PGE thread [Archive 2015-07-31]

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Axiom
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Re: My Research of SMBX

Postby Axiom » Mon Jun 30, 2014 1:54 pm

Well I know what I'm gonna do this afternoon B)

Wohlstand
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Issue for non-playing music

Postby Wohlstand » Mon Jun 30, 2014 4:47 pm

If in editor music don't wanna play, please, even if all settings valid and your sound drivers successfully works:

Add into system environment new variable with name:
QT_PLUGIN_PATH
and set its value equal to full path to your pge_editor's directory
( example: C:\Games\SMBX\Pge_Editor\ )
How to set system environment variable:
http://www.computerhope.com/issues/ch000549.htm
and restart editor.

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 (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!])

Axiom
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Re: My Research of SMBX

Postby Axiom » Mon Jun 30, 2014 5:32 pm

Spoiler: show
ImageImageImage

Works great under Linux Mint 17. To anyone looking to build this under Linux, in addition to the files Wohl lists you'll probably also need

-g++
-freeglut3-dev

Wohlstand
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Re: My Research of SMBX

Postby Wohlstand » Tue Jul 01, 2014 4:09 am

Luigifan2010 wrote:
Spoiler: show
ImageImageImage

Works great under Linux Mint 17. To anyone looking to build this under Linux, in addition to the files Wohl lists you'll probably also need

-g++
-freeglut3-dev
Good job ;-) I add this packages into "how to build under Linux"
and I see, you forgot try lrelease for build translates (languages folder must placed with executable pge_editor)

sleepy
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Re: My Research of SMBX

Postby sleepy » Tue Jul 01, 2014 10:45 am

I've been following this since you started and I've gotta say: Good job.

I haven't seen anyone come this far with a successor to SMBX since... um... never.

Keep up the good work, you guys are doing great.

If you need help with English translation, be free to pm me

Axiom
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Re: My Research of SMBX

Postby Axiom » Tue Jul 01, 2014 11:19 am

Wohlstand wrote:
Luigifan2010 wrote:
Spoiler: show
ImageImageImage

Works great under Linux Mint 17. To anyone looking to build this under Linux, in addition to the files Wohl lists you'll probably also need

-g++
-freeglut3-dev
Good job ;-) I add this packages into "how to build under Linux"
and I see, you forgot try lrelease for build translates (languages folder must placed with executable pge_editor)
yeah haha i just wanted to get a build up and running yano? :D

TLtimelord
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Re: My Research of SMBX

Postby TLtimelord » Sat Jul 05, 2014 2:54 pm

Once you get everything completely finished, would you plan on taking requests?

If so, then may I request some slopes being optional for solid top?

Raster
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Re: My Research of SMBX

Postby Raster » Sat Jul 05, 2014 3:07 pm

Wohlstand, you're absolutely amazing and I love your editor. Congrats man!

h2643
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Re: My Research of SMBX

Postby h2643 » Sat Jul 05, 2014 3:25 pm

TNTtimelord wrote:If so, then may I request some slopes being optional for solid top?
Do you mean like going through the slopes, like in SMW?

TLtimelord
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Re: My Research of SMBX

Postby TLtimelord » Sat Jul 05, 2014 3:26 pm

h2643 wrote:
TNTtimelord wrote:If so, then may I request some slopes being optional for solid top?
Do you mean like going through the slopes, like in SMW?
Yes, that's exactly what I mean.

h2643
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Re: My Research of SMBX

Postby h2643 » Sat Jul 05, 2014 3:27 pm

Ah, then yeah, we discussed this feature at our forum, and yes, we planning to implement it in the future.
It's here btw: http://engine.wohlnet.ru/forum/viewtopi ... 1&start=20
Last edited by h2643 on Sat Jul 05, 2014 3:28 pm, edited 1 time in total.

