Topics that have reached 100 pages.
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Bushido
- Goomba

- Posts: 3
- Joined: Wed May 28, 2014 12:41 am
Postby Bushido » Wed May 28, 2014 12:47 am
My bad if I haven't looked more carefully but since SMBX comes with 2 programs(?) one being the level editor and the other being the one where you can play levels & episodes, sorry I forgot the name of it.
Will you be making the other program which plays levels & episodes since I'm amusing the levels you create in the editor(engine?) you're working on won't be compatible with SMBX's level player?
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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 » Wed May 28, 2014 12:59 am
Bushido wrote:My bad if I haven't looked more carefully but since SMBX comes with 2 programs(?) one being the level editor and the other being the one where you can play levels & episodes, sorry I forgot the name of it.
Will you be making the other program which plays levels & episodes since I'm amusing the levels you create in the editor(engine?) you're working on won't be compatible with SMBX's level player?
Hi, Yes, I'l made the programs package: Editor (edit levels, worlds, npcs), Engine (play or debug levels, worlds), NPC-Script debugger, Sprites calibrators (tools for easy fix frame positions in drawed frames or manualy set physics for drawed sprite).
I will made connection with engine and editor for allow direct test levels in engine with cheating (all cheats will always sent from editor via interprocessor connection with runned Engine). But, without editor cheats will be disabled, and.. When i create engine as separate program, I can associate level files with engine for run level test directly from File System, or you can associate with editor for fast open file to edit. All be compatible with SMBX, and can read/write SMBX's files, levels, sprites, but for allow to use new features, will be created new file formats, non-compotible with SMBX. I always allows save files in SMBX format for play in original SMBX.
Because we have too much episodes and levels, reverse compatible - is important!
The project named by code name: "Platformer Game Engine", and "Platformer Game Engine by Wolhstand", "PGE", "PlatGEnWohl".
And I will give full freedom for game creating, instead strict SMBX's standard, named by me as "SMBX64"
Last edited by Wohlstand on Wed May 28, 2014 1:06 am, edited 2 times in total.
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FanofSMBX
- Ludwig von Koopa

- Posts: 3878
- Joined: Sun Dec 22, 2013 12:01 pm
Postby FanofSMBX » Wed May 28, 2014 1:01 am
Disabled cheats? Might I suggest allowing the episode creator to disable cheats if they want, and put the re enable box behind a password protect that the creator sets?
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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 » Wed May 28, 2014 1:03 am
FanofSMBX wrote:Disabled cheats? Might I suggest allowing the episode creator to disable cheats if they want, and put the re enable box behind a password protect that the creator sets?
I mean: for use cheats, you need start editor and run level/episode in debug mode via editor's menu "test -> run debug" (I will made them after start developing of engine part).
But, password protect for cheating if you run engine directly, good idea 
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Wohlstand
- Chargin' Chuck

- Posts: 2008
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- Flair: [ˈvoːlˌʃtant], 狐エンジニア
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Postby Wohlstand » Wed May 28, 2014 7:24 am
This BGOs using only by "Locked" and "need a star number" doors.
I'd try to place them in PGE-editor... Successfully displaying in SMBX, and SMBX's editor.
BGO 98:
BGO 160:

BUT, then I try to capture them in SMBX's editor:
Wuala: SMBX was crashed:
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ImperatoreXx
- Guest
Postby ImperatoreXx » Wed May 28, 2014 9:16 am
Woshland how are you? He hoped good!
the project you are making, being born a great job! (He hoped to see a beta soon); I think I thank you and your staff because you have revived some hope.
I have a question for you: In this game there will be gravity, poison water (area or not) and climates (rain, snow, etc.) and that they affect the levels?
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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 » Wed May 28, 2014 11:13 am
ImperatoreXx wrote:Woshland how are you? He hoped good!
the project you are making, being born a great job! (He hoped to see a beta soon); I think I thank you and your staff because you have revived some hope.
I have a question for you: In this game there will be gravity, poison water (area or not) and climates (rain, snow, etc.) and that they affect the levels?
Hello, i'm fine!
What about your question:
Good idea for poison water and climates, graviry regulation i think add, for allow "Low gravity" or disable them. As you know, this is the physical environments, and can be used in one object type - "water". And i have idea for add wind (as "Super Princess Peach", where wind be move all items). But at first i must implement all exists SMBX's functional and support, and after I will add new features. New features, as gravity area, climates, wind, will not be saved in SMBX64 file format (for use same level file in original SMBX), but I will be engining the new file formats for save new features.
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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 » Wed May 28, 2014 11:38 am
Small experiment with water area drawer (you can draw area by any size (even < 32x32 px) ):
But, if water size isn't multiple 32, in original SMBX editor you will see this:
Last edited by Wohlstand on Wed Jun 04, 2014 1:27 pm, edited 1 time in total.
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ImperatoreXx
- Guest
Postby ImperatoreXx » Wed May 28, 2014 4:45 pm
Woshland I am referring to gravity super mario galaxy!
There may be gravity, and space to represent 2d levels of SMGalaxy?
the other question is whether there gravity will be applied to objects, enemies and so on?
if there is this, there will be events that will affect the galaxies?
thank you again!
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Wohlstand
- Chargin' Chuck

