Super Basic Mario Editor

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

Postby Wohlstand » Fri Jun 20, 2014 12:00 pm

Joey wrote:Wohlstand is supposedly only doing an editor last time I checked.
My friend told, "only" is not correct in this case, I say "now", without engine part this is only alternate editor for SMBX. Most game developing starting from editors, because for creating of games need already exists content.

Knux wrote:I think it's compatible with the SMBX engine though.
Compatible with SMBX is very important, because already exist a lot of good levels and episodes, and need open/play/edit/save in SMBX format directly without any converts. New file formats with new features will not be support SMBX, but always possible to save in SMBX format with data less to supported by SMBX features. Now using only SMBX files (new file formats will be defined later after full realization of exists SMBX features)

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

Postby Wohlstand » Fri Jun 20, 2014 12:25 pm

Legend-tony980 wrote:
Knux wrote:
Legend-tony980 wrote:How come you guys never told me there was a new successor?
There are actually two in the works, the other by Wohlstand.
Oh silly me. Gosh, I should have noticed that. Sorry Wohlstand. Wait, is it two different "SMBXes" or they are developing the game together? If they are working together, it's great. It'll make things faster. It's good to know. :)
The main differences between our projects:
VSMBX
- Using .NET platform and Visual Basic.NET language
- Can be build for Windows only (Not tested with Mono on Linux or MacOS)
- Supporting layering of BGO to three positions: Background, middle, Foreground
- Editor similar to original SMBX, single document opening.
- Planned history manager for undo/redo
- Not compatible with SMBX
- Created chat Client-Server, planed shared editing via network
- Never published
- State: pre-Alpha
(If I wrote wrong items of this list, please, correct me)

PGE
- Using Qt platform and C++ language
- Can be build for Windows, Linux and MacOS, and other platforms
- Item layering by variable Z-position (for SMBX files not editable)
- Editor have unique GUI, don't similar to SMBX editor, multi document opening
- Implemented history manager for undo/redo any changes and internal clipboard
- Implemented NPC.txt editor with interactive preview window (used mixing with user defined and default values by npc-ID)
- Fully flexible with global configurations of items by INI-files
- Possible to Open and Save SMBX-files
- Networking support not implemented, but planned in future
- Published, Open Source with GPLv3, latest published 0.0.8-Alpha, next 0.1-Alpha
- State: Alpha

Legend-tony980
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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby Legend-tony980 » Fri Jun 20, 2014 12:56 pm

One similar to SMBX but not compatible to SMBX files, one not similar to SMBX's level editor but support SMBX's files... Interesting. I can try both of them. And I've seen the Platform Game Engine. I'm quite impressed man. I hope it's not hard to use it... Keep up the great work! Both of you! And again... You two, you should've been working together! :shock:

I definitely will try both of them. Add the Starman.

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

Postby aero » Sat Jun 21, 2014 11:58 am

NPC placement has been implemented, along with more dynamic and accurate animations. More work is still needed for handling multiple animations with varying frame counts on the same screen, but that should be resolved soon. NPCs are being added more slowly since there are many variables that will be needed to be checked and making sure they work takes time. Here's a new screenshot showing animated NPCs with an example of the left and right function working properly.

Screenshot:
Spoiler: show
Image

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

Postby FanofSMBX » Sat Jun 21, 2014 12:00 pm

"More dynamic and accurate animations"?

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

Postby Murphmario » Sat Jun 21, 2014 12:02 pm

FanofSMBX wrote:"More dynamic and accurate animations"?
Probably means the animations are more accurate to the main Mario games.

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

Postby aero » Sat Jun 21, 2014 12:07 pm

FanofSMBX wrote:"More dynamic and accurate animations"?
Before animations had to have many parameters to fit into a certain animation loop. Here's an example:

NPC A has a size of 32x64, has a framespeed of 8, and 4 frames.
NPC B has a size of 64x128, has a framespeed of 8, and 5 frames.

With the old code, NPC A and NPC B would need different animation code because of the different frame count and size. Now the code is more dynamic and takes the different variables of NPC A and NPC B when animating them. When I said more accurate I meant in terms of animation speeds matching those of SMBX.

