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Wohlstand
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Re: PGE Project thread (Editor v0.3.1.5, Engine v0.2.3.0)

Postby Wohlstand » Sun Oct 11, 2015 1:45 pm

Sednaiur wrote:
Wohlstand wrote: So, you need a "don't auto-expand event tabs in 'Classic Events' toolbox" checkbox in app settings to avoid autoexpanding of tabs with used event actions. Did I understood right?
I do not demand that, but I would really appreciate something like that. Also, I checked again about the problem, and even if you just click the tabs once, without editing anything in them, PGE thinks I did edit something, so the mentioned windows (Layer Movement, Autoscroll Section, Trigger Event) are forced open.
That's wired, because:
1) "Layer Movement", "Autoscroll Section", "Trigger Event" - are spoilers, not windows.
2) "Layer Movement", "Autoscroll Section", "Trigger Event" will NOT automatically expand when you will choice an event in the list and:
Moving layer field is empty ("none"), autoscroll X and autoscrool Y are zero, trigger event has "None" value. I will check out that thing and if bug was found, I will fix it now

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Re: PGE Project thread (Editor v0.3.1.5, Engine v0.2.3.0)

Postby Sednaiur » Sun Oct 11, 2015 3:57 pm

But you still got what I mean - thanks for clearing this up to me.
I think I just don't bother you with this anymore, since it seems to annoy you.

But I have found something different:
If you delete an event, and then select "undo", the event gets recreated but it is locked (not editable) until you close the level and then reopen it again (or until you choose "reload current file").
It is not a big problem, but I tell about it just in case. I dont know if this affects something else in the future maybe.

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Re: PGE Project thread (Editor v0.3.1.5, Engine v0.2.3.0)

Postby Wkay » Thu Oct 15, 2015 3:57 am

This looks nice, but the images all just say Image.

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Re: PGE Project thread (Editor v0.3.1.5, Engine v0.2.3.0)

Postby h2643 » Thu Oct 15, 2015 9:15 am

They don't anymore, Wohlstand's server got fixed.

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Re: PGE Project thread (Editor v0.3.1.5, Engine v0.2.3.0)

Postby PersonNamedUser » Sat Oct 17, 2015 4:11 pm

Will there be a 4 player mode?

Wohlstand
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Re: PGE Project thread (Editor v0.3.1.5, Engine v0.2.3.0)

Postby Wohlstand » Sat Oct 17, 2015 4:21 pm

SuperMario12345 wrote:Will there be a 4 player mode?
I don't think than local co-op with >2 players is convenient, if you haven't 2~4 joysticks (if two players will play via keyboard).
I think, I will allow >2 players if you have any plugged joysticks (to have three players, you must have one joystick, or you can plug two or more joysticks to have 4 players). Note: if you have been plugged or unplugged joystick, you must restart game to take actual settings.
That will not limit player number for network game (when it will be implemented), and limits will be defined by server config.

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Re: PGE Project thread (Editor v0.3.1.5, Engine v0.2.3.0)

Postby zxcv » Sat Oct 17, 2015 5:16 pm

So the online mode won't have any limitations for the number of players?

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Re: PGE Project thread (Editor v0.3.1.5, Engine v0.2.3.0)

Postby Wohlstand » Sat Oct 17, 2015 5:28 pm

Prado wrote:So the online mode won't have any limitations for the number of players?
Yes, but be sure than if too much players, than game synchronization will require more fast connection or game process would be desyncronized. It's no Hedgewars where each player doing try sequentially, where other players are watching how other player doing his try and synchronization is not important (who has slow network, will watch others slower and other players will watch him slower, etc.). If it's a real-time game where multiple players walking in a game space together, the common network speed will be dependent to the slowest member of room (who has slowest network between each others).

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Re: PGE Project thread (Editor v0.3.1.5, Engine v0.2.3.0)

Postby mariofan 64 » Sat Oct 17, 2015 8:03 pm

Wohlstand wrote:
Prado wrote:So the online mode won't have any limitations for the number of players?
Yes, but be sure than if too much players, than game synchronization will require more fast connection or game process would be desyncronized. It's no Hedgewars where each player doing try sequentially, where other players are watching how other player doing his try and synchronization is not important (who has slow network, will watch others slower and other players will watch him slower, etc.). If it's a real-time game where multiple players walking in a game space together, the common network speed will be dependent to the slowest member of room (who has slowest network between each others).
I'm one of the slower ones here. Horray for those that have fiberoptic cable interwebs. :'(

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Re: PGE Project thread (Editor v0.3.1.5, Engine v0.2.3.0)

Postby zxcv » Mon Oct 19, 2015 2:02 pm

I can imagine a battle arena with 15 players killing one another!

