PGE thread [Archive 2015-07-31]

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Axiom
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Re: My Research of SMBX

Postby Axiom » Sun Jul 06, 2014 8:23 pm

I know your primary intention is NOT a touch screen, but I logged into my Windows 8 computer with TeamViewer running in touch screen mode and made part of a level with just the touch screen and it was actually pretty great! My only complaint (and this was something with a mouse too) is that it kinda feels off when placing blocks if that makes sense.

Wohlstand
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Re: My Research of SMBX

Postby Wohlstand » Mon Jul 07, 2014 5:18 am

Luigifan2010 wrote:I know your primary intention is NOT a touch screen, but I logged into my Windows 8 computer with TeamViewer running in touch screen mode and made part of a level with just the touch screen and it was actually pretty great! My only complaint (and this was something with a mouse too) is that it kinda feels off when placing blocks if that makes sense.
As you see, item positioned by left-up corner of mouse, but I can make offset for made placement of items by these center. And, if you see slowing inside placing process, this is collision function problem. This working slow even you simply moving group of items. It is well visible if do it on a big map (with lots of items).
Because this, I recommend to disable collisions (on move move item group) in menu [view -> Collisions]. This is speed-up item drag process
I need rewrite collision function for speed-up this process.

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Re: My Research of SMBX

Postby Axiom » Mon Jul 07, 2014 6:41 am

Wohlstand wrote:
Luigifan2010 wrote:I know your primary intention is NOT a touch screen, but I logged into my Windows 8 computer with TeamViewer running in touch screen mode and made part of a level with just the touch screen and it was actually pretty great! My only complaint (and this was something with a mouse too) is that it kinda feels off when placing blocks if that makes sense.
As you see, item positioned by left-up corner of mouse, but I can make offset for made placement of items by these center. And, if you see slowing inside placing process, this is collision function problem. This working slow even you simply moving group of items. It is well visible if do it on a big map (with lots of items).
Because this, I recommend to disable collisions (on move move item group) in menu [view -> Collisions]. This is speed-up item drag process
I need rewrite collision function for speed-up this process.
I didn't actually have issues with slowdowns or anything. As for the offset that would help immensly, I'm used to everything being right on the cross hair and that could help if you have plans on officially supporting touch screens.

Wohlstand
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Re: My Research of SMBX

Postby Wohlstand » Mon Jul 07, 2014 10:20 am

Luigifan2010 wrote:
Wohlstand wrote:
Luigifan2010 wrote:I know your primary intention is NOT a touch screen, but I logged into my Windows 8 computer with TeamViewer running in touch screen mode and made part of a level with just the touch screen and it was actually pretty great! My only complaint (and this was something with a mouse too) is that it kinda feels off when placing blocks if that makes sense.
As you see, item positioned by left-up corner of mouse, but I can make offset for made placement of items by these center. And, if you see slowing inside placing process, this is collision function problem. This working slow even you simply moving group of items. It is well visible if do it on a big map (with lots of items).
Because this, I recommend to disable collisions (on move move item group) in menu [view -> Collisions]. This is speed-up item drag process
I need rewrite collision function for speed-up this process.
I didn't actually have issues with slowdowns or anything. As for the offset that would help immensly, I'm used to everything being right on the cross hair and that could help if you have plans on officially supporting touch screens.
I and Kevin just made offset of "cursor" item, and now placing items will be relative to item center instead left-top corner. You can get my dev-build from "laboratory" and test them ;)

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Re: My Research of SMBX

Postby Axiom » Mon Jul 07, 2014 10:22 am

I'll compile it from GitHub in a bit ;) thank you so much!

Wohlstand
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Re: My Research of SMBX

Postby Wohlstand » Mon Jul 07, 2014 10:38 am

Luigifan2010 wrote:I'll compile it from GitHub in a bit ;) thank you so much!
Always please ;)


P.S. Who wants get experimental dev-build before stable publication, I put "Laboratory" link to my first post

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Re: My Research of SMBX

Postby CreatorForce » Mon Jul 07, 2014 11:40 am

Looks good Wohlstand :D.

