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PopYoshi
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Re: PGE Project thread (Editor v0.3.1.13, Engine v0.3)

Postby PopYoshi » Mon Oct 02, 2017 1:10 pm

One note!
If you will use dummies with SMBX2, there are used together with lua to provide lots of new elements include their mechanics, and if you will try to use them in your level/episode, there are will work differently. So, use them carefully or notify that your levels/episodes (where you have used dummies) will work validly with Vanilla-SMBX, Clean LunaLua-SMBX (independent LunaLua installation outside of SMBX2), and "SMBX 1.3 Compatibility" config pack for PGE which keeps vanilla stuff as-is.
It does apply to SMBX2 or both? I've just used them for extra scenery and levels in my worldmap

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Re: PGE Project thread (Editor v0.3.1.13, Engine v0.3)

Postby Wohlstand » Mon Oct 02, 2017 1:13 pm

Pop Yoshi Bros wrote:
One note!
If you will use dummies with SMBX2, there are used together with lua to provide lots of new elements include their mechanics, and if you will try to use them in your level/episode, there are will work differently. So, use them carefully or notify that your levels/episodes (where you have used dummies) will work validly with Vanilla-SMBX, Clean LunaLua-SMBX (independent LunaLua installation outside of SMBX2), and "SMBX 1.3 Compatibility" config pack for PGE which keeps vanilla stuff as-is.
It does apply to SMBX2 or both? I've just used them for extra scenery and levels in my worldmap
SMBX2 only. Vanilla never used them as there are originally reserved slots.

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Re: PGE Project thread (Editor v0.3.1.13, Engine v0.3)

Postby PopYoshi » Mon Oct 02, 2017 1:33 pm

Wohlstand wrote:
Pop Yoshi Bros wrote:
One note!
If you will use dummies with SMBX2, there are used together with lua to provide lots of new elements include their mechanics, and if you will try to use them in your level/episode, there are will work differently. So, use them carefully or notify that your levels/episodes (where you have used dummies) will work validly with Vanilla-SMBX, Clean LunaLua-SMBX (independent LunaLua installation outside of SMBX2), and "SMBX 1.3 Compatibility" config pack for PGE which keeps vanilla stuff as-is.
It does apply to SMBX2 or both? I've just used them for extra scenery and levels in my worldmap
SMBX2 only. Vanilla never used them as there are originally reserved slots.
Puff, I got scared, thank you again sir

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Re: PGE Project thread (Editor v0.3.1.13, Engine v0.3)

Postby The0x539 » Mon Oct 02, 2017 2:30 pm

Pop Yoshi Bros wrote:
Wohlstand wrote:
Pop Yoshi Bros wrote:
It does apply to SMBX2 or both? I've just used them for extra scenery and levels in my worldmap
SMBX2 only. Vanilla never used them as there are originally reserved slots.
Puff, I got scared, thank you again sir
For the record, SMBX2 is becoming the standard.

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Re: PGE Project thread (Editor v0.3.1.13, Engine v0.3)

Postby PopYoshi » Mon Oct 02, 2017 2:51 pm

The0x539 wrote:
Pop Yoshi Bros wrote:
Wohlstand wrote: SMBX2 only. Vanilla never used them as there are originally reserved slots.
Puff, I got scared, thank you again sir
For the record, SMBX2 is becoming the standard.
That's true. But still I'm not interested in SMBX2. I'm happy enough with SMBX 1.3.0.1 and PGE

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Re: PGE Project thread (Editor v0.3.1.13, Engine v0.3)

Postby PopYoshi » Mon Oct 02, 2017 7:21 pm

I have another question, why does the worldmap let you put custom music when you can't hear it? o_O

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Re: PGE Project thread (Editor v0.3.1.13, Engine v0.3)

Postby Wohlstand » Tue Oct 03, 2017 10:17 am

Pop Yoshi Bros wrote:I have another question, why does the worldmap let you put custom music when you can't hear it? o_O
It's PGE-Engine (and SMBX-38a) only feature which will not work with vanilla stuff. However, LunaLua would handle them when WLDX format will be supported by it. SMBX-64 Standard(tech stuff of SMBX 1.3) disallows to have custom musics on world map.

