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liebestod
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Re: My Research of SMBX

Postby liebestod » Sat May 10, 2014 5:13 pm

and I must manually capture complete NPC's 59 parameters from 292 NPCs, and I will can add full support for display NPCs and working with them.
This is probably obvious, but have you seen if you can just grab these from the decompiled source code of SMBX?

It'll be interesting to see what kind of structures you use to "generalize" your engine enough so that it wouldn't use SMB-related concepts. I'm thinking of things like powerups - will there be no default concept of a "fire flower", but instead you'll have the ability to define a powerup that does the same thing as a fire flower via the engine? That would be ridiculously powerful.

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Re: My Research of SMBX

Postby Wohlstand » Sat May 10, 2014 6:06 pm

liebestod wrote:
and I must manually capture complete NPC's 59 parameters from 292 NPCs, and I will can add full support for display NPCs and working with them.
This is probably obvious, but have you seen if you can just grab these from the decompiled source code of SMBX?

It'll be interesting to see what kind of structures you use to "generalize" your engine enough so that it wouldn't use SMB-related concepts. I'm thinking of things like powerups - will there be no default concept of a "fire flower", but instead you'll have the ability to define a powerup that does the same thing as a fire flower via the engine? That would be ridiculously powerful.
Special functions, same "Fire Flower" for example, is a state-changer, and that can be programmed by NPC-Script. FireFlower using event "Taked", and this must change state of collided player to "Fire-Player".
As I wrote, NPC-Script is a scripting declarative language for programming of NPC's algorithm. With them you can made any NPC: bosses, powerUPs, scenery's, and more... I will append script commands, because this is engining model, and later I will try to made interpreter for debug scripts.
Natsu wrote:@Wohlstand: You missed my post. =P
OOps, sorry
Natsu wrote:I just hope you're up for some suggestions, since I've another one today:
- Layering (If you ever used RPG Maker you might know what I mean. Give people the will to place: Backgrounds, Midlegrounds and Foregrounds. Backgrounds are like the ones we can use on SMBX, Middlegrounds are solid blocks where playables and NPCs can walk on, and Foregrounds are Backgrounds that are infront of everything. RPG Makers makes good use of this featuer by letting you choose in which layer would you like to place stuff.)
The SMBX engine used: "Blocks" - same Middle grounds, "Background objects, BGO" - same Backgrounds/Foregrounds (F or B defining parametric for each "BGO" by his config). In SMBX "layers" using as pointer to item array for modify by events.

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Re: My Research of SMBX

Postby Fuyu » Sat May 10, 2014 6:17 pm

Wohlstand wrote:
Natsu wrote:I just hope you're up for some suggestions, since I've another one today:
- Layering (If you ever used RPG Maker you might know what I mean. Give people the will to place: Backgrounds, Midlegrounds and Foregrounds. Backgrounds are like the ones we can use on SMBX, Middlegrounds are solid blocks where playables and NPCs can walk on, and Foregrounds are Backgrounds that are infront of everything. RPG Makers makes good use of this featuer by letting you choose in which layer would you like to place stuff.)
The SMBX engine used: "Blocks" - same Middle grounds, "Background objects, BGO" - same Backgrounds/Foregrounds (F or B defining parametric for each "BGO" by his config). In SMBX "layers" using as pointer to item array for modify by events.
So summarizing, do you plan to implement this feature on your Engine?

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Re: My Research of SMBX

Postby Wohlstand » Sat May 10, 2014 6:53 pm

Natsu wrote:
Wohlstand wrote:
Natsu wrote:I just hope you're up for some suggestions, since I've another one today:
- Layering (If you ever used RPG Maker you might know what I mean. Give people the will to place: Backgrounds, Midlegrounds and Foregrounds. Backgrounds are like the ones we can use on SMBX, Middlegrounds are solid blocks where playables and NPCs can walk on, and Foregrounds are Backgrounds that are infront of everything. RPG Makers makes good use of this featuer by letting you choose in which layer would you like to place stuff.)
The SMBX engine used: "Blocks" - same Middle grounds, "Background objects, BGO" - same Backgrounds/Foregrounds (F or B defining parametric for each "BGO" by his config). In SMBX "layers" using as pointer to item array for modify by events.
So summarizing, do you plan to implement this feature on your Engine?
You mean Z-index? See in 3D space, and you will understand, what is a Z-value. All 2d games using Z-values:
Backgrounds with Z<0, middlegrounds with Z=0 and foreground with z>0.
If user want use object as foreground, he must set his Z value greater that other items (payers, npc's)

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Re: My Research of SMBX

Postby Fuyu » Sat May 10, 2014 7:45 pm

Wohlstand wrote:
Natsu wrote:
Wohlstand wrote: The SMBX engine used: "Blocks" - same Middle grounds, "Background objects, BGO" - same Backgrounds/Foregrounds (F or B defining parametric for each "BGO" by his config). In SMBX "layers" using as pointer to item array for modify by events.
So summarizing, do you plan to implement this feature on your Engine?
You mean Z-index? See in 3D space, and you will understand, what is a Z-value. All 2d games using Z-values:
Backgrounds with Z<0, middlegrounds with Z=0 and foreground with z>0.
If user want use object as foreground, he must set his Z value greater that other items (payers, npc's)
In fact I'm suggesting a way that we can avoid that process, or most precisely, shorten it. If people can do all that just by clicking buttons would be great. Let me give you an example of what I maen:
Spoiler: show
Image
These three buttons switch between layers. And anything you place will be displayed depending on which layer you place them. Also, if you are currently on another layer, the stuff you placed will be displayed according to which layer you placed them. For instance, the stuff you placed on Layer One, the lowest of all, and the stuff you placed according to the layer you're currently on, will look completely solid, while the stuff you placed on Layers Two and Three will look a bit dissipated.
Spoiler: show
Image
What I suggest is something like this.

