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Wohlstand
- Chargin' Chuck

- Posts: 2008
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Postby Wohlstand » Sat May 17, 2014 3:11 am
FanofSMBX wrote:How long in time will 1.0 take?
I don't know, I making all, while I have free time. Very impotent made work without racing with time.
At first, you can use new editor's features for better smbx level/episode making process, while I writing engine part.
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Darkonius Mavakar
- Torpedo Ted

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Postby Darkonius Mavakar » Sat May 17, 2014 8:23 pm
parallax background scrolling options.
that'd be awesome
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Wohlstand
- Chargin' Chuck

- Posts: 2008
- Joined: Tue Feb 11, 2014 4:44 pm
- Flair: [ˈvoːlˌʃtant], 狐エンジニア
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Postby Wohlstand » Sun May 18, 2014 10:32 am
Darkonius Mavakar wrote:parallax background scrolling options.
that'd be awesome
Scrolling need only in gameplay, I think, in editor background must be static: we will get more resources and possibility to export full section screenshot. But this captured info I used for correctly display level's backgrounds.
And, for fix "SMB3 Blocks", I getting color from first image's pixel and fill with this color all undrawed space. As you know, this bug - is a undrawed space.
Gold image rendering rule:
ALL on image must be drawed, even "absence of items": must be filled with something color. If we not filled undrawed space, we will get our famous bug with image trace on same undrawed space.
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Axiom
- Phanto

- Posts: 1471
- Joined: Tue Dec 24, 2013 2:23 pm
Postby Axiom » Tue May 20, 2014 5:55 pm
Wohlstand wrote:FanofSMBX wrote:How long in time will 1.0 take?
I don't know, I making all, while I have free time. Very impotent made work without racing with time.
At first, you can use new editor's features for better smbx level/episode making process, while I writing engine part.
How long do you expect the actual game engine to take? I'm getting so excited for this!
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FanofSMBX
- Ludwig von Koopa

- Posts: 3878
- Joined: Sun Dec 22, 2013 12:01 pm
Postby FanofSMBX » Tue May 20, 2014 6:26 pm
Luigifan2010 wrote:Wohlstand wrote:FanofSMBX wrote:How long in time will 1.0 take?
I don't know, I making all, while I have free time. Very impotent made work without racing with time.
At first, you can use new editor's features for better smbx level/episode making process, while I writing engine part.
How long do you expect the actual game engine to take? I'm getting so excited for this!
Quoth someone:
"Making (editor) windows is easy. Programming is not."
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Fuyu
- Fry Guy

- Posts: 3137
- Joined: Sat Dec 21, 2013 2:40 pm
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Postby Fuyu » Tue May 20, 2014 8:21 pm
FanofSMBX wrote:"Making (editor) windows is easy. Programming is not."
Welcome to another session with "FanofSMBX's sentences of true".
Jokes aside, that's true. Beside how fast it may seem to you all how this project evolves, it's quite difficult to set even the minimum detail right when it come to programming, so even if I have not that much to do with the development of such I'd like to say guys that you should wait for a clear revelation of a possible release for 1.0.
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Wohlstand
- Chargin' Chuck

- Posts: 2008
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Postby Wohlstand » Wed May 21, 2014 2:08 am
ConXus wrote:Does 1.0 release come for Mac?
Yes, release will be for three platforms: Windows, Mac OS X, Linux.
And P.S. Who want for I publish with "developing unstable version" after any rebuilds?
(I.E. what now in GitHub sources, now in this build, but i will warning for bugs: because LVL FileWriter is not stable, I recommend making backup of LVL files)
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Axiom
- Phanto

- Posts: 1471
- Joined: Tue Dec 24, 2013 2:23 pm
Postby Axiom » Wed May 21, 2014 3:34 pm
FanofSMBX wrote:Quoth someone:
"Making (editor) windows is easy. Programming is not."
you act like i've never programmed before which we both know is not true
i was just honestly curious because i've never ever programmed a game engine before
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FanofSMBX
- Ludwig von Koopa

- Posts: 3878
- Joined: Sun Dec 22, 2013 12:01 pm
Postby FanofSMBX » Wed May 21, 2014 4:35 pm
Whoa! Did you already program SMW Mario into your editor?
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Wohlstand
- Chargin' Chuck

- Posts: 2008
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Postby Wohlstand » Wed May 21, 2014 5:22 pm
FanofSMBX wrote:Whoa! Did you already program SMW Mario into your editor?
For this sprite need a frame calibration. (if you not mean skills, special skills will be implemented later, and I have plan made characters with full customizing)
I have plan for make playable sprite calibration tool, for sprite designers, what creating sprites for playable.
Utiliy must be help to move brocken frames to his true collision box for correctly render them in game.
I have some example with Maro's, Peach's, Link's collision boxes, but I was not captures Toad's and Luigi's collision boxes, that will be as reference point for calibrating of sprite.
And same utility can set calibration boxes for each frame, but, this will using only in new engine, because SMBX using integrated constants collision boxes in EXE and can't be correctly changed.
Sources:
https://github.com/Wohlstand/SMBX64PlaybleCalibrator
It is not done, and using only for definition of captured from SMBX collision boxes and animate sprites.
Build of them for Windows:
http://engine.wohlnet.ru/docs/EXE_tests ... 00.5.0.zip
And don't forget download Qt5 DLL's, this need for run application (if I forgot push some DLL's, I will add them in archive)
http://engine.wohlnet.ru/docs/Software/Libs_Qt5.zip
Screenshots of utility:
How to use:
This utility now using only be save manualy captured collision boxes from playable sprites.
Main window:
Frame selecting matrix:
Animator dialog (animation working automatily)
Edit animation frame-sets:
Don't forget about Redigit's bugs:
for example, Peach's sprite have bug with "climbing" state animation (wrong X-offset for collision boxes):