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Re: PGE Project thread (Editor v0.3.1.13, Engine v0.3)

Postby PopYoshi » Wed Oct 04, 2017 10:02 pm

And... I tried the dummy GFXs but the problem with them is that when you try to test a level that does have dummy blocks then appears a error message saying that the number of X dummy doesn't exist and then the game is closed

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Re: PGE Project thread (Editor v0.3.1.13, Engine v0.3)

Postby Wohlstand » Thu Oct 05, 2017 2:11 am

Pop Yoshi Bros wrote:And... I tried the dummy GFXs but the problem with them is that when you try to test a level that does have dummy blocks then appears a error message saying that the number of X dummy doesn't exist and then the game is closed
I already told that you must to creatre "default" graphics with same IDs as dummy elements in the SMBX's graphics folders.

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Re: PGE Project thread (Editor v0.3.1.13, Engine v0.3)

Postby PopYoshi » Thu Oct 05, 2017 5:54 am

Wohlstand wrote:
Pop Yoshi Bros wrote:And... I tried the dummy GFXs but the problem with them is that when you try to test a level that does have dummy blocks then appears a error message saying that the number of X dummy doesn't exist and then the game is closed
I already told that you must to creatre "default" graphics with same IDs as dummy elements in the SMBX's graphics folders.
And that's what I did, but when I try to test a level that does have at least 1 dummy then a message is showed, something like "background-639 doesn't exist"

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Re: PGE Project thread (Editor v0.3.1.13, Engine v0.3)

Postby Charlie59876 » Sun Dec 17, 2017 10:03 am

How do you add custom grapghics to this engine without replacing existing ones? i've seen people do it before so im pretty sure it's possible but don't know how to get the .tileset.ini files with the pictures?

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Re: PGE Project thread (Editor v0.3.1.13, Engine v0.3)

Postby The0x539 » Sun Dec 17, 2017 11:56 am

Charlie59876 wrote:How do you add custom grapghics to this engine without replacing existing ones? i've seen people do it before so im pretty sure it's possible but don't know how to get the .tileset.ini files with the pictures?
adding to the editor is trivial
adding to the SMBX engine is very difficult
it's not a matter of adding "graphics"

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Re: PGE Project thread (Editor v0.3.1.13, Engine v0.3)

Postby Malah02 » Mon Jan 08, 2018 9:29 am

Wohlstand wrote:

Image
Welcome to the PGE project!


Contents
- Introduction
- Technical details
- Development plan
- Researching the original SMBX fangame
- Download Editor and experimental Engine!

Introduction
Hi there!

This is a major revision to this topic's main post to announce my project called "Platformer Game Engine Project" (short is PGE Project),
the code-name being "PlatGenWohl".

So what exactly is this? this is a free and open source alternative, advanced and exchanged implementation of SMBX's game engine which 100% compatible with them. The main parts of it contain would be a game engine and a toolkit for creating games.

One of the purposes of the project is a giving to SMBX game a new technical platform which should continue SMBX life after abandonment with giving able to add new stuff: new playable characters, new NPC's, new blocks, new BGO, more progressive backgrounds and more freedom with customization. The second purpose is giving able to use this SMBX-like game engine more useful to creating other non-Mario games.

I've been working on this project since at least December 2013, and after lots of hours spent in researching of SMBX 1.3 mechanics, I've figured out a way to retain compatibility with SMBX. This, in my opinion, is very significant as there are a lot of episodes and levels made for SMBX out there. And having a better implementation of that we can open/play/save in the original SMBX64 format is very much in need.

Currently only the editor is available. And you can actually already use this as an alternative (and much better) editor for creating/editing levels for SMBX 1.3/1.3.0.1

Technical details
Spoiler: show
I'm quite aware of the fact that VisualBasic (in which SMBX is written) is too slow for the type of purpose SMBX is created for. That's one of the reasons I'm creating my engine in C++ along with OpenGL, which means it should have much more productivity. And with the Qt library, the new engine should be able to have itself compiled on different platforms (such as Windows, MacOS, Linux, etc.).
While it would have been ideal if the source code for SMBX was available, we're working on adding support for SMBX via reverse engineering instead.
Have any suggestions for this new engine? Feel free to suggest them in the (PGE forum) thread linked here: http://wohlsoft.ru/forum/viewtopic.php?f=11&t=71

Development plan
Spoiler: show
1) [completed] The reverse engineering phase, which is researching the original SMBX engine, is almost complete.
2) [released] Developing the the level/world editor - Periodically I upload updated alpha versions for everyone to test new features and give feedback or report bugs.
3) [In process] Developing the engine part for play games and allow test levels in the editor.