Edit: Could you please add skin support? It would be cool to have something unique to identify yourself :)

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Re: PGE Project thread (Editor v0.3.1.5, Engine v0.2.3.0)

Postby Wohlstand » Mon Oct 19, 2015 8:28 pm

Sednaiur wrote:But you still got what I mean - thanks for clearing this up to me.
I think I just don't bother you with this anymore, since it seems to annoy you.

But I have found something different:
If you delete an event, and then select "undo", the event gets recreated but it is locked (not editable) until you close the level and then reopen it again (or until you choose "reload current file").
It is not a big problem, but I tell about it just in case. I dont know if this affects something else in the future maybe.
Also, I just tested your actions: yes, it's a bug, and I'l fix that now

EDIT: Bug just fixed, it was super-small and I did that fix with replacing of alone word. Anyway, I recommend you to re-download PGE because I was fixed much more serious bug which will cause crash while you will place-delete items multiple time into same place. That bug can be found when you will try to fill open space after undeletion

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Re: PGE Project thread (Editor v0.3.1.7, Engine v0.2.3.1)

Postby Wohlstand » Mon Oct 19, 2015 9:23 pm

New Update Is available!
PGE Editor 0.3.1.7 and PGE Engine 0.2.3.1-alpha
This update has updates of a core and some bug-fixes.
P.S. Sorry for a too late update, I was very busy on my job, but now I have more time to work with development of PGE hard.

Next update is going to take a big code optimization to resolve existing issues with configuration packs data management in total. With this optimization also will be added a custom configs support like block-*.txt, background-*.txt, tile-*.txt, scenery-*.txt, path-*.txt, level-*.txt, and effect-*.txt, but unlike NPC.txt there are will use INI syntax and will use same specification as global configuration package, but unlike global configuration, each of those configs will have definition of alone element with replacing settings like to npc.txt.

Both Editor and Engine changelog
Spoiler: show
- Small update of File Library: increased performance and code organizing. Available to build STL version to use PGE File Library with any other C++ applications without using of Qt.
- Support for "health" tag inside npc-*.txt custom configs
- Added support of emulated FM Synth MIDI playback based on ADLMIDI. Also added support of loopStart/loopEnd tags in MIDI files
- Added support of game musics formats
- Updated application icon (New 32x32 and 48x48 versions made by Orakel)
- Added independent to config pack support of PNG CGFX together with masked GIFs format. Now allowed to mix vanilia and modern CGFX compiled sprites together independent to configuration package request.
Editor changelog 0.3.1.7
Spoiler: show
- Fixed serious bug causes crash on attempt to place something after removing with enabled collisions.
- Added experimental support of background2-.txt custom configs (currently works with Editor only, engine still don't work with it) which allows to reconfigure animation, image filenames or settings for custom backgrounds. Note: unlike npc-.txt, background2-*.txt uses INI-file syntax and requires a header "[background2-x]" at top of file. Instead of X put a number of background.
- Fixed bug with locked event entry after undeletion
Engine changelog 0.2.3.1
Spoiler: show
- Better (but not ideal) support of slopes, and NPC's are supports slopes too
- Experimental auto-toggling of player state from 2 to 1 if left health is smaller than 2.
More detail description and screenshots are here

All download links on the main post or on the mainpage are has updated PGE components!
You also can use online installer to retrieve all PGE components in one run (PGE core and config packs)

EDIT: I totally forgot about background2-*.txt example and info:

Here is a small example and you can try to open that level in the updated PGE Editor:
http://engine.wohlnet.ru/docs/_files_fo ... undTXT.zip
Anyway, if you would to do some experiments with custom background configs, I have a specification of this thing:
http://engine.wohlnet.ru/pgewiki/Game_C ... _bkgrd.ini
* You will need "[ background2-*]" section where you need replace "*" with actual BackgroundID which you reconfiguring.
Last edited by Wohlstand on Tue Oct 20, 2015 1:25 pm, edited 1 time in total.