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Re: My Research of SMBX

Postby Frisktaker » Tue Jul 08, 2014 10:48 am

I think there should be a poison thing in the water section. It could slowly damage you(maybe make the rate of damage adjustable?), but it shouldn't have water physics on it's own. That way, people could use it on it's own for something similar to the Hazy Maze Cave gas, or COMBINE it with the water for something like the freezing water in Snowman's Land. Am I right in thinking that you said that the stuff that is hardcoded in smbx will be freely editable? If so, then will title screens be on a per-EXE basis or a per-episode basis? Because the latter could let us give each episode it's own title levelAlso, if you do merge Lunadll into this, will it still use lunadll.txt? or will that stuff be editable from within the editor itself?
Finally, THANK YOU for making it possible to scroll without the arrow keys! I can finally make levels again! because my arrow keys are broken. So is my d key, but that's not a problem when I can copy-paste. I can hardly wait for the world editor.
...Also, what does "Set as Boss" do?

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Re: My Research of SMBX

Postby Wohlstand » Tue Jul 08, 2014 11:40 am

Avarice wrote:I think there should be a poison thing in the water section. It could slowly damage you(maybe make the rate of damage adjustable?), but it shouldn't have water physics on it's own. That way, people could use it on it's own for something similar to the Hazy Maze Cave gas, or COMBINE it with the water for something like the freezing water in Snowman's Land. Am I right in thinking that you said that the stuff that is hardcoded in smbx will be freely editable? If so, then will title screens be on a per-EXE basis or a per-episode basis? Because the latter could let us give each episode it's own title levelAlso, if you do merge Lunadll into this, will it still use lunadll.txt? or will that stuff be editable from within the editor itself?
Finally, THANK YOU for making it possible to scroll without the arrow keys! I can finally make levels again! because my arrow keys are broken. So is my d key, but that's not a problem when I can copy-paste. I can hardly wait for the world editor.
...Also, what does "Set as Boss" do?
Hi!
Avarice wrote: I think there should be a poison thing in the water section. It could slowly damage you(maybe make the rate of damage adjustable?), but it shouldn't have water physics on it's own.
Good idea for "Poison zone", will be planned ;) As you see "physical environment" as item type for water and quicksand, this will be as "poison gas" with air physics, but will made slowly damage, "acid" - same slowly damage, but with water physics, "variable gravity" for add/remove gravity value, etc.
Don't forget, at first need made full support of SMBX64 standard. (SMBX64 - is a standard of game structure, which realizing by SMBX 1.3).

New features will be added later with new file formats (LVLX - new universal level file format with markers, LVLZ - compressed level file format, for world maps: WLDX, WLDZ [will be implemented feature as multi-section world map]), and will be support by new engine part with old SMBX files together, but don't forget about new features: if you will save into old SMBX format, you will lose settings of this features, because they are not supports by SMBX.
Avarice wrote: Am I right in thinking that you said that the stuff that is hardcoded in smbx will be freely editable?
Yes, inside my project all items are customizable, for example; block image size inside my editor calculating automatically, and you can place image of any size, and it will be as block with new size. Other settings, like item features, grid size by item, etc, is a INI configuration parameters. Even algorithms: I will use script language for NPC's and something blocks, for you can made own NPC without closing to Item-ID like SMBX64 standard.
Avarice wrote: If so, then will title screens be on a per-EXE basis or a per-episode basis? Because the latter could let us give each episode it's own title levelAlso,
I will made all similar graphics placed separated, and you can replace or edit them. And as new feature, I can made per-episode config for made own episode title and intro/outro screens.
Avarice wrote: if you do merge Lunadll into this, will it still use lunadll.txt? or will that stuff be editable from within the editor itself?
LunaDLL will be as internal part - this means, you can use your lunadll.txt files and them will be works with new engine, but instead SMBX will be decoded internally and applied to levels, and you don't need for "lunadll.dll" file for use his script language with my engine part.
Avarice wrote: Finally, THANK YOU for making it possible to scroll without the arrow keys! I can finally make levels again! because my arrow keys are broken. So is my d key, but that's not a problem when I can copy-paste. I can hardly wait for the world editor.
Also, you can simply scroll by mouse wheel horizontally: place mouse cursor over horizontal scrollbar and round wheel. I using this method for scroll without keyboard keys. World map editor coming soon ;-)
Avarice wrote: ...Also, what does "Set as Boss" do?
This is renamed "Legacy Boss" from SMBX. This option will work only by algorithmic NPC's:
Bowser III-rd, Birdo, Boom-boom.
This option enabling special algorithm features:
Any bosses:
- Music will be changed to "boss battle" for each boss
for Boom-boom personaly:
- after die, boom-boom will spawn dungeon ball.
for Birdo personaly
- after die, Birto will spawn crystal ball
for Bowser personaly
- Will be activated "End game" algorithm [Play "Game beat" fanfares, switch to credits screen]

