General discussion about Super Mario Bros. X.
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Wohlstand
- Chargin' Chuck

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Postby Wohlstand » Sun Jul 10, 2016 7:56 pm
Some screenshots made on OS X where I fixed and improved a lot of stuff in the PGE applications:
Some completed fixes
- Application names are looks more native
- Automatic file association support (since you have PGE applications, all LVL/WLD/LVLX/WLDX files are will be associated wiht editor and engine, and unsupported music formats are will be assocated with PGE Music Player utility).
- Fixed file opening and file dragging into dock and Finder where file wasn't opened. That has been fixed with adding support of OpenFile event which exists on Macs only while other OS'es are opening files directly from command line arguments.
- Finally fixed support of the Interprocessing between Editor and Engine. Now it works everywhere.
- Many other visual and internal fixes
Screenshots made on OS X:
About dialog
Level editing window
World map editing window
Level testing with support of Interprocessing between Editor and Engine (to have support hot placing of elements while playing level)
One of fixed views of PGE Editor's dialogs
Circle draw tool, added some time ago
Configuration status dialog
Classic SMBX-Like view mode
Interactive NPC.txt config editor
PGE Engine slpash (on OS X supports OpenGL 2 and Software renderer)
PGE Music Player now can used to play unsupported formats (GME, trackers, etc.) to test them like there are been played in game without launching heavy programs and plugging just made musics (PGE, LunaLUA-SMBX, SMBX-38A)
Finder automatically detecting that applications which are can open specific file types
LVL/WLD/LVLX/WLDX are automatically associating with PGE Editor and PGE Engine

Latest version always available in the laboratory: http://wohlsoft.ru/docs/_laboratory/
Compatible with laboratory config packs: http://wohlsoft.ru/docs/_laboratory/config_packs/
Dear Mac users: Please test updated PGE package and report me your reviews
Good luck!
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HunnyBon
- Hoopster

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Postby HunnyBon » Wed Jul 13, 2016 12:08 pm
Hey, I have a question, if you were to implement better multiplayer for this engine, could non-local multiplayer be implemented with a server that can "host" an episode for players to download and play? and will there be more than 2 players at a time?
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Wohlstand
- Chargin' Chuck

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Postby Wohlstand » Thu Jul 14, 2016 2:23 am
Sirmentio wrote:Hey, I have a question, if you were to implement better multiplayer for this engine, could non-local multiplayer be implemented with a server that can "host" an episode for players to download and play? and will there be more than 2 players at a time?
Netplay is planned, and I want to have it be stable and work with many players. Server will be separated application, and it will can be used for: Netplay in lan, and as online for launching on public server.
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Starz Lol
- Shy Guy

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Postby Starz Lol » Sat Jul 16, 2016 5:40 pm
Is this written in SDL? And can I port it to the Wii?
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Bonnies
- Koopa

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Postby Bonnies » Sun Jul 17, 2016 1:41 am
Starz Lol wrote:Is this written in SDL? And can I port it to the Wii?
Unfortunately, you can't! 
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Wohlstand
- Chargin' Chuck

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Postby Wohlstand » Mon Jul 18, 2016 2:55 am
Starz Lol wrote:Is this written in SDL? And can I port it to the Wii?
Bonnies wrote:Starz Lol wrote:Is this written in SDL? And can I port it to the Wii?
Unfortunately, you can't! 
So, detailed proof for your reply: http://gamedev.stackexchange.com/questi ... e-with-sdl
PGE Engine using SDL widely and few Qt (I think to don't use it in Engine and replace most Qt things with own implementations, because on Android Qt+SDL are not friendly, because SDL requires own Java wrapper which forcedly owned by Qt's Java wrapper) while PGE Editor using more Qt and SDL only for audio output (because Qt Multimedia sucks in format supporting and it more like regular media player like Windows Media Player, Media Player Classic, VLC, etc. (even VLC itself supports a much more formats!!! Therefore I like it on Linux) ).
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Bonnies
- Koopa

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Postby Bonnies » Thu Jul 21, 2016 5:19 pm
Once PGE is fully functional:
1. Will I be able to place 2 billion blocks in a level?
2. Will I be able to create unlimited sections?
3. Can Wohlstand add new content to PGE?
4. Will this replace SMBX and its editor in favor of PGE's engine and editor?
5. Will PGE support a lot more games?
6. Can Wohlstand increase the limits for the number of individual item IDs in a given category?
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Quantix
- Chain Chomp

