Topics that have reached 100 pages.
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bambooPenArtist
- Guest
Postby bambooPenArtist » Mon Jun 09, 2014 3:30 pm
Hey I'm using windows8 and I can't run this thing. It gives me two errors seen below:
But I gave you a super mushroom (positive rep) and 5 green grins (see comments for rep points) for this invention! Keep up the great work!
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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
- Pronouns: he/him
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Contact:
Postby Wohlstand » Mon Jun 09, 2014 3:35 pm
marioaddict wrote:Hey I'm using windows8 and I can't run this thing. It gives me two errors seen below:
But I gave you super mushroom (positive rep) for this invention! Keep up the great work!
Oh, you have my old built with bug. I did fix them, but i will publish new built today/tomorrow, when I done item sorting in INI configs.
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bambooPenArtist
- Guest
Postby bambooPenArtist » Mon Jun 09, 2014 5:00 pm
cool, thanks again wohlstand... I'll be waiting. 
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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
- Pronouns: he/him
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Contact:
Postby Wohlstand » Tue Jun 10, 2014 1:57 pm
How long you waiting?
It came now!
What?
-> The PGE Editor 0.0.8 Alpha!
This is a huge update, did made a lot of work for create full NPC support, and more other...
Windows built:
Download 0.0.8 Alpha without music (28 MB) (You can simply place music folder from SMBX 1.3 or 1.3.0.1 into data directory)
Download 0.0.8 Alpha with HQ music (257 MB) (This already contains HQ SMBX music pack)
MacOS built:
<coming soon>, but you can build yourself
And same source can be built for Linux or other platforms.
Changelog 0.0.8
- Added support for render and control NPC's
- POSSIBLE TO SAVE LEVEL FILE.
- POSSIBLE TO CREATE NEW LEVEL FILE, NPC.txt file with selecting of base NPC.
- Added NPC Previewer for NPC.txt editor
- License updated to GNU GPLv3
- Optimized level loading process
- Added support to control doors
- History manager: you can undo/redo changes on level map. [Not completely finished]
- Clipboard: you can copy and paste.
- Added Item Properties window, and with them possible to FULL CONTROL of ALL level items.
- Added BGO hack for place them foreground
- Added Item box and support for place new items on map
- Added Layer box: You can create/rename/delete layers, you can move layers in list by mouse drag, you can change visibly of Layer
- Added more protectors: you can violate limits with itemID and if itemID > global array item number, you will see dummy image instead crash.
- ReWritten Background render algorithm
- Unused Sections will be initialization on select
- Possible to resize sections
- Possible to resize sizable blocks
- You can change player's start point positions
- Added "Selection only" tool, you can select item group without moving them.
- Fixed rubber tool
- Water/Quicksand zons, sizable blocks placing in "Draw-Square" style
- "Square Fill" tool: you can draw square and it will be filled by selected block or BGO (Warning, collisions ignoring!)
- Fixes in configs: almost sorted blocks, BGOs and NPCs.
- Full control of door entries
- "Goto entrance" and "Goto exit" - possible to fast find other side of door, even them placed in other section.
- in NPC-Editor displaying all default values for current npcID, if option not used.
- Added application settings window: you can set autoplay music/animation/collisions or set log level and log file.
- Animation will be reseted on exported image.
- Optimized item map controls.
- Application can be translated in other languages
- Now, we have finished translates: English, Russian, German. Any of you can made more translates.
This version can control almost all SMBX level elements, but now you can't edit and create events. Events control will be implemented in next version. But already created events you can use in NPCs or on Blocks and save them.
Screenshots:

Section resizer:

After resizing, press ENTER for accept resize or ESC for cancel resizing.
You can add item group on exist or create new layer for them:
You can sort layers in list via mouse drag:
The size for sizable blocks defining after drawing process:

The same method draws water/quicksand
Change environment type:
Jump to other side of door:
All items sorted by his category:
All custom level GFX displaying in special category group:
You can remove layer and save already placed items (items will be moved to Default layer)
You can draw group of blocks by square fill:
Same method for BGO:
Application settings window for set common application settings:
All NPCs like egg, bubble, lakitu, herb - is containers, and you can set his contains:
Creating a new level file:
NPC configs editing:
Application can be translated into any language:

Now already translated to English, Russian and German.
History manager: You can undo/redo your actions:
Internal clipboard:
Entry-style doors:
For create door, you must:
- create door entry
- place on map points (by set Entrance and by set Exit)
- you can set door props in any moment (before/after placing points)

If point already placed, camera will be moved to point position:
Show/hide tools:
NPC Generators displaying with arrow:
green - warp, red - projectile:
BGO Hack for place item to foreground in SMBX:

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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
- Pronouns: he/him
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Contact:
Postby Wohlstand » Tue Jun 10, 2014 2:11 pm
My old maps, what I created while I debugging NPC's render:
This is end NPC render map
Full NPC map
This map created before implementing of NPC's for capture them grid offsets:
NPC's grid offsets
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hacheipe399
- Swooper

- Posts: 64
- Joined: Mon Feb 10, 2014 12:29 pm
Postby hacheipe399 » Tue Jun 10, 2014 2:28 pm
Your work is awesome... I'm working in the spanish translation 
Good luck 
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Mable
- Luigi