Because, if you need to made sprite for original SMBX, this bugs must be captured too.
For capture sprites, i made special dummy level, what i use for see on sprite height, and powerUps with for change current state and spike for reset state to first.
Because, you capturing collisions, you must go with character to wall and see on sprite position of thus collision side for this frame.

you can test sprite with animator, or you can convert rendered "SquareMan" to gif and test collision boxes in SMBX. If box stable - you did succesfuly captured collision box for this sprite.
This is the dummy level for capture sprite's collision box:
Notes:
http://engine.wohlnet.ru/docs/EXE_tests ... tion_1.png
LVL file:
http://engine.wohlnet.ru/docs/EXE_tests ... e-test.lvl
(saved with new editor, if you save this file in SMBX, you will see bughed Z-position between BGOs, as on map with notes)
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sleepy
- Rocky Wrench

- Posts: 653
- Joined: Sun Apr 27, 2014 4:33 pm
Postby sleepy » Wed May 21, 2014 6:48 pm
Neat concept! Could be a nice gimmick for example forest levels
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Axiom
- Phanto

- Posts: 1471
- Joined: Tue Dec 24, 2013 2:23 pm
Postby Axiom » Thu May 22, 2014 3:52 pm
Wohlstand wrote:Screenshots of utility:
How to use:
This utility now using only be save manualy captured collision boxes from playable sprites.
Main window:
Frame selecting matrix:
Animator dialog (animation working automatily)
Edit animation frame-sets:
Don't forget about Redigit's bugs:
for example, Peach's sprite have bug with "climbing" state animation (wrong X-offset for collision boxes):

Because, if you need to made sprite for original SMBX, this bugs must be captured too.
For capture sprites, i made special dummy level, what i use for see on sprite height, and powerUps with for change current state and spike for reset state to first.
Because, you capturing collisions, you must go with character to wall and see on sprite position of thus collision side for this frame.

you can test sprite with animator, or you can convert rendered "SquareMan" to gif and test collision boxes in SMBX. If box stable - you did succesfuly captured collision box for this sprite.
This is the dummy level for capture sprite's collision box:
Notes:
http://engine.wohlnet.ru/docs/EXE_tests ... tion_1.png
LVL file:
http://engine.wohlnet.ru/docs/EXE_tests ... e-test.lvl
(saved with new editor, if you save this file in SMBX, you will see bughed Z-position between BGOs, as on map with notes)
this is sex and you're a genius
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h2643
- Reznor

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Postby h2643 » Thu May 22, 2014 4:57 pm
This is so awesome! Wow! Amazing job Wohlstand!
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UberAndrew
- Cheep-Cheep

- Posts: 12
- Joined: Thu May 08, 2014 4:51 pm
Postby UberAndrew » Thu May 22, 2014 10:30 pm
This project is looking amazing! I really hope it sees completion unlike the other many failed revivals of SMBX.
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Magna DominXus
- Spike

- Posts: 287
- Joined: Fri Dec 20, 2013 2:54 pm
Postby Magna DominXus » Thu May 22, 2014 10:32 pm
UberAndrew wrote:This project is looking amazing! I really hope it sees completion unlike the other many failed revivals of SMBX.
This could be the nsmbx we never got.
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Veudekato
- Guest
Postby Veudekato » Fri May 23, 2014 3:28 am
SnifitGuy wrote:I fully support you, @Wohlstand! I wonder if people will have ideas to make mods for SMBX now.
mods? make mod for smbx are impossible. PlatGEnWohl is a not mod. also,now we works on blocks category (config).
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Darkonius Mavakar
- Torpedo Ted

- Posts: 1786
- Joined: Fri Dec 27, 2013 2:45 pm
- Flair: Dreams of a forgotten reality
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Postby Darkonius Mavakar » Fri May 23, 2014 3:57 am
Veudekato wrote:SnifitGuy wrote:I fully support you, @Wohlstand! I wonder if people will have ideas to make mods for SMBX now.
mods? make mod for smbx are impossible. PlatGEnWohl is a not mod. also,now we works on blocks category (config).
technically LunaDLL is kinda a mod, i think.
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Wohlstand
- Chargin' Chuck

- Posts: 2008
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Postby Wohlstand » Fri May 23, 2014 4:12 am
Darkonius Mavakar, yes, LunaDLL is mod, but I think for made lunadll as internal part of engine, because SMBX's and PGE's platforms is difference. LunaDLL will work better as integrated feature of gameengine PGE part.
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