"SMBX64" Standard: research works of the original SMBX fangame

All the documents on what I've researched, are available on this page

Download Editor!
This is a new, more advanced and featured editor which you can use for SMBX. This editor giving more flexible interface, a more smart system with bug protections, with Multi-File support, with customizable tilesets and counters, with multi-selecting, copy-pasting, context menu, exporting of huge screenshots of whole sections or world maps, etc...

Image

Editor

Image Image Image Image Image Image Image Image

Get current version:
Note: If you looking up for engine controlling, read this text file. In next builds of engine I will add ability to set up custom control keys.

Online installer
Image Get Online Installer for Windows. Online installer will download and install all necessary stuff automatically!

Portable packages
Standalone archives are including Editor, Engine, Playable Character Sprite Calibrator, GIFs2PNG, PNG2GIFs and LazyFix Tool. To get PGE working you must download one of configuration packages here

Image Download PGE for Win32

Image Download PGE for Win64

Image Download PGE for Linux Mint/Ubuntu

Image Download PGE for Mac OS X

Image Download experimental Android built of PGE Editor 0.3.0.1
(Recommended usage on tablets. Sound and music are not works. Install config pack into /sdcard/PGE Project data/configs folder)


READ THIS. Important info about PGE Engine
Spoiler: show
==============================================
Defautl controlls: <can be cusetomized in the controllers menu>
==============================================
Arrows:
--------------------
left-right - walk
Up/Down - enter into door/pipe
--------------------
Z - (jump) / enter to level from world map [on German keyboard will work Y key instead by unknown for me reasons :P]
X - (run)
A - (alt-jump) (Temporary, fly up, use it to get inaccessible heights without vines!)
S - (alt-run) (Temporary, tail-whipping to destroy any blocks over face,
S+UP - destroy blocks over head,
S+Down - destroy blocks under self)

==============================================
Engine reserved keys and key combinations
==============================================
Ctrl+F - Toggle fullscreen mode

"~" - opens text input box in the levels where you can type special commands:
------------------
==Level specific commands:==
donthurtme - enable/disable god mode (the player will don't get from dangerous surfaces and will dont burn in lava)
iamsuperman - player has ability to fly up via alt-jump key
chucknorris - player via alt-run key will be able destroy any nearest object except BGO's, warps and other playable characters
iwishexitas X - exit from level with code X (replace X with unsigned integer
(usually from 1 to 8. Exit code hints you can take from a world map editor))
takesecretkeychain - enable/disable debug keys

==World specific commands:==
illparkwhereiwant - allows walking anywhere on world map

==Common commands==
redigitiscool - spawns a dummy message box, doing nothing. Try to type same command in the SMBX engine!
wohlstandiscool, kevsoftiscool, raocowiscool, joeyiscool - same as redigitiscool, but with another messages.
----------------------------------------------------------------------------------------------------------
Enter, Esc - pause/resume game, show pause menu

F2 - enable/disable drawing a debug rectangles of physical engine (render all hitboxes)
F3 - enable/disable printing of debug information

F12 - take screenshot (will be saved in the 'screenshots' folder which will be in PGE folder or in the %UserProfile%\.PGE_Project).
Screenshots will be written into PNG format and will have timedate based filename.

=======Debug keys=(disabled by default, to enable them, press "~" key and type 'takesecretkeychain')=======
F5 - pause/resume physical loopsteps. Used while collisions are debugged
F6 - enable slow mode of physical loopsteps. Everything will go slow. Used while collisions are debugged.