Why I was wrote "Set as boss" instead "Legacy boss"?
Because "Legacy" is word, means "You isn't style", "you too old!", "too old boss", "legacy program", etc. Not all will understand "Legacy boss" directly.
"Set as boss" will be understandable to any: enable personal boss algorithm.

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Re: My Research of SMBX

Postby Magna » Tue Jul 08, 2014 1:14 pm

So umm, when will the engine be built?

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Re: My Research of SMBX

Postby Axiom » Tue Jul 08, 2014 1:25 pm

Kinda self advertising here but no big deal..right? B)

I'm now running a server hosting my own builds of PlatGEnWohl. Whenever a new version is released, I just run a script on my Mint machine that compiles these builds and pushes them to the server and changes the version number. So if you run a Linux based machine, check my builds out (they're not debs, just .zips with the executable in em)

You can check em out here

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Re: My Research of SMBX

Postby Frisktaker » Tue Jul 08, 2014 1:34 pm

Wohlstand wrote:Good idea for "Poison zone", will be planned ;) As you see "physical environment" as item type for water and quicksand, this will be as "poison gas" with air physics, but will made slowly damage, "acid" - same slowly damage, but with water physics, "variable gravity" for add/remove gravity value, etc.
Don't forget, at first need made full support of SMBX64 standard. (SMBX64 - is a standard of game structure, which realizing by SMBX 1.3).
Wait, there will be poison and hurtful water? My idea was to just have a poison thing, and if they want hurtful water, just place a poison block over a water block. That way, you could combine poison with quicksand, or with your planned "gravity fields" to create a wide variety of effects. Also, I heard there will be wind. If so, it should also be under the physical environments tab, as that could lead to stuff like in Lost levels, as well as water currents.(And it shouldn't have any visual presence on it's own. The direction and strength should be adjustable as well. Just imagine using upwards wind to jump higher, or a level that uses layers to change the wind direction.) Lastly, if you do this, how about giving each physical environment thing it's own border color in the editor? Like, water could have blue, quicksand could be yellow, etc.
I really appreciate what you're doing, and fully understand if you're unwilling or unable to implement any of what I've suggested when the time come.

Wohlstand
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Re: My Research of SMBX

Postby Wohlstand » Tue Jul 08, 2014 3:02 pm

Avarice wrote:
Wohlstand wrote:Good idea for "Poison zone", will be planned ;) As you see "physical environment" as item type for water and quicksand, this will be as "poison gas" with air physics, but will made slowly damage, "acid" - same slowly damage, but with water physics, "variable gravity" for add/remove gravity value, etc.
Don't forget, at first need made full support of SMBX64 standard. (SMBX64 - is a standard of game structure, which realizing by SMBX 1.3).
Wait, there will be poison and hurtful water? My idea was to just have a poison thing, and if they want hurtful water, just place a poison block over a water block. That way, you could combine poison with quicksand, or with your planned "gravity fields" to create a wide variety of effects. Also, I heard there will be wind. If so, it should also be under the physical environments tab, as that could lead to stuff like in Lost levels, as well as water currents.(And it shouldn't have any visual presence on it's own. The direction and strength should be adjustable as well. Just imagine using upwards wind to jump higher, or a level that uses layers to change the wind direction.) Lastly, if you do this, how about giving each physical environment thing it's own border color in the editor? Like, water could have blue, quicksand could be yellow, etc.
I really appreciate what you're doing, and fully understand if you're unwilling or unable to implement any of what I've suggested when the time come.
Poison zone:
"poizon"/"hurtful water" - is same type of physical environment which can hurt to player. Item type will be same - Physical environment.
As you see, Water/Quicksand is a "configurable physical environment":

This is example of internal data structure, what saved into file with item:

Current SMBX64 PhysEnv item structure:
- x,
- y,
- width,
- height,
- IsQuickSand?