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Postby Quantix » Thu Jul 21, 2016 7:17 pm
Bonnies wrote:Once PGE is fully functional:
1. Will I be able to place 2 billion blocks in a level?
2. Will I be able to create unlimited sections?
3. Can Wohlstand add new content to PGE?
4. Will this replace SMBX and its editor in favor of PGE's engine and editor?
5. Will PGE support a lot more games?
6. Can Wohlstand increase the limits for the number of individual item IDs in a given category?
*Ahem*
1. Maybe
2. No
3. Yes
4. Yes
5. Yes
6. Yes
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bossedit8
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Postby bossedit8 » Thu Jul 21, 2016 7:20 pm
Bonnies wrote:1. Will I be able to place 2 billion blocks in a level?
Basically unlimited block placements unlike SMBX.
Bonnies wrote:2. Will I be able to create unlimited sections?
It probably will in the future.
Bonnies wrote:3. Can Wohlstand add new content to PGE?
Yes.
Bonnies wrote:4. Will this replace SMBX and its editor in favor of PGE's engine and editor?
Pretty much...
Bonnies wrote:5. Will PGE support a lot more games?
More games unlike SMBX? Yes.
Bonnies wrote:6. Can Wohlstand increase the limits for the number of individual item IDs in a given category?
Probably yes.
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Wohlstand
- Chargin' Chuck

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Postby Wohlstand » Fri Jul 22, 2016 3:10 am
Bonnies wrote:Once PGE is fully functional:
1. Will I be able to place 2 billion blocks in a level?
2. Will I be able to create unlimited sections?
3. Can Wohlstand add new content to PGE?
4. Will this replace SMBX and its editor in favor of PGE's engine and editor?
5. Will PGE support a lot more games?
6. Can Wohlstand increase the limits for the number of individual item IDs in a given category?
1. You can as many as you will don't excite 1 GB memory limit. (Every block entry in the engine eats ~200 bytes, and bit more in the editor)
2. YES! Recent version of PGE Editor allows creating > 21 sections and there are will work in PGE Engine with LVLX file
3. Yes, not only me, anybody who learned out config pack specs or even can deal with C++ around my source codes.
4. Yes, When engine will be finished itself and "smbx 1.3" config pack will have all implemented NPCs to make a drop-in replacement of SMBX Engine.
5. Yes, PGE itself is universal engine for making platform games. You just need to build config pack from scratch and use your own graphics and scripts and you no need to reproduce SMBX64 standard since it's your own game.
6. Yes, even that can do everybody with editing of global INI files in the config pack 
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HeroLinik
- Larry Koopa

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Postby HeroLinik » Fri Jul 22, 2016 2:58 pm
OK, so I don't know if anyone's come across this bug yet, but I seem to have noticed that when using SMBX 2.0 after updating it with the newest PGE build, as soon as I hit the test button without a legacy editor window open, it opens the splash screen for 1.3.0.1, but PGE crashes when that happens. What is causing this, and will it be fixed in the next build?
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Wohlstand
- Chargin' Chuck

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Postby Wohlstand » Fri Jul 22, 2016 3:08 pm
Linik wrote:OK, so I don't know if anyone's come across this bug yet, but I seem to have noticed that when using SMBX 2.0 after updating it with the newest PGE build, as soon as I hit the test button without a legacy editor window open, it opens the splash screen for 1.3.0.1, but PGE crashes when that happens. What is causing this, and will it be fixed in the next build?
You must get laboratory version of PGE and dev-build of LunaLUA, you seems have very outdated build, PGE Editor must don't crash since I moved SMBX launcher into separated thread, and if SMBX crashed by any reasons, you have able to kill it and retry again, with no hurt to PGE Editor itself
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HeroLinik
- Larry Koopa

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Postby HeroLinik » Sat Jul 23, 2016 11:49 am
Also, I seem to have noticed quite a few grammatical errors, as well as a few other weird oddities around the editor, some of them kinda get in the way a little. I do understand that this has been talked quite a lot before and English isn't your native language, but you can always hand the source code over to another developer so the grammatical errors can be fixed in a new update. For example, the failed integration message says "failed to find SMBX directory" when a directory is actually a folder and not an .exe file, so the error is basically saying it couldn't find a folder with the .exe in it. It should really read something along the lines of "failed to find smbx.exe file".
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Wohlstand
- Chargin' Chuck

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Postby Wohlstand » Sat Jul 23, 2016 12:34 pm
Linik wrote:I do understand that this has been talked quite a lot before and English isn't your native language
I'm Russian, English is not my native, but I understand and writing it better than two years ago, however still fail sometimes
Linik wrote: but you can always hand the source code over to another developer so the grammatical errors can be fixed in a new update
PGE is open
About fixing mistakes in a text strings you always can modify *.tr file with Qt Linguist utility (download link presented) and send me fixes (or updated translations into other languages)
http://wohlsoft.ru/forum/viewtopic.php?f=5&t=117
Linik wrote:"failed to find SMBX directory"
This error means that target folder is not an SMBx-directory. There are also checking not for exe, also for graphics tree and other important folders which always presented with SMBX.
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HunnyBon
- Hoopster

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Postby HunnyBon » Wed Aug 03, 2016 2:02 pm
Wohlstand wrote: 5. Yes, PGE itself is universal engine for making platform games. You just need to build config pack from scratch and use your own graphics and scripts and you no need to reproduce SMBX64 standard since it's your own game.
Would this mean that theoretically, you could make a configuration pack for SuperTux?
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Yoshi021
- Gold Yoshi Egg

