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Blck_Guy
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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby Blck_Guy » Tue Oct 28, 2014 7:02 pm

Lnik3500 wrote:
Blck_Guy wrote:In the future are you/we going to have time limit? Plus -/+ Time Clocks to go with?
GhostHawk said that it is really difficult because of the online feature but yeah that would be awesome.

Why would it be difficult? - A lot of games have features that is not in the online feature! Ao I'm saying, - don't allow the time limit feature wile making and/or playing levels that have time limit online. - It's not that hard.

Lnik3500
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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby Lnik3500 » Tue Oct 28, 2014 7:42 pm

Blck_Guy wrote:
Lnik3500 wrote:
Blck_Guy wrote:In the future are you/we going to have time limit? Plus -/+ Time Clocks to go with?
GhostHawk said that it is really difficult because of the online feature but yeah that would be awesome.

Why would it be difficult? - A lot of games have features that is not in the online feature! Ao I'm saying, - don't allow the time limit feature wile making and/or playing levels that have time limit online. - It's not that hard.
Yeah I already talked about that he could make a "Full" version of is builder and a "online friendly" version. But hey, he has been spending years for us if he doesn't want to do it, it's fine and I'm ok with it. I praise him for what he has done to us. Would be awesome if he does all our requests,huh?

Blck_Guy
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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby Blck_Guy » Tue Oct 28, 2014 9:15 pm

Lnik3500 wrote:Yeah I already talked about that he could make a "Full" version of is builder and a "online friendly" version. But hey, he has been spending years for us if he doesn't want to do it, it's fine and I'm ok with it. I praise him for what he has done to us. Would be awesome if he does all our requests,huh?
Well he could finish have the program the same standard as SMBX is now and finish all the features he has within it. Then if he still doesn't feel like doing it, some else that has the SC could do.

aero
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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby aero » Thu Oct 30, 2014 1:32 am

Alright guys, tomorrow on Halloween is going to be the last big update until Christmas. This new version is far, far, more efficient with animation and drawing. Also, object placement is a tad more efficient, and you can now properly save and load level backgrounds.

Between now and Christmas, I am mostly going to be working on bug fixes, and performance so there isn't any point in weekly releases if some of the changes are not directly noticeable. By Christmas time, I'll be releasing the source code and hopefully begin working solely on game-play mechanics and new features.

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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby ShadowStarX » Thu Oct 30, 2014 10:39 am

This project seems awesome!
PaintDOT.net works fine with this game too? (i use that for custom gfx)

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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby Wohlstand » Thu Oct 30, 2014 12:18 pm

SMBX-fan wrote:This project seems awesome!
PaintDOT.net works fine with this game too? (i use that for custom gfx)
You can use any graphics editors which supports transparency (Alpha-channel) which need to PNG format [Regular MS Paint for example is not support them].
For example:
- Paint.NET
- Pinta
- GIMP
- Adobe Photoshop
etc.

ShadowStarX
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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby ShadowStarX » Thu Oct 30, 2014 12:25 pm

Wohlstand wrote:
SMBX-fan wrote:This project seems awesome!
PaintDOT.net works fine with this game too? (i use that for custom gfx)
You can use any graphics editors which supports transparency (Alpha-channel) which need to PNG format [Regular MS Paint for example is not support them].
For example:
- Paint.NET
- Pinta
- GIMP
- Adobe Photoshop
etc.
Thanks. :)

Q: What will be the main episode and who'll make it? (like Invasion for early versions of SMBX and Invasion 2 for 1.2 and later versions)

aero
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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby aero » Thu Oct 30, 2014 3:15 pm

SMBX-fan wrote:Q: What will be the main episode and who'll make it? (like Invasion for early versions of SMBX and Invasion 2 for 1.2 and later versions)
Initially I was going to work on an episode with some friends, but since my level design is pretty sub-par I'm not sure yet.

Another change of plans. I feel as though making a mod API will be far more useful than releasing the source code, since after thinking over my idea of specialized versions, it seems it would be unnecessarily complicated to revise the source code for separate versions every time a new version is released. Also, since not everyone is familiar with the language it will broaden the amount of people who can modify the game.

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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby Julia Pseudo » Thu Oct 30, 2014 5:08 pm

Could you possibly port the Invasion 2 to VSMBX as (one of?) the default episodes? It would be a pretty good demonstration of how VSMBX brings everything over.

aero
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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby aero » Thu Oct 30, 2014 7:46 pm

Pseudo-dino wrote:Could you possibly port the Invasion 2 to VSMBX as (one of?) the default episodes? It would be a pretty good demonstration of how VSMBX brings everything over.
I still need to figure out how SMBX saves and loads levels before I can start something like that.