- Posts: 5806
- Joined: Sat Dec 21, 2013 4:23 am
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Contact:
Postby Mable » Tue Jun 10, 2014 2:32 pm
Holy shit this might be the first engine of a new created thing since a bunch of people said they do it and it never happened but this just looks awesome. Dude keep it up you and the team.
Edit: Could be me but in the german version it says Als Bos setzen which actually should be Als Boss setzen.
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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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Contact:
Postby Wohlstand » Tue Jun 10, 2014 3:15 pm
GrätselBüchner wrote:Edit: Could be me but in the german version it says Als Bos setzen which actually should be Als Boss setzen.
Ops, sorry, I just fixed this typo and updated archives.
You can get only fixed translate instead re-download the 250 MB package:
http://engine.wohlnet.ru/docs/EXE_tests ... itor_de.qm (place them in languages subdir of editor)
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Mable
- Luigi

- Posts: 5806
- Joined: Sat Dec 21, 2013 4:23 am
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Contact:
Postby Mable » Tue Jun 10, 2014 3:26 pm
Thanks again also reghrhre and me are gonna support this on our forum since this is a big thing happening.
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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
- Pronouns: he/him
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Contact:
Postby Wohlstand » Wed Jun 11, 2014 4:26 pm
Because I found something bugs, I did fix them, and I did update application in archive.
Minor change log 0.0.8.1
- Fixed bug with door points on opening of old LVL files (file format < 8)
- Fixed undisabled labels on NPC-Editor
- Fixed bug with sets of containers to empty.
- Added Spanish translation
Instead Re-Download archives, you can get only fixed files:
http://engine.wohlnet.ru/docs/EXE_tests ... s_only.zip (1.2 MB) and replace with it the downloaded 0.0.8 build.
Enjoy 
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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
- Pronouns: he/him
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Contact:
Postby Wohlstand » Thu Jun 12, 2014 6:02 pm
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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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Contact:
Postby Wohlstand » Sat Jun 14, 2014 10:14 am
Last edited by Wohlstand on Sun Jun 15, 2014 4:49 am, edited 2 times in total.
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Imaynotbehere4long
- Boomerang Bro

- Posts: 1389
- Joined: Thu Jan 23, 2014 3:00 pm
Postby Imaynotbehere4long » Sat Jun 14, 2014 12:19 pm
Wohlstand wrote:SMBX 1.3.0.1 downloading morror
What's a "morror"? Do you mean "mirror"?
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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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Contact:
Postby Wohlstand » Sat Jun 14, 2014 1:00 pm
Imaynotbehere4long wrote:Wohlstand wrote:SMBX 1.3.0.1 downloading morror
What's a "morror"? Do you mean "mirror"?
OOps, Yes, I mean "mirror", thanks, fixed
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DarkMatt
- Banned
- Posts: 1143
- Joined: Wed Feb 12, 2014 6:03 pm
Postby DarkMatt » Sat Jun 14, 2014 4:44 pm
Question: Can you edit Events with this yet? I can't seem to find the option to do so.
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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
- Pronouns: he/him
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Contact:
Postby Wohlstand » Sat Jun 14, 2014 4:48 pm
DarkMatt wrote:Question: Can you edit Events with this yet? I can't seem to find the option to do so.
I think, you inattentively looked:
I wrote:
Wohlsatand wrote:
This version can control almost all SMBX level elements, but now you can't edit/delete/create exists events. Events control will be implemented in next version.
But already exists events in level you can use on NPCs or on Blocks via Properties dialog (RightMouse->Properties to item) and save them.
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DarkMatt
- Banned
- Posts: 1143
- Joined: Wed Feb 12, 2014 6:03 pm
Postby DarkMatt » Sat Jun 14, 2014 5:19 pm
Alrighty. Thank you.
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Magna
- Banned
- Posts: 1493
- Joined: Fri Jun 06, 2014 9:17 pm
Postby Magna » Wed Jun 18, 2014 8:31 pm
Question, what image format do custom sprites have to be?
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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
- Pronouns: he/him
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Contact:
Postby Wohlstand » Wed Jun 18, 2014 9:48 pm
Blue Greed wrote:Question, what image format do custom sprites have to be?
Hi, same, that for SMBX - gif (but instead SMBX, this must be real GIF, not BMP, saved with "GIF" extension, or you will get this error).
But possible to use any image formats, like PNG, and without using masks, but need define them in global INI-File (and with engine part I will expand NPC.txt, and give to user possible change almost any INI-options, even image file name). Don't forget, my engine fully compatible with SMBX, and saved by PGE-Editor levels can be opened and played in original SMBX.
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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
- Pronouns: he/him
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Contact:
Postby Wohlstand » Thu Jun 19, 2014 7:35 am
Because we have a lot of Lazy-made graphics (and result creating of this graphics - broken render of sprite), like by:
- saved BMP file wilth GIF extension (Image will not be loaded by my editor, and you see ghostied instead target GFX)
- created mask as copy of original but with white background (result render is too dirty and semi-transparent):
Here I made guide for images glitches because using of lazy-made graphics:
http://engine.wohlnet.ru/forum/viewtopic.php?f=40&t=142
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