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Re: PGE Project thread (Editor v0.3.1.7, Engine v0.2.3.1)

Postby mariofan 64 » Tue Oct 20, 2015 1:15 pm

Wohlstand wrote:New Update Is available!
PGE Editor 0.3.1.7 and PGE Engine 0.2.3.1-alpha
This update has updates of a core and some bug-fixes.
P.S. Sorry for a too late update, I was very busy on my job, but now I have more time to work with development of PGE hard.

Next update is going to take a big code optimization to resolve existing issues with configuration packs data management in total. With this optimization also will be added a custom configs support like block-*.txt, background-*.txt, tile-*.txt, scenery-*.txt, path-*.txt, level-*.txt, and effect-*.txt, but unlike NPC.txt there are will use INI syntax and will use same specification as global configuration package, but unlike global configuration, each of those configs will have definition of alone element with replacing settings like to npc.txt.

Both Editor and Engine changelog
Spoiler: show
- Small update of File Library: increased performance and code organizing. Available to build STL version to use PGE File Library with any other C++ applications without using of Qt.
- Support for "health" tag inside npc-*.txt custom configs
- Added support of emulated FM Synth MIDI playback based on ADLMIDI. Also added support of loopStart/loopEnd tags in MIDI files
- Added support of game musics formats
- Updated application icon (New 32x32 and 48x48 versions made by Orakel)
- Added independent to config pack support of PNG CGFX together with masked GIFs format. Now allowed to mix vanilia and modern CGFX compiled sprites together independent to configuration package request.
Editor changelog 0.3.1.7
Spoiler: show
- Fixed serious bug causes crash on attempt to place something after removing with enabled collisions.
- Added experimental support of background2-.txt custom configs (currently works with Editor only, engine still don't work with it) which allows to reconfigure animation, image filenames or settings for custom backgrounds. Note: unlike npc-.txt, background2-*.txt uses INI-file syntax and requires a header "[background2-x]" at top of file. Instead of X put a number of background.
- Fixed bug with locked event entry after undeletion
Engine changelog 0.2.3.1
Spoiler: show
- Better (but not ideal) support of slopes, and NPC's are supports slopes too
- Experimental auto-toggling of player state from 2 to 1 if left health is smaller than 2.
More detail description and screenshots are here

All download links on the main post or on the mainpage are has updated PGE components!
You also can use online installer to retrieve all PGE components in one run (PGE core and config packs)
So each .txt or .ini file will be level independent? Also, boos are faster than sanic still, and this update lasted for a couple of days, then BOOM. Ultimate optimized mode has been activated. If more time is dedicated, will be completed faster? Also, PNG can replace GIF with mask? Is this what I'm reading here? o.O

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Re: PGE Project thread (Editor v0.3.1.7, Engine v0.2.3.1)

Postby Wohlstand » Tue Oct 20, 2015 1:24 pm

mariofan 64 wrote: So each .txt or .ini file will be level independent? Also, boos are faster than sanic still, and this update lasted for a couple of days, then BOOM. Ultimate optimized mode has been activated. If more time is dedicated, will be completed faster? Also, PNG can replace GIF with mask? Is this what I'm reading here? o.O
where I wrote "INI Syntax" I meant INSIDE file but how you see in an example, background2-3.txt - like to NPC.txt's.
Boos are fast because a small mistake in the configs/<cpack>/script/npc/boo.lua where made too fast acceleration and too fast maximal speed. You can fix that yourself btw.
Yes, PNG's can be used instead masked gifs as CGFX now independent to config pack wish: before was that you need to use CGFX with same extension which defined in config pack (PGE Default is PNG-only config pack which uses PNG internally and as CGFX. But "SMBX 1.3" uses only masked GIFs internally and as CGFX. Now you can use both masked gifs or PNG's as CGFX independent to config pack. That resolves compatibility with old episodes. BUT, because some episode/level makers are lacks mask for recolored sprites, to CORRECTLY convert it to PNG, I should allow to PGE Maintainer to use config packs's masks to convert recolored sprites into PNG).