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Re: My Research of SMBX

Postby Wohlstand » Sun May 11, 2014 3:02 am

Oh, layers as this:
Image
I think about them, and I can use them to sort BGO's even for SMBX. SMBX's editor automatically sorting BGOs, and we can't place something BGO's because after save his (BGO, placed "over") Z-value less that was placed "under"
Last edited by Wohlstand on Sun May 11, 2014 1:51 pm, edited 1 time in total.

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Re: My Research of SMBX

Postby Wohlstand » Sun May 11, 2014 9:24 am

SnifitGuy wrote:Wohlstand, could you possible make it so that we could edit everything (blocks, backgrounds, background objects, etc.) in a similar fashion to NPCs? What I mean is to create a new text file and add all these instructions, such as nohurt=1, nofireball=0, etc.? Also, could you possibly give this engine the ability to support other music file formats, such as MIDIs?
Good idea, made config.txt for each block and bgo as npc.txt, but I had idea use instead configs for each objects one, single INI file (for each level and episode/game global) with replacements of system parameters. But, I will use and block.txt/background.txt/background2.txt for allow fast set custom params for each object separatly.
What about music, new technologies allow to use with MP3, WAV, and OGG (in SMBX only MP3, WAV, MID).

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Re: My Research of SMBX

Postby Fuyu » Sun May 11, 2014 10:19 am

Since you plan to implement txt codes for all kinds of stuff, maybe you could add some codes that do not exist.

Also, I know SMBX sorts it, but what I suggest is that you can place them at will.

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Re: My Research of SMBX

Postby Wohlstand » Sun May 11, 2014 12:27 pm

Natsu wrote:Since you plan to implement txt codes for all kinds of stuff, maybe you could add some codes that do not exist.

Also, I know SMBX sorts it, but what I suggest is that you can place them at will.
Surely! As params defiled in global INI file, same parameters you can set in <config>.txt file for current level/episode

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Re: My Research of SMBX

Postby Darkonius Mavakar » Mon May 12, 2014 8:14 am

Sizable instant warps would be nice to see.
also i'm starting to have faith in this...

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Re: My Research of SMBX

Postby FanofSMBX » Mon May 12, 2014 11:48 am

Yeah sizeable warps for giant pipe cool.

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Re: My Research of SMBX

Postby Wohlstand » Mon May 12, 2014 11:55 am

FanofSMBX wrote:Yeah sizeable warps for giant pipe cool.
But, for entrance point only (Exit point is a "move to" point), and this option will be saved only in new file format (non compatible with SMBX), I will use them in new engine.
Oh, I forgot about diagonal warp direction and "two-way warp" (in SMBX we can place two one-way warp for made pseudo two-way warp).
And what are you think about "Projective pipe exit"? (as projective NPC generator)
(see this moment in Super Mario World, where using "Projective pipe exit")
http://www.youtube.com/watch?feature=pl ... Ch5lM#t=59

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Re: My Research of SMBX

Postby FanofSMBX » Mon May 12, 2014 12:07 pm

Cool! I never seen a diagonal blow pipe in SMBX before!

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Re: My Research of SMBX

Postby Squishy Rex » Tue May 13, 2014 3:06 am

FanofSMBX wrote:Cool! I never seen a diagonal blow pipe in SMBX before!
Really? I made one a while back, with a tutorial on how to make one. I can send it to you if you want.

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Bug in SMBX, if do not made sort blocks array

Postby Wohlstand » Fri May 16, 2014 11:47 am

While I tested savig files, I saw:
unsorted blocks are transparent for NPCs:

Blocks must be sorted Y with grouping by X position

Placed blocks by developing PlatGEnWohl 0.0.8 Alpha:
Image
And this did be saved and opened in SMBX:
Result: player character successfully stand on blocks, but NPCs falling down through blocks:
Image

Block array sorting in WriteSMBX64LvlFile function fixing this bug:
https://github.com/Wohlstand/PlatGEnWoh ... .cpp#L1047

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Re: My Research of SMBX

Postby Fuyu » Fri May 16, 2014 7:52 pm

Actually that could be a very interesting gimmick. Maybe you could add the option to choose whatever stands on blocks.

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Re: My Research of SMBX

Postby Murphmario » Fri May 16, 2014 10:27 pm

A source code would be nice. Also:

- New Codes: NoHammer, NoStatue, NoTail, NoSpinJump, NoSword, NoBomb, NoThrownItem
- Custom World Map Music
- New Limits
- Better Autoscroll

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Re: My Research of SMBX

Postby FanofSMBX » Sat May 17, 2014 1:11 am

When will this get to a version 1.0?

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Re: My Research of SMBX

Postby Wohlstand » Sat May 17, 2014 1:45 am

FanofSMBX wrote:When will this get to a version 1.0?
1.0 is a release version with all components: editor, engine, sprites configuration and NPCS debug tool. Engine part first have exact realization of original SMBX, but on modern technologies and GPU acceleration. And after them I will be made new features in engine, and with new file formats, because SMBX64 is very strict standard, but at first SMBX64 Is a main standard, and all project created with new engine can be used in original smbx.
Because, 0.0.8 alpha is a huge update, I think about set next version number is 0.1.0 alpha.
Last edited by Wohlstand on Thu May 29, 2014 12:04 am, edited 1 time in total.

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Re: My Research of SMBX

Postby FanofSMBX » Sat May 17, 2014 2:45 am

How long in time will 1.0 take?


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