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Postby Yoshi021 » Wed Aug 03, 2016 2:06 pm
Sirmentio wrote:Wohlstand wrote: 5. Yes, PGE itself is universal engine for making platform games. You just need to build config pack from scratch and use your own graphics and scripts and you no need to reproduce SMBX64 standard since it's your own game.
Would this mean that theoretically, you could make a configuration pack for SuperTux?
Yes.
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von Boltz
- Goomba

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Postby von Boltz » Fri Aug 19, 2016 3:13 pm
Here is a question from a noob. As I can understand, this editor and SMBX 2.0 has already replaced SMBX 1.3.0.1 and its editor. So, if I want to continue designing levels, I need to rely only on SMBX 2.0 and this PGE Editor ?
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Wohlstand
- Chargin' Chuck

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Postby Wohlstand » Fri Aug 19, 2016 5:20 pm
von Boltz wrote:Here is a question from a noob. As I can understand, this editor and SMBX 2.0 has already replaced SMBX 1.3.0.1 and its editor. So, if I want to continue designing levels, I need to rely only on SMBX 2.0 and this PGE Editor ?
PGE itself keeps backward compatibility with legacy engine. Levels made in PGE Editor are will work as on Clear SMBX 1.3 (Vanilla SMBX), and on LunaLUA-SMBX (now a core of SMBX 2.0), while you following to SMBX64 Stadnard:
- You must use bit-mask graphics in GIF format (haven't that? use PNG2GIFs tool to generate compatible graphics). PNG works only with PGE itself and with modern LunaLUA-SMBX
- Music supported by legacy engine are very poor set: MP3, WAV, buggy MIDI. If you will use one of formats listed here, music will be playd only via PGE Editor, PGE Engine, by LunaLUA-SMBX and by SMBX-38A, but no one of old SMBX builds are supports that.
- You have ability to save level for older version than SMBX 1.3 (for example, run your level in SMBX 1.0!) when you will choice "SMBX 1...64 (choice version)" file type item while "saving as"
- You must save your level in "SMBX-64 LVL" or into "SMBX-1..64" to let it be played in SMBX and LunaLUA-SMBX. LVLX format is PGE-only (but are works to implement support of it for LunaLUA-SMBX because it allows easier extending of stuff and supports unlimited extra parameters set). SMBX-38A format must be used only for SMBX-38A (Chinese 1.4.x), also because it's support wasn't finished yet. However that support being provided to allow restoring old SMBX-64 format after accidental opening important file in SMBX-38A (which automatically coverts any old-format files into own).
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Wohlstand
- Chargin' Chuck

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Postby Wohlstand » Sat Aug 27, 2016 9:25 am
SnifitGuy wrote:I'm having an issue with the latest version of PGE; when I save a level or make a folder, it does not show up within my file explorer but it will show up in PGE when browsing stuff. Does anybody have this problem or a solution? Answer would be much appreciated, thanks.
Laboratory or stable? In the laboratory version in the "File" menu you have "Open folder of current file" menu item, that will open ACTUAL folder where that file is located. Also note: updated version no more causes lost of settings after update of portable version, I fixed that.
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Wohlstand
- Chargin' Chuck

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Postby Wohlstand » Sat Aug 27, 2016 10:33 am
SnifitGuy wrote:Wohlstand wrote:SnifitGuy wrote:I'm having an issue with the latest version of PGE; when I save a level or make a folder, it does not show up within my file explorer but it will show up in PGE when browsing stuff. Does anybody have this problem or a solution? Answer would be much appreciated, thanks.
Laboratory or stable? In the laboratory version in the "File" menu you have "Open folder of current file" menu item, that will open ACTUAL folder where that file is located. Also note: updated version no more causes lost of settings after update of portable version, I fixed that.
The version I am using is the one that came with SMBX 2.0. When I click "Open folder of current file", it gives me an error stating "Location not found". Do I have to run PGE as administrator to fix this problem or what?
EDIT: I just ran it as administrator and the problem was rectified. I don't know if you can or not, but could you give the editor the default property of "running as administrator"?
That happen because you saved level into folder which inaccessible for your user personally (for example, in the "Program files" or in the folder of another user). Solution is: you must change rights/owner/permissions to you. That is not hard: at first you must disable "Shared access wizard" or "Simple file-sharing" (in differ versions of Windows that item named differently!), in the "Preferences of the folders" in the control panel. Then via context menu / properties, find the "Permissions" tab where you can change rights to folder where you stored your stuff.
My suggestion: If you placing stuff in the C drive, after you created folder, you must change owner and rights to your account and allow writing. So, next errors are will not be happen. P.S. After I fixed charsets shit in the LunaLUA side, you can place SMBX with stuff into folder with non-ASCII characters (But be careful, you must have characters of your locale and don't have alien characters [for example. your locale is Spanish, but you must don't use Cyrilic, Polish or Chinese characters in path or even vanilla SMBX will not work]. But PGE itself has no troubles with this, because it fully supports unicode in the paths)
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