FanofSMBX
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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby FanofSMBX » Thu Oct 30, 2014 8:51 pm

GhostHawk wrote:
Pseudo-dino wrote:Could you possibly port the Invasion 2 to VSMBX as (one of?) the default episodes? It would be a pretty good demonstration of how VSMBX brings everything over.
I still need to figure out how SMBX saves and loads levels before I can start something like that.
Wohlstand did that didn't he?

aero
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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby aero » Thu Oct 30, 2014 11:07 pm

FanofSMBX wrote:
GhostHawk wrote:
Pseudo-dino wrote:Could you possibly port the Invasion 2 to VSMBX as (one of?) the default episodes? It would be a pretty good demonstration of how VSMBX brings everything over.
I still need to figure out how SMBX saves and loads levels before I can start something like that.
Wohlstand did that didn't he?
I've heard he did, but I can't find the documentation so I'm assuming he hasn't published it/removed it.

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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby Thundaga_T2 » Fri Oct 31, 2014 12:06 am

Will there be anything different from SMBX physics wise? Or are you gonna strive to make it as close as possible?

aero
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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby aero » Fri Oct 31, 2014 2:42 am

Thundaga_T2 wrote:Will there be anything different from SMBX physics wise? Or are you gonna strive to make it as close as possible?
Close as possible, but there will be exceptions for things such as jumping since gravity is now configurable.

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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby Julia Pseudo » Fri Oct 31, 2014 2:59 am

Wow, gravity is now configurable? That's a pretty awesome feature. Very exciting as usual.

Wohlstand
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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby Wohlstand » Fri Oct 31, 2014 5:55 am

GhostHawk wrote:
FanofSMBX wrote: Wohlstand did that didn't he?
I've heard he did, but I can't find the documentation so I'm assuming he hasn't published it/removed it.
Don't worry, my documentation of SMBX standard and file formats always available, and located here:
http://engine.wohlnet.ru/smbx64s.php
http://engine.wohlnet.ru/docs/_SMBX64/
http://engine.wohlnet.ru/pgewiki/SMBX64
and my implementation of SMBX LVL file format: (Read almost any formats from SMBX 1.0 to SMBX 1.3, Write only for SMBX 1.3)
https://github.com/Wohlhabend-Networks/ ... vl.cpp#L67
implementation of SMBX WLD file format: (Read almost any formats from SMBX 1.0 to SMBX 1.3, Write only for SMBX 1.3)
https://github.com/Wohlhabend-Networks/ ... ld.cpp#L54
This can read almost any SMBX files even old versions (Includes SMBX 1.0, etc.) Also it corrects legacy data format into modern SMBX 1.3 format. (Anyway, even the SMBX can't correctly correct some of those data)

If you need only file formats, get them here:
http://engine.wohlnet.ru/docs/_SMBX64/file_formats/
or here:
https://github.com/Wohlhabend-Networks/ ... mat%20info

SMBX file format is easy, but strictly and you should make validation check to read them. If you wanna, please send me references of your internal data storages and I try to port my LVL Read/Write functions into C#.
And note: Don't use absolute paths in the data values, only relative to LVL file.

aero
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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby aero » Fri Oct 31, 2014 12:41 pm

Wohlstand wrote:
GhostHawk wrote:
FanofSMBX wrote: Wohlstand did that didn't he?
I've heard he did, but I can't find the documentation so I'm assuming he hasn't published it/removed it.
Don't worry, my documentation of SMBX standard and file formats always available, and located here:
http://engine.wohlnet.ru/smbx64s.php
http://engine.wohlnet.ru/docs/_SMBX64/
http://engine.wohlnet.ru/pgewiki/SMBX64
and my implementation of SMBX LVL file format: (Read almost any formats from SMBX 1.0 to SMBX 1.3, Write only for SMBX 1.3)
https://github.com/Wohlhabend-Networks/ ... vl.cpp#L67
implementation of SMBX WLD file format: (Read almost any formats from SMBX 1.0 to SMBX 1.3, Write only for SMBX 1.3)
https://github.com/Wohlhabend-Networks/ ... ld.cpp#L54
This can read almost any SMBX files even old versions (Includes SMBX 1.0, etc.) Also it corrects legacy data format into modern SMBX 1.3 format. (Anyway, even the SMBX can't correctly correct some of those data)

If you need only file formats, get them here:
http://engine.wohlnet.ru/docs/_SMBX64/file_formats/
or here:
https://github.com/Wohlhabend-Networks/ ... mat%20info

SMBX file format is easy, but strictly and you should make validation check to read them. If you wanna, please send me references of your internal data storages and I try to port my LVL Read/Write functions into C#.
And note: Don't use absolute paths in the data values, only relative to LVL file.
This is exactly what I was looking for, thanks!