1, 2, 3, 4, 5 degits keys - spawn something effect (made temporary while effects system are debugged)
7, 8, 9, 0 - Toggle playable character and it's state:
- 7 decrease character ID
- 8 increase character ID
- 9 decrease character state ID
- 0 increase character state ID
Source code
Image Download source code (zip)

Image Download source code (tar.gz)

Image How to build project for Linux, Windows, Mac OS X

Don't forget to check this page for updates!
    Also you can get more configuration packages here:
    Image Check out the configuration packages list

    Help documents
    Image Wiki-page about Editor with common usage guide

    Image Read Online Guide

    Image FAQ


    How to install configuration package into the editor (for OS X version read about here)
    Spoiler: show
    • Open the editor's application folder
    • Open the configs folder. If it is not exist, create them!
    • Open downloaded archive with config pack and extract contents into configs directory, you must have config subdirectory with installed config pack.
    Image

    If you looking for most fresh DEV-builds, welcome to laboratory:

    Image Wohlstand's Laboratory (Grab the very latest experimental builds for Windows and Linux Mint/Ubuntu here)

    Videos:
    Spoiler: show
    Platformer Game Engine (PGE) [Super Mario Bros. X (SMBX)] v0.0.10 pre-alpha - playthrough

    Platformer Game Engine (PGE) [Super Mario Bros. (SMBX)] v0.0.8 pre-alpha - Gameplay Footage

    Built-in level testing with PGE Engine part

    Simple Firebars!

    Run SMBX-test from PGE Editor (SMBX needed for LunaLUA 0.5.3 and higher)




    PGE 0.1-alpha Trailer and common features reviewing


    Legend of PlatGenWohl! - The development walk of PGE Editor from scratch to 0.1 state
    Made with Gource and Adobe Premiere by Kevsoft
    Support banners
    Spoiler: show
    Small (by BMatSantos)
    Image

    Code: Select all

    [url=http://www.smbxgame.com/forums/viewtopic.php?f=69&t=10913][img]http://wohlsoft.ru/images/logos/pge_banner.png[/img][/url]
    
    Small with cat logo (by BMatSantos, edit by Wohlstand)
    Image

    Code: Select all

    [url=http://www.smbxgame.com/forums/viewtopic.php?f=69&t=10913][img]http://wohlsoft.ru/images/logos/pge_banner_2.png[/img][/url]
    
    Big with transparent background
    Image

    Code: Select all

    [url=http://www.smbxgame.com/forums/viewtopic.php?f=69&t=10913][img]http://wohlsoft.ru/images/logos/pge_small_logo_286x87.png[/img][/url]
    
    Big with background:
    Image

    Code: Select all

    [url=http://www.smbxgame.com/forums/viewtopic.php?f=69&t=10913][img]http://wohlsoft.ru/images/logos/pge_small_logo_286x87_bkg.png[/img][/url]
    

    Don't forget, PlatGEnWohl - is a codename of project, and need to get end name for release of project
    Names for this project's end release topic

    Notes:
    If you have problems with graphics render, please, see this topic first:

    http://wohlsoft.ru/forum/viewtopic.php?f=40&t=142
    ...or write (post here, on our forum, or PM to me) to me about found bugs, this is most important

    If you have problem with music playback, please, read this:
    Spoiler: show
    1) Check "Play music" button

    2) If some MP3 files don't wanna play, please, check playable by your player, have you all necessary codecs?
    If you haven't some codecs, please, install them (for Windows systems I recommend the K-Lite Mega pack, or you can install other).
    - Will be better, if you reconvert your MP3 files with poor codecs to standard MP3-format (MPEG Layer III, 320 Mbps Voice Quality, [don't use 128 Mbps, don't kill audio quality!])
    - you also can reconvert to WAV. WAV will be played by ANY players (Only if uncompressed format. If did applied codec, need to install them!).
    Regroupement de prêt
    3) [For PGE Editor 0.2.0 and newer] If music playing is noisy and buggy, please check sample rate of this file (should be 44100 Hz), because all musics to be played in the united audio stream should be re-sampled into uniform sample rate, if sample rate is not same, music will be re-sampled in real time mode. Real-time re-sampling is not good for CPU and can cause noises or wrong playback. Re-sample your music into 44100 Hz and retry to add them into PGE.