New planed PhysEnv item structure:
- x,
- y,
- width,
- height,
- environment type[water, quicksand, gas, none (air)],
- overwrite gravity value [0-900, 100 - default],
- hurt NPC flag. for enable hurtful for NPC
- hurt player flag. for enable hurtful for Player
- poison/hurtful value [0-100] 0 - safe, 1 - damage to 1 pt. etc,

Inside editor I made difference between physical environment zones by colors (First time, Water have green color, and Quicksand - yellow).


Wind:
- Wind will be applied on whole section (if you did play in Super Princess Peach, you know, how wind works). Will be as flag on each section, and events for change wind mode (toggle directon, or disable/enable them for defined section number). As you see, this feature can be used even as water current. Exactly must be possible to change strength and direction.

Note for events:
And, because will be a lot of event actions, need to made "Action-styled" events. I.e. each event - is an actions list. You will add in this list only necessary action instead full list of actions in each events. And this is reason, why title is "Classic events". New "action-styled" events will works only with new file format, and classic events will be leaved only for save SMBX compatible.

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Re: My Research of SMBX

Postby Frisktaker » Tue Jul 08, 2014 3:14 pm

Wohlstand wrote:
Avarice wrote:
Wohlstand wrote:Good idea for "Poison zone", will be planned ;) As you see "physical environment" as item type for water and quicksand, this will be as "poison gas" with air physics, but will made slowly damage, "acid" - same slowly damage, but with water physics, "variable gravity" for add/remove gravity value, etc.
Don't forget, at first need made full support of SMBX64 standard. (SMBX64 - is a standard of game structure, which realizing by SMBX 1.3).
Wait, there will be poison and hurtful water? My idea was to just have a poison thing, and if they want hurtful water, just place a poison block over a water block. That way, you could combine poison with quicksand, or with your planned "gravity fields" to create a wide variety of effects. Also, I heard there will be wind. If so, it should also be under the physical environments tab, as that could lead to stuff like in Lost levels, as well as water currents.(And it shouldn't have any visual presence on it's own. The direction and strength should be adjustable as well. Just imagine using upwards wind to jump higher, or a level that uses layers to change the wind direction.) Lastly, if you do this, how about giving each physical environment thing it's own border color in the editor? Like, water could have blue, quicksand could be yellow, etc.
I really appreciate what you're doing, and fully understand if you're unwilling or unable to implement any of what I've suggested when the time come.
Poison zone:
"poizon"/"hurtful water" - is same type of physical environment which can hurt to player. Item type will be same - Physical environment.
As you see, Water/Quicksand is a "configurable physical environment":

This is example of internal data structure, what saved into file with item:

Current SMBX64 PhysEnv item structure:
- x,
- y,
- width,
- height,
- IsQuickSand?

New planed PhysEnv item structure:
- x,
- y,
- width,
- height,
- environment type[water, quicksand, gas, none (air)],
- overwrite gravity value [0-900, 100 - default],
- hurt NPC flag. for enable hurtful for NPC
- hurt player flag. for enable hurtful for Player
- poison/hurtful value [0-100] 0 - safe, 1 - damage to 1 pt. etc,

Inside editor I made difference between physical environment zones by colors (First time, Water have green color, and Quicksand - yellow).


Wind:
- Wind will be applied on whole section (if you did play in Super Princess Peach, you know, how wind works). Will be as flag on each section, and events for change wind mode (toggle directon, or disable/enable them for defined section number). As you see, this feature can be used even as water current. Exactly must be possible to change strength and direction.