[/b]

VSMBX 1.0.1.1

Download 1 (EXE): https://www.sendspace.com/file/ut7mt4
Download 2 (EXE): https://mega.co.nz/#!NRUDhbSJ!XouTmWDEZ ... sWIwWyY-ac

Download 3 (Installer): https://mega.co.nz/#!JANCwKSB!QvkzJEVEB ... 5yeyfcZA4Y
Download 4 (Installer): https://www.sendspace.com/file/nql70h

Lnik3500
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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby Lnik3500 » Fri Oct 31, 2014 5:04 pm

your new download doesn't work for me it says that they couldn't find block-1.png and all of them in my download tab

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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby Wohlstand » Fri Oct 31, 2014 5:07 pm

........and crash on mouse over into graphic window detected:
Error on form creation: Can't load data of counter name because detected wrong registry index, etc.
Spoiler: show
System.InvalidOperationException: Ошибка при создании формы. См. Exception.InnerException. Ошибка: Не удается загрузить данные имени счетчика, поскольку в реестре обнаружен недопустимый индекс "". ---> System.InvalidOperationException: Не удается загрузить данные имени счетчика, поскольку в реестре обнаружен недопустимый индекс "".
в System.Diagnostics.PerformanceCounterLib.GetStringTable(Boolean isHelp)
в System.Diagnostics.PerformanceCounterLib.get_NameTable()
в System.Diagnostics.PerformanceCounterLib.get_CategoryTable()
в System.Diagnostics.PerformanceCounterLib.CounterExists(String category, String counter, Boolean& categoryExists)
в System.Diagnostics.PerformanceCounterLib.CounterExists(String machine, String category, String counter)
в System.Diagnostics.PerformanceCounter.InitializeImpl()
в System.Diagnostics.PerformanceCounter..ctor(String categoryName, String counterName, String instanceName, Boolean readOnly)
в System.Diagnostics.PerformanceCounter..ctor(String categoryName, String counterName)
в MarioEditor.Debug..ctor()

aero
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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby aero » Fri Oct 31, 2014 5:24 pm

Lnik3500 wrote:your new download doesn't work for me it says that they couldn't find block-1.png and all of them in my download tab
Replace the old exe with the new one.
Wohlstand wrote: ........and crash on mouse over into graphic window detected:
Error on form creation: Can't load data of counter name because detected wrong registry index, etc.
Spoiler: show
System.InvalidOperationException: Ошибка при создании формы. См. Exception.InnerException. Ошибка: Не удается загрузить данные имени счетчика, поскольку в реестре обнаружен недопустимый индекс "". ---> System.InvalidOperationException: Не удается загрузить данные имени счетчика, поскольку в реестре обнаружен недопустимый индекс "".
в System.Diagnostics.PerformanceCounterLib.GetStringTable(Boolean isHelp)
в System.Diagnostics.PerformanceCounterLib.get_NameTable()
в System.Diagnostics.PerformanceCounterLib.get_CategoryTable()
в System.Diagnostics.PerformanceCounterLib.CounterExists(String category, String counter, Boolean& categoryExists)
в System.Diagnostics.PerformanceCounterLib.CounterExists(String machine, String category, String counter)
в System.Diagnostics.PerformanceCounter.InitializeImpl()
в System.Diagnostics.PerformanceCounter..ctor(String categoryName, String counterName, String instanceName, Boolean readOnly)
в System.Diagnostics.PerformanceCounter..ctor(String categoryName, String counterName)
в MarioEditor.Debug..ctor()
This seems like a problem between your registry and the .NET Framework 4's Performance Counter used to show the CPU and Memory usage. I don't think this is a problem with VSMBX, but I'll try and work around it just in case.

Try running a full repair on .NET Framework 4, then open command prompt and type "lodctr /r" (You need admin privileges for this), and reboot.


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