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

Postby Julia Pseudo » Sat Jun 21, 2014 3:14 pm

Ooh fancy this is looking better every day. It's really great to have someone as committed as you are.

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

Postby aero » Sat Jun 28, 2014 1:29 pm

Just finished adding SMB3's NPCs to VSMBX. Here's a screenshot of the NPC window as it is currently:
Spoiler: show
Image

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

Postby FanofSMBX » Sat Jun 28, 2014 2:09 pm

Do they do anything, or do you just mean "you can place these"?

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

Postby Raster » Sat Jun 28, 2014 2:23 pm

FanofSMBX wrote:Do they do anything, or do you just mean "you can place these"?
He hasn't written the actual engine yet, he's just making the editor environment.

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

Postby Fuyu » Sat Jun 28, 2014 3:57 pm

I know you said you would fix some issues SMBX had, but just want to make sure of something.

Are you going to fix the problem with the vines? The one that makes the vine generator miss a block if there are vines below. And one question, are you going to make the SMB3 Platforms float on lava?

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

Postby Wohlstand » Sat Jun 28, 2014 4:07 pm

Natsu wrote: Are you going to fix the problem with the vines?
Vines problem appearing because collision check disabling totally for vines, need to check collision like BGO - only with equal NPCs, i.e. with same vine, but disable collision with other NPCs. As "Collision" I means placing item over item.

Here a part of my collision check function:
https://github.com/Wohlhabend-Networks/ ... ns.cpp#L66
This function denying placing NPC over any NPCs and over blocks, or denying to place over equal NPC( I.e. vine over same vine will be impossible to place).

EDIT: Oh, I forgot say: if we see offseted character what climbing on vine, this is collision box position on frame mistake by Redigit. I found them while I capturing physics from characters. This glitch exists on Peach sprite, as I know. Fix them easy - need to add little Y offset to Peach's frame for fix glitch.
Image
Last edited by Wohlstand on Sun Jun 29, 2014 3:07 am, edited 3 times in total.

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

Postby Julia Pseudo » Sun Jun 29, 2014 2:13 am

Natsu wrote:I know you said you would fix some issues SMBX had, but just want to make sure of something.

Are you going to fix the problem with the vines? The one that makes the vine generator miss a block if there are vines below. And one question, are you going to make the SMB3 Platforms float on lava?
That stuff is far future I think. Like Raster said the actual gameplay engine isn't even started yet, GhostHawk is focusing on the editor alone for now.

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

Postby Fuyu » Sun Jun 29, 2014 11:01 am

Yeah I know, I was just curious though.

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

Postby SMBXxer » Sun Jun 29, 2014 4:47 pm

GhostHawk wrote:Just finished adding SMB3's NPCs to VSMBX. Here's a screenshot of the NPC window as it is currently:
Spoiler: show
Image
Holy crap, nice.
Wish ya good luck!

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

Postby Raster » Sun Jun 29, 2014 5:10 pm

When starting a project such as this, the first logical step is making an editor and creating the level format so you can use them for coding the actual engine.

Still, it would be nice if this used modern .NET controls, because the SMBX interface is simply hideous and looks ancient compared to what developers can use nowadays.

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

Postby SMBXxer » Sun Jun 29, 2014 7:45 pm

Raster wrote:When starting a project such as this, the first logical step is making an editor and creating the level format so you can use them for coding the actual engine.

Still, it would be nice if this used modern .NET controls, because the SMBX interface is simply hideous and looks ancient compared to what developers can use nowadays.
Hideous? I think not.
I don't see what's bad about it, it's simple.

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

Postby aero » Sun Jun 29, 2014 8:30 pm

Raster wrote:When starting a project such as this, the first logical step is making an editor and creating the level format so you can use them for coding the actual engine.

Still, it would be nice if this used modern .NET controls, because the SMBX interface is simply hideous and looks ancient compared to what developers can use nowadays.
It still uses all of .NET's features but it's displayed without modern visual styles if that's what you're asking. I don't know if it's possible or not but I could make it optional to change visual styles. IMO it looks fine though.

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

Postby zlaker » Mon Jun 30, 2014 11:12 am

I don't know if someone has asked this, but will you able to use LunaDLL with this thing?


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