Note for events:
And, because will be a lot of event actions, need to made "Action-styled" events. I.e. each event - is an actions list. You will add in this list only necessary action instead full list of actions in each events. And this is reason, why title is "Classic events". New "action-styled" events will works only with new file format, and classic events will be leaved only for save SMBX compatible.
So wait, will it be possible to create hurtful quicksand? And the reason I thought wind should be a physical environment is that then you could place it in only a small area, and even have more than one.(Like, for example, air coming out of a pipe. If it's on a per-section basis, then that won't work, as you would make the whole section have wind.) I have never played Super Princess Peach, but I know Lost levels has certain parts with wind. Is there a reason you want to make it on the whole section?

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Re: My Research of SMBX

Postby Wohlstand » Tue Jul 08, 2014 3:26 pm

Avarice wrote: So wait, will it be possible to create hurtful quicksand? And the reason I thought wind should be a physical environment is that then you could place it in only a small area, and even have more than one.(Like, for example, air coming out of a pipe. If it's on a per-section basis, then that won't work, as you would make the whole section have wind.) I have never played Super Princess Peach, but I know Lost levels has certain parts with wind. Is there a reason you want to make it on the whole section?
Yes, with new structure you can made hurtful quicksand: because "hurtful" is an environment independent flag with strength value. You can made physical environment of any types with hurtful flag, and you will made hurtful zones with difference environments.

I think made wind in two modes:
as whole section values(power,direction)+flag(Enable/Disable) (as "Underwater" flag), and also can be used as "physical environment zone" what enabling wind only for captured area. [as you say, will possible made "air coming out of a pipe"]

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Re: My Research of SMBX

Postby Wohlstand » Tue Jul 08, 2014 3:30 pm

Luigifan2010, I was add your link to your download as "Luigifan2010's Laboratory", you can see here:
http://engine.wohlnet.ru/forum/viewtopic.php?f=17&t=74
Later I will add into main post here, if you don't object

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Re: My Research of SMBX

Postby Axiom » Tue Jul 08, 2014 3:36 pm

Wohlstand wrote:Luigifan2010, I was add your link to your download as "Luigifan2010's Laboratory", you can see here:
http://engine.wohlnet.ru/forum/viewtopic.php?f=17&t=74
Later I will add into main post here, if you don't object
That's perfectly okay! :)
This really is starting to feel open source B) but I'm pretty sure this would work just fine on any Debian based system, so could you maybe add "for Linux Mint/other Ubuntu or Debian based OS'es"?

Wohlstand
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Re: My Research of SMBX

Postby Wohlstand » Tue Jul 08, 2014 4:41 pm

Luigifan2010 wrote:
Wohlstand wrote:Luigifan2010, I was add your link to your download as "Luigifan2010's Laboratory", you can see here:
http://engine.wohlnet.ru/forum/viewtopic.php?f=17&t=74
Later I will add into main post here, if you don't object
That's perfectly okay! :)
This really is starting to feel open source B) but I'm pretty sure this would work just fine on any Debian based system, so could you maybe add "for Linux Mint/other Ubuntu or Debian based OS'es"?
I forgot say about my tests on my Debian machine:I got color bug: absence of red color on any Qt5 applications :P But on CentOS all working perfectly
Don't forget pack libraries for application, or you must build id statically.

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Re: My Research of SMBX

Postby Axiom » Tue Jul 08, 2014 5:02 pm

Wohlstand wrote:
Luigifan2010 wrote:
Wohlstand wrote:Luigifan2010, I was add your link to your download as "Luigifan2010's Laboratory", you can see here:
http://engine.wohlnet.ru/forum/viewtopic.php?f=17&t=74
Later I will add into main post here, if you don't object
That's perfectly okay! :)
This really is starting to feel open source B) but I'm pretty sure this would work just fine on any Debian based system, so could you maybe add "for Linux Mint/other Ubuntu or Debian based OS'es"?
I forgot say about my tests on my Debian machine:I got color bug: absence of red color on any Qt5 applications :P But on CentOS all working perfectly
Don't forget pack libraries for application, or you must build id statically.
which libraries are needed again just to run? I can fork and include a run script that will check for these before running the actual application and I will update my builds accordingly

Wohlstand
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Re: My Research of SMBX

Postby Wohlstand » Tue Jul 08, 2014 5:06 pm

Luigifan2010 wrote: which libraries are needed again just to run? I can fork and include a run script that will check for these before running the actual application and I will update my builds accordingly
I means so libs for deploy


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