General discussion about Super Mario Bros. X.
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PixelPest
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Postby PixelPest » Sun May 01, 2016 10:37 am
Has the SMB3 Switch Block been removed from the SMW Special Group yet?
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Wohlstand
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Postby Wohlstand » Sun May 01, 2016 10:47 am
PixelPest wrote:Has the SMB3 Switch Block been removed from the SMW Special Group yet?
Not yet, but just apply this patch to your config pack to take fixed that: http://wohlsoft.ru/docs/_files_for_post ... Switch.zip
Later, when I'll upload updates, all config packs are will have that. (Now I'm busy with making additional font maps to support East-Europan characters at raster font maps [TTF helps a lot, but result is not fits to the font style])
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h2643
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Postby h2643 » Mon May 02, 2016 10:40 am
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Sednaiur
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Postby Sednaiur » Mon May 02, 2016 2:04 pm
Sorry about the delay.
Here are the new elements and their specs.
The amount of elements are as follows (all of them are un-animated and 32x32 pixels in size):
Total worldmap tiles usable: "tile-1" to "tile-400" (tile 401 is not usable anymore). There are 72 new tiles.
Total paths usable: "path-1" to "path-100" (path 101 is not usable anymore). There are 68 new paths, all using a mask/transparency.
Total levels usable: "level-1" to "level-100" (level 101 is not usable anymore). There are 68 new levels, all using a mask/transparency.
Total sceneries usable: "scene-1" to "scene-100" (scene 101 is not usable anymore). There are 35 new sceneries, all using a mask/transparency.
Total blocks usable: "block-1" to "block-700" (block 701 is not usable anymore). There are 62 new blocks which are all using a mask/transparency.
Total BGOs usable: "background-1" to "background-200" (background 201 is not usable anymore). There are 10 new BGOs which are all using a mask/transparency.
There are no additional level-backgrounds ("background2-XX") usable, though.
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Wohlstand
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Postby Wohlstand » Mon May 02, 2016 2:32 pm
Sednaiur wrote:Sorry about the delay.
Here are the new elements and their specs.
The amount of elements are as follows (all of them are un-animated and 32x32 pixels in size):
Total worldmap tiles usable: "tile-1" to "tile-400" (tile 401 is not usable anymore). There are 72 new tiles.
Total paths usable: "path-1" to "path-100" (path 101 is not usable anymore). There are 68 new paths, all using a mask/transparency.
Total levels usable: "level-1" to "level-100" (level 101 is not usable anymore). There are 68 new levels, all using a mask/transparency.
Total sceneries usable: "scene-1" to "scene-100" (scene 101 is not usable anymore). There are 35 new sceneries, all using a mask/transparency.
Total blocks usable: "block-1" to "block-700" (block 701 is not usable anymore). There are 62 new blocks which are all using a mask/transparency.
Total BGOs usable: "background-1" to "background-200" (background 201 is not usable anymore). There are 10 new BGOs which are all using a mask/transparency.
There are no additional level-backgrounds ("background2-XX") usable, though.
Thanks! So, I'll append them to all SMBX-compatible config packs (SMBX 1.3, SMBX Integration, A2XT and SM-Redrawn) 
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Reign
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Postby Reign » Tue May 03, 2016 5:51 am
Popping in with a question. I'm aware the testing portion in PGE is still under development. My question is, what is currently the most convenient way of testing your levels? About 30-40% of my developing time goes to testing. Currently I have both PGE and SMBX open and when I need to test the level, I just make changes in PGE, then open the level in the SMBX editor and play it. When I have to open the level in SMBX editor again after additional changes in PGE,I actually have to open another level and then the one I was working on again. Rather inconvenient.
I tried the PGE testing methods but they don't seem developed enough just yet (though I may not have the latest version). So my question is, how do you guys deal with the testing part right now?
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Wohlstand
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Postby Wohlstand » Tue May 03, 2016 6:28 am
Reign wrote:Popping in with a question. I'm aware the testing portion in PGE is still under development. My question is, what is currently the most convenient way of testing your levels? About 30-40% of my developing time goes to testing. Currently I have both PGE and SMBX open and when I need to test the level, I just make changes in PGE, then open the level in the SMBX editor and play it. When I have to open the level in SMBX editor again after additional changes in PGE,I actually have to open another level and then the one I was working on again. Rather inconvenient.
I tried the PGE testing methods but they don't seem developed enough just yet (though I may not have the latest version). So my question is, how do you guys deal with the testing part right now?
Currently many ways to do a tests:
- Built-in PGE Testing while in development state is useful for a level tests made especially for PGE with usage of it's features which aren't supported even on LunaLUA. Also PGE Testing very useful for world map playing/debugging (SMBX never had world map testing) without running of levels, but with ability manually type level exit code (for example, -1 - died, 0 - neutral, 1 - SMB3 exit, 2 - Boom-boom's ball exit, etc... like specified in the combo-boxes of exit codes to open path, etc.) which helps with world map debugging. PGE Engine uses less memory (40~100 MB) in comparison to SMBX Engine (220 ~ 1024 MB) [Yea, 1024 MB of used memory I got on long playing of one episode where a lot of custom graphics], supports OpenGL to support smooth animation with vertical synchronization support (supported both OpenGL 3 and OpenGL 2 with support of non-pow-of-2 textures for compatibility reasons, and since recent time, supports a software renderer to allow support legacy or slow video cards).