Megaman
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Re: My Research of SMBX

Postby Megaman » Sat Jul 05, 2014 3:28 pm

I have no idea about all the tech mumbo jumbo that's going on right now but this is amazing! :D Can't wait for you to finish it! With how far along it is it'll probably end up being able to make toast in the final version :lol:

Wohlstand
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Re: My Research of SMBX

Postby Wohlstand » Sat Jul 05, 2014 3:29 pm

TNTtimelord wrote:Once you get everything completely finished, would you plan on taking requests?

If so, then may I request some slopes being optional for solid top?
Hi, I always taking any requests:
And about editing process (for example, this: this I made by request, in next version you can see Item ID inside Item Properties window (Also, you can see Item ID by mouse over inside pop-up hint inside item toolbox) ).

Yes, you can write any request (h2643 already gave link to topic)

What about solid slopes, I got request about "diagonal Sizable block" what will be as solid slope :D
This feature will be implemented later, and will work only with new file format (not compatible with SMBX). And if you will try to save into SMBX file format, you will lost non-compatible with SMBX data.

TLtimelord
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Re: My Research of SMBX

Postby TLtimelord » Sat Jul 05, 2014 3:35 pm

That will definitely become useful and make a lot of SMW levels more SMW-like. I'm also glad you're adding new things, as this will give the community a non-dying game to mess around with. c:

michel
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Re: My Research of SMBX

Postby michel » Sat Jul 05, 2014 6:53 pm

If you need a Portuguese/Spanish/English translation, I can volunteer to help

Wohlstand
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Re: My Research of SMBX

Postby Wohlstand » Sat Jul 05, 2014 7:43 pm

michel wrote:If you need a Portuguese/Spanish/English translation, I can volunteer to help
That's good :) You can get the translation file to translate it manually, and Qt Linguist to translate your strings for your translations here:
http://engine.wohlnet.ru/forum/viewtopic.php?f=5&t=117

Note: If you use the online LUPDATE or LRELEASE utilities, note that these are not services to submit translations to me. This is so you can add new strings to your translations alongside the existing translated strings.

P.S. I've already created the language templates for Portuguese and Japanese. You can get the Portuguese TS file and start to translate if you wish. If any new strings were added with the recent sources, try LUPDATE for adding them into your translation.
The Spanish translation has already been created by hacheipe399, but you can check for any spelling/grammar errors just in case.

Notice: I don't recommend to edit source strings from sources, because a lot of other translated string will be lost. You must apply your change via notepad to all the TS files which contains the edit by your string manually.

When you're done translating, send them into my repo pull request please, or you can post them directly to me (here in this topic, PM, email, XMPP, or on my forum (It's possible there to attach files into messages), etc.)
Last edited by Wohlstand on Tue Jul 08, 2014 3:11 am, edited 2 times in total.

Dr. Crygor
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Re: My Research of SMBX

Postby Dr. Crygor » Sat Jul 05, 2014 9:12 pm

Whats this? New smbx?

SMBXxer
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Re: My Research of SMBX

Postby SMBXxer » Sat Jul 05, 2014 9:14 pm

Dr. Crygor wrote:Whats this? New smbx?
PlanGenWol
Not new SMBX, but close.

Magna
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Re: My Research of SMBX

Postby Magna » Sat Jul 05, 2014 10:09 pm

Dr. Crygor wrote:Whats this? New smbx?
Nah, but I like to think of it as what could've been NSMBX.

Wohlstand
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Re: My Research of SMBX

Postby Wohlstand » Sun Jul 06, 2014 6:37 am

Dr. Crygor wrote:Whats this? New smbx?
This project is offered as a successor of SMBX. It is not SMBX, but fully compatible with it.
See: SMBX - is a game, PGE - is a game engine. All games are created based on their own game engines.
SMBX - closed sources, PGE - Libre and Open Source

This project can be used not only for Mario games, but for others too (while being entirely open source). Because it allows full flexibility and customizing (all items are defined by INI files), and NPCs will be allowed to be programmed by a script language, this allows one to create any own NPCs of their own without closing algorithms to a specific NPC-ID.
Last edited by Wohlstand on Mon Jul 07, 2014 9:25 am, edited 1 time in total.


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