P.S. I forgot to append example with background2-*.txt to that post. Check it again :P

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Re: PGE Project thread (Editor v0.3.1.7, Engine v0.2.3.1)

Postby mariofan 64 » Tue Oct 20, 2015 1:34 pm

Wohlstand wrote:
mariofan 64 wrote: So each .txt or .ini file will be level independent? Also, boos are faster than sanic still, and this update lasted for a couple of days, then BOOM. Ultimate optimized mode has been activated. If more time is dedicated, will be completed faster? Also, PNG can replace GIF with mask? Is this what I'm reading here? o.O
where I wrote "INI Syntax" I meant INSIDE file but how you see in an example, background2-3.txt - like to NPC.txt's.
Boos are fast because a small mistake in the configs/<cpack>/script/npc/boo.lua where made too fast acceleration and too fast maximal speed. You can fix that yourself btw.
Yes, PNG's can be used instead masked gifs as CGFX now independent to config pack wish: before was that you need to use CGFX with same extension which defined in config pack (PGE Default is PNG-only config pack which uses PNG internally and as CGFX. But "SMBX 1.3" uses only masked GIFs internally and as CGFX. Now you can use both masked gifs or PNG's as CGFX independent to config pack. That resolves compatibility with old episodes. BUT, because some episode/level makers are lacks mask for recolored sprites, to CORRECTLY convert it to PNG, I should allow to PGE Maintainer to use config packs's masks to convert recolored sprites into PNG).

P.S. I forgot to append example with background2-*.txt to that post. Check it again :P
But can PNG be used in the same places as the rest of the CGFX and show up both in editor and in game? Because I didn't get a word that was said clearly. :/
The last bit, though, can be done using GIF to PNG, can't it?

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Re: PGE Project thread (Editor v0.3.1.7, Engine v0.2.3.1)

Postby Wohlstand » Tue Oct 20, 2015 1:39 pm

mariofan 64 wrote: But can PNG be used in the same places as the rest of the CGFX and show up both in editor and in game? Because I didn't get a word that was said clearly. :/
The last bit, though, can be done using GIF to PNG, can't it?
Look, if you made "block-3.png", in a game you will see "block-3.png".
BUT if you have "block-3.gif"+"block-3m.gif" - you will see both "block-3.gif"+"block-3m.gif"
BUT if you have BOTH GIFs and PNGs, you will see PNG because PNG has higher priority than GIFs. SAME will work with latest LunaLUA (now it has PNG CGFX support)

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Re: PGE Project thread (Editor v0.3.1.7, Engine v0.2.3.1)

Postby FanofSMBX » Tue Oct 20, 2015 7:01 pm

Does LunaLua PNG Graphics allow making round message blocks, bricks, giant bricks, etc?

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Re: PGE Project thread (Editor v0.3.1.7, Engine v0.2.3.1)

Postby Wohlstand » Tue Oct 20, 2015 7:38 pm

FanofSMBX wrote:Does LunaLua PNG Graphics allow making round message blocks, bricks, giant bricks, etc?
PGE side - P, LunaLUA side - L

P - round message blocks: you can find in the configs/<cpack>/data/graphics/common the sprite for message box. You can replace it with any other and it will work like any sizable block! (just for a joke, put any sprite of sizable block, and it will work!). In the LunaLUA message box is not customized yet, but I want to port wonderful PGE's message box with expanding/closing animation, with non-hacking customization of sprite (even rounded!), and with custom fonts + unicode support :-)
PL - bricks, giant bricks - it's just a regular CGFX, but PGE captures metrics of block directly from image on loading process, so, in the PGE you will have block of same size as image or imageheight/ani-frames (I.e. if you have 4 frame animation, your block will have 1/4 of image height).

Anyway, thanks for idea to allow episode/level specific customization of "hardcoded" sprites with specific filenames (same filename as in the configs/<cpack>/data/graphics/common) ;)

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Re: PGE Project thread (Editor v0.3.1.7, Engine v0.2.3.1)

Postby mariofan 64 » Tue Oct 20, 2015 8:12 pm

So, PNG in an episode that mainly uses GIF config...Yeah.
Will download 0.3.0.0 when layer movement becomes a feature, but no earlier. :(

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Re: PGE Project thread (Editor v0.3.1.7, Engine v0.2.3.1)

Postby Dany25G » Wed Oct 21, 2015 3:29 pm

Wohlstand,when it will be ready to work with the engine to play advanced version SMBX


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