- Posts: 2008
- Joined: Tue Feb 11, 2014 4:44 pm
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Postby Wohlstand » Thu May 29, 2014 12:00 am
ImperatoreXx wrote:Woshland I am referring to gravity super mario galaxy!
There may be gravity, and space to represent 2d levels of SMGalaxy?
the other question is whether there gravity will be applied to objects, enemies and so on?
if there is this, there will be events that will affect the galaxies?
thank you again!
With gravity area I can made global gravity variable (as 'underwater' flag), what be applied to ALL items on level, and... set them in event, is important. As you know, all physics using gravity, but not all games changing gravity value, and this will be very useful.
Oh, you mean this? http://www.youtube.com/watch?v=id1FWB5Oyho
This is an own gravity of big object, very good idea: disable global gravity, and big items will be attract objects, but, in THIS mode, i think, need made: if you jump and fly in UP - you will die as you fall down in normal mode
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Magna DominXus
- Spike

- Posts: 287
- Joined: Fri Dec 20, 2013 2:54 pm
Postby Magna DominXus » Thu May 29, 2014 9:04 am
Wohlstand wrote:ImperatoreXx wrote:Woshland I am referring to gravity super mario galaxy!
There may be gravity, and space to represent 2d levels of SMGalaxy?
the other question is whether there gravity will be applied to objects, enemies and so on?
if there is this, there will be events that will affect the galaxies?
thank you again!
With gravity area I can made global gravity variable (as 'underwater' flag), what be applied to ALL items on level, and... set them in event, is important. As you know, all physics using gravity, but not all games changing gravity value, and this will be very useful.
Oh, you mean this? http://www.youtube.com/watch?v=id1FWB5Oyho
This is an own gravity of big object, very good idea: disable global gravity, and big items will be attract objects, but, in THIS mode, i think, need made: if you jump and fly in UP - you will die as you fall down in normal mode
So the ceiling is the holes in this gravity mode!? That's sounds really cool!
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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 Jun 01, 2014 4:09 am
Did you you remember my post with bug about BGO?
http://www.smbxgame.com/forums/v ... 789#p29789
My small experiment consists in the following:
I will take something BGO from begin of array:
and try to put them into the array's end (after real foreground BGO):
And after them, we try SMBX test in full screen:
and we see, our bush and two palm trees now is foreground!
Download dummy level:
http://engine.wohlnet.ru/docs/_files_fo ... eground.7z
!!!DON'T SAVE IT VIA SMBX ON START TEST!!!
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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 » Fri Jun 06, 2014 11:53 am
Original topic with voting: http://engine.wohlnet.ru/forum/viewtopi ... =122&p=494
I think, you know about the "PlatGEnWohl" name. It is the codename, as you see, this project's name is "Platformer Game Engine". And I think, we must select the end name for the release of this project, before we finish releasing it. This is important - as this is the project's face.
My little things:
Because GNU OS uses the Linux kernel, and the target OS naming is GNU/Linux. => After the realization of PGE with a full tool pack and the engine part, SMBX-version of PGE: (PGE with SMBX configs, graphics, musics, sounds, algorithms) will be named SMBX/PGE (not "NSMBX", NOT "SMBX 1.4" etc.).
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Axiom
- Phanto

- Posts: 1471
- Joined: Tue Dec 24, 2013 2:23 pm
Postby Axiom » Fri Jun 06, 2014 9:01 pm
Kinda off topic but i wonder if this could be ported to android
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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 » Fri Jun 06, 2014 10:06 pm
Luigifan2010 wrote:Kinda off topic but i wonder if this could be ported to android
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You mean create playable engine part for allow push created games and episodes for them to tab/smartphone ? With Qt it possible 
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FanofSMBX
- Ludwig von Koopa

- Posts: 3878
- Joined: Sun Dec 22, 2013 12:01 pm
Postby FanofSMBX » Fri Jun 06, 2014 10:08 pm
Might I please suggest iphone? I'm itching for some real mario action on my phone.
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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 » Fri Jun 06, 2014 10:29 pm
FanofSMBX wrote:Might I please suggest iphone? I'm itching for some real mario action on my phone.
For iPhone programming I need for Mac OS X, but all my x64 hardware is AMD, but need Intel x64 for install latest Mac OS X (now they only x64) even on the VirtualBox, but I have a lot of Intel x86 hardware (only Mac OS X 10.6 and older).
and this:
http://qt-project.org/forums/viewthread/28654
And even if i have MacOS X, but i haven't lot of money for legal push built to App Store, only into Cydia, because i need Developer account, but it paid: $100/year, and I haven't reason to buy them.
https://developer.apple.com/programs/ios/
Because I don't like Apple's mobile platforms, but iMac/MacBook is nice devices
Upd: I have friend, what compiling test builts and debug it on Mac OS X, and i think, and he can build iOS version, but, as I told, only for Cydia.
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Raster
- Banned
- Posts: 798
- Joined: Fri Dec 20, 2013 12:35 pm
Postby Raster » Sun Jun 08, 2014 9:30 am
I don't think you need an Apple Developer Account for posting programs that were compiled in XCode (if you can compile this in XCode that is).
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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 Jun 08, 2014 10:46 am
Raster wrote:I don't think you need an Apple Developer Account for posting programs that were compiled in XCode (if you can compile this in XCode that is).
I mean publishing for iOS
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