- Old SMBX test method is manual testing running (what you are did)
- Old LunaLUA test method: keep LunaLUA-SMBX Editor opened in side, and then try "Run SMBX Test" to forward saved level file into SMBX Editor box
- New LunaLUA test method (requires "SMBX Integration" config pack and night build of LunaLUA (0.7.3.1, officially not released yet!)) is you do nothing with SMBX, and when you trying to start SMBX Testing, SMBX Engine will be launched in game mode with auto-starting of requested level file. When you closing window, it kept in background. It's a best solution to test levels directly on the old SMBX Engine. But note about bug: on slower computers (for example, VirtualBox VM) because internal races, SMBX freezes on attempt to process a first frame, and fixing of this bug is in process.
Detail info here:
http://pgehelp.wohlsoft.ru/levelediting/testing.html
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Wohlstand
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Postby Wohlstand » Tue May 03, 2016 7:37 am
Mario_and_Luigi_55 wrote:Why does the Bowser's Statue for SMW (npc-181) has so weird grid?
Because tiny bug in lvl_npc.ini, it should have grid-offset-y=18, not 19
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Reign
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Postby Reign » Tue May 03, 2016 7:48 am
@Wohlstand, thanks, I guess I'll go with the LunaLUA methods. 
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Wohlstand
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Postby Wohlstand » Thu May 05, 2016 11:31 am
Mario_and_Luigi_55 wrote:
Can't find DNS server (whatever it is) of PGE Editor Help
1) Link is outdated, I already replaced it with http://wohlsoft.ru and http://pgehelp.wohlsoft.ru
2) Old server still work fine (but all engine.wohlnet.ru links are redirecting to wohlsoft.ru which placed on another server which provides better access from a world), you got fault because small issue on your provider or my server has been rebooted because power surge
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Mario_and_Luigi_55
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Postby Mario_and_Luigi_55 » Thu May 05, 2016 11:32 am
Wohlstand wrote:Mario_and_Luigi_55 wrote:
Can't find DNS server (whatever it is) of PGE Editor Help
1) Link is outdated, I already replaced it with http://wohlsoft.ru and http://pgehelp.wohlsoft.ru
2) Old server still work fine (but all engine.wohlnet.ru links are redirecting to wohlsoft.ru which placed on another server which provides better access from a world), you got fault because small issue on your provider or my server has been rebooted because power surge
F1 redirected me to it 
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Wohlstand
- Chargin' Chuck

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Postby Wohlstand » Thu May 05, 2016 11:34 am
Mario_and_Luigi_55 wrote:Wohlstand wrote:Mario_and_Luigi_55 wrote:
Can't find DNS server (whatever it is) of PGE Editor Help
1) Link is outdated, I already replaced it with http://wohlsoft.ru and http://pgehelp.wohlsoft.ru
2) Old server still work fine (but all engine.wohlnet.ru links are redirecting to wohlsoft.ru which placed on another server which provides better access from a world), you got fault because small issue on your provider or my server has been rebooted because power surge
F1 redirected me to it 
Are you have latest version of help? (Also, I updated online installer to remember selected components by you to update all of them, also, old installer no more actual because help on old server no more updating (or I forgot to append second upload target for a zip with help))
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Wohlstand
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Postby Wohlstand » Thu May 05, 2016 11:41 am
Okay, a small mistake is - "manual_editor.htm" instaead of "manual_editor.html" confuses packer and dummy "manual_editor.html" which redirects to online help still be presented. So, I'll rename that file into "manual_editor.html" (most of guide files are *.html) to no more keep this.
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PixelPest
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Postby PixelPest » Sat May 07, 2016 9:47 am
Is there a "tile background image" option somewhere in the editor?
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Wohlstand
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Postby Wohlstand » Sat May 07, 2016 10:41 am
PixelPest wrote:Is there a "tile background image" option somewhere in the editor?
This option changes algorithm of background rendering when you trying to export big image of area or entire section. It appears on export settings dialog (when you actually opening image exporting)
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PixelPest
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Postby PixelPest » Sat May 07, 2016 11:10 am
Wohlstand wrote:PixelPest wrote:Is there a "tile background image" option somewhere in the editor?
This option changes algorithm of background rendering when you trying to export big image of area or entire section. It appears on export settings dialog (when you actually opening image exporting)
I don't think you understand what I'm asking. I've realized that in terms of screenshots already, but I'm asking if there's something like that for use in the editor itself (when you are in are actually building the level), since many backgrounds present rendering errors instead of just continuing the way they should
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