    Watch current Source:
    Image https://github.com/Wohlhabend-Networks/PGE-Project
    (Using Qt 5.2.1, min >=Qt 5.0.0), Can by compile under Windows (MinGW), Linux (GNU Compiler) and MacOS

    How to build
    Image How to build project for Linux, Windows, Mac OS X

    If the project was pleasant, I invite you to support my project or to join it!
    Our project community
    Hello, thank you for your sharing, so interesting

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    Re: PGE Project thread (Editor v0.3.1.13, Engine v0.3)

    Postby TheNewGuy » Mon Jan 08, 2018 9:55 am

    Please don't post huge quotes.

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    Re: PGE Project thread (Editor v0.3.1.13, Engine v0.3)

    Postby Julia Pseudo » Mon Jan 08, 2018 9:03 pm

    Malah02 wrote:Hello, thank you for your sharing, so interesting
    Please don't quote huge posts like this, thanks. There's no need to quote the first post of a thread, generally.

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    Re: PGE Project thread (Editor v0.3.1.13, Engine v0.3)

    Postby MrVaderSpino » Tue Apr 24, 2018 12:00 pm

    Mine Its Working Again! :D

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    Re: PGE Project thread (Editor v0.3.1.13, Engine v0.3)

    Postby smoke40 » Tue May 01, 2018 1:33 pm

    Wow, PGE was much simpler than I thought. I can see I have been very conservative sticking with the original editor :D
    OT: What are "dummy blocks"? And what is the difference between LunaTester and normal testing?

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    Re: PGE Project thread (Editor v0.3.1.13, Engine v0.3)

    Postby Wohlstand » Tue May 01, 2018 1:47 pm

    Dex wrote: Wow, PGE was much simpler than I thought. I can see I have been very conservative sticking with the original editor :D
    Legacy editor sucks by lots of reasons (not only because of bugs still not fixed), which a main reason why I made PGE Editor be different from original concept. As you see it's a part of a big project to completely replace legacy SMBX Engine with much more flexible, stable engine and toolkit.
    Dex wrote:What are "dummy blocks"?
    There are reserved elements made by Redigit and not used yet. Everything began from the dummy NPCs here: https://wohlsoft.ru/pgewiki/Dummy_NPCs_(SMBX)
    With the hacks on LunaLua side, it's possible to have more dummy elements are using for Lua-coded creatures and things.
    Dex wrote:And what is the difference between LunaTester and normal testing?
    • LunaTester is the IPS later over LunaLua subsystem. It allows running of level testing through legacy engine. However, on older systems this works clunky and SMBX is crashy or works unstable by crap of itself.
    • Normal testing that you meant, it's the testing through PGE Engine - it's a WIP engine intended to replace SMBX Engine which provides lots of own advanced features, works stable and fast without of system overloading, and has the native cross-platform support (as PGE itself which does support for Linux, Windows and macOS platforms). It allows you to run the testing of world maps in the interactive mode (without of entering into levels, but gives you ability to simulate exit code to probe the reaction of the path opener).

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    Re: PGE Project thread (Editor v0.3.1.13, Engine v0.3)

    Postby smoke40 » Tue May 01, 2018 2:20 pm

    Wohlstand wrote:There are reserved elements made by Redigit and not used yet. Everything began from the dummy NPCs here: https://wohlsoft.ru/pgewiki/Dummy_NPCs_(SMBX)
    With the hacks on LunaLua side, it's possible to have more dummy elements are using for Lua-coded creatures and things.
    So they are NPCs that I can customize to anything I want?

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    Re: PGE Project thread (Editor v0.3.1.13, Engine v0.3)

    Postby Wohlstand » Tue May 01, 2018 2:22 pm

    Dex wrote:
    Wohlstand wrote:There are reserved elements made by Redigit and not used yet. Everything began from the dummy NPCs here: https://wohlsoft.ru/pgewiki/Dummy_NPCs_(SMBX)
    With the hacks on LunaLua side, it's possible to have more dummy elements are using for Lua-coded creatures and things.
    So they are NPCs that I can customize to anything I want?
    Look: That is true when you targeting Vanilla SMBX base (or standalone LunaLua-SMBX). But, in SMBX2 those NPCs are now busy with a new elements.


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