed some inabilities to show custom graphics in the item selection dialogs
* Flood fill will never fill out of section by default (to allow filling out of section, need to unchec a special flag in the "Edit" menu)
* Fixed empty category entry wihth appears on some groups in blocks and BGO lists
* Added ability to show default only elements in the tilesets editor box
* Added "Top-Right" and "Right-Bottom" section sides for camera position reset
* Test Settings are finally working
* Fixed update checker
Change-log Engine:
* Added support of the software renderer that allows you to play PGE Engine even without OpenGL
* Fixed logic in the configuration loading
* Fixed right-side warped NPC sprite [For example, right-directed drill roze had a wrong cropped sprite]
* Added more command line arguments to have better debug control and ability to pass initial test settings from Editor into Engine
Also Online Installer updated too!
Now it remembers components which you are selected, and also finally supports the portable installation (and updating!), also adding PGE path into PATH environment is completely optional and no needed!
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Sednaiur
- Volcano Lotus

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Postby Sednaiur » Sat Apr 30, 2016 7:21 pm
Well, this is an interesting update, I like to say. :-D
Especially nice is that you finally implemented the two other buttons for the right side of the sections, and that the fill does not fill outside the level-boundaries anymore. Before that change, the fill-tool was rather useless for me.
The best implemention for me is the "Show default only"-option, which will save a lot of time for finding and replacing graphics. ^^
But there is a thing I just found out, regarding dummied items in SMBX. But I will tell you about that later. Sure is, that users of your fine editor will have a very big new advantage over users of the legacy SMBX-editor for sure (I mean even more than before). :-P
I will now download the new version, even knowing that I just finished the set-up of the old one. xD
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