in sedniaurs smb3 pack theres a block which is only half a block big, and i need to do that for my tileset, but how do i do that?
the only thing i know is that its made with pge (i think)
Trace42 wrote:in sedniaurs smb3 pack theres a block which is only have a block big, and i need to do that for my tileset, but how do i do that?
the only thing i know is that its made with pge (i think)
Custom tilesets which are already going with gfx packs or with levels are editable and you can freely edit then, just press pencil icon about necessary tileset, expand size of tileset and drag & drop missed block from list yourself, then save it and you will see updated tileset.
If you wish make new tileset, just press "New tileset" button in the custom tilesets tab. If you don't know where tileset item box, it's in View -> Tileset itel box. Any custom tilesets are saving in the level custom folder or if you unchecked special checkbox, would be saved in episode folder to be episode global.
When you select your player count, select SMW styled or NSMBWii styled co-op
Auto Walk paths on World map
Players can choice their own routes like in SMW (World Map)
Different animations for when walking though water versus walking on land, or walking on clouds, or though lava. You can do these things in the world map settings.
Land: Walk
Water: Swim.Boat
Sky/Clouds: Fly in an airship
Lava: Boat/stones rise and fall for the player to walk across
Rock: Climb
For episode that are willing, why not have a mode option?
Have a special world map animation for Yoshi's and boots
End Goal has an option to remove the Yoshi or Boot
Are you going to incorporate the new npcs and various power-ups from that SMBX 1.4.1 video that you posted? I also hope that the chinese update will be compatible with windows 7+ in the future. If not, then it would be awesome to include something like that in PGE.
MECHDRAGON777 wrote:How do you make a custom config pack?
Learn to LUA Code in Several Weeks Or More, Then Make .ini Files Seen in Other Config Packs, and Look For Royalty Free Sounds and Music, Giving Credit As Needed. Or you can wait for Wohlstand to finish the NPC scripts and use those as the basis of your NPCs, making only the images as your own, and of course, sounds and music needs to be your own or Royalty Free.
I asked this question to him directly before, and he pointed me to his website where instructions are shown for each .ini file. Try looking there first, as I don't have a link.
PROX wrote:Are you going to incorporate the new npcs and various power-ups from that SMBX 1.4.1 video that you posted? I also hope that the chinese update will be compatible with windows 7+ in the future. If not, then it would be awesome to include something like that in PGE.
Everything extra (NPC's, blocks, BGO's, effects, power-ups, which wasn't implemented in SMBX 1.3) will be included into SMB Xtended config pack which I will begin after fininshing of regular SMBX64 Standard implementation (Everything supported by SMBX 1.3 as-is). Also, I found a way to run that on Windows 7 and I sent updated readme and BAT-files in the bottom of video description. You must copy dx8vb.dll to %windir%\sysWOW64 and then execute:
Anyway you still be required to setup Chinese locale or it will crash with "runtime error 13" on engine startup.
MECHDRAGON777 wrote:How do you make a custom config pack?
Mariofan 64 answered to your question. So, I will give a useful links: Full specification of config pack INI-files:http://engine.wohlnet.ru/pgewiki/Game_C ... References (except engine.ini which has too much changes while I working over it's API) WIP PGE-Lua API useful for scripts and NPC-AI programming:http://engine.wohlnet.ru/pgewiki/Category:PGE-Lua_API
this documentation is not completed, so, I will append specs about classes and more global functions and things. Sometimes I'm adding a new functions and things, and I will append them to that documentation.
What about lunadll.lua - I will provide maximum of possible to keep compatibility in the PGE-Lua which made at LunaLUA side for SMBX. However I was implemented the "GAME_ENGINE" constant to take able write cross-engine lunadll.lua scripts (for both PGE and LunaLUA-SMBX)
PROX wrote:the only issue is that I use windows 8.1 so it still probably won't work lol
- Windows build of PGE (Editor, Engine and all included Support Tools) will work on any Windows XP/Vista/7/8/8.1/10
- SMBX 1.4.1: are you toggled "Control Panel -> Internation standards" to the Chinese Simplified? Anyway someone just took that working it on Windows 8.1. Look:
krazybluemonkey wrote:
i just found a way to get it working in window 8.1: go to the control panel and go to region and change format to Chinese(simplified, china), it worked straight off the bat for me!
MECHDRAGON777 wrote:Here is a few suggestions:
........
I will write comment for each item in list:
When you select your player count, select SMW styled or NSMBWii styled co-op A: Are you means sequential and parallel co-op? I.e. in first case only one player can play a level. In second - multiple players are can play same level together. I think, that would be a good thing.
Auto Walk paths on World map A: Already suggested, so, I think, I will apply autowalking that paths which are has alone forward/left/right way, and player will stop not only on level points: on a crossroads too, where player has a multiple ways. Even in some episodes was made a matrix of a path tiles, so, if it will be autowalkable, in result gameplay will not be convenient, therefore I should allow autowalking only on lines and keep manual walking on matrixes and crossroads.
Players can choice their own routes like in SMW (World Map) A: I wasn't understood this moment right, can you explain it me more detail?
Different animations for when walking though water versus walking on land, or walking on clouds, or though lava. You can do these things in the world map settings.
Land: Walk
Water: Swim.Boat
Sky/Clouds: Fly in an airship
Lava: Boat/stones rise and fall for the player to walk across
Rock: Climb
A: I will apply that for SMB Xtended, because lots of SMBX 1.3-made episodes with customized world map playables are designed to use alone sprite, so, if that sprite replaced with another, in new config pack you will see default image when player going through water/clouds/lava/rocks/etc., or has Yoshi/Show or another vehicle. So, I would toggle sprite animation dependent to current Path/Level-ID's and dependent to states (has vehicle/powerup, etc.). What about boats - that a nice thing too, which allows you to limitedly walk on some tiles without paths.
For episode that are willing, why not have a mode option? A: Are you mean custom episode modes like Easy/Normal/Hard? That would use lua and global variable with condition-based events to toggle easy/normal/hard layers with different sets of enemies for example. That a good idea to allow multi-mode episodes. So, I would have that in splited episode-settings file (I have plan to allow multiple different world maps to provide separated sets of CGFX per each world map, but I must have separated file of episode settings)
Have a special world map animation for Yoshi's and boots A: Already answered on question below
End Goal has an option to remove the Yoshi or Boot A: Lua is cool: you would remove vehicle of playable character when it "kills by taking" that NPC. That thing is possible to implement as NPC-AI part. Don't forget than I allowing per-episode/per-level customization of NPC-AI's via npc.txt's script="myscript.lua" tag with placing that script into episode/level folder. NPC-AI + Skeleton + API documentation is available on Wiki (WIP, but it has much of exists things)
SMB1 Flag Goal A: That will be added to SMB Xtended. Any new blocks, BGOs, NPCs (exits are NPC's too!), power-ups are will be implemented as part of SMB Xtended config pack. Any pge_engine's things are hardcoded mechanics, internal API things, physics, additional custom configs support, multibackgrounds support, different ways to "no-back", etc., I.e. everything which has no references to specific character or enemy of Mario world.
A: Foreground background2 is already planned as part of Multi-layered background system support. But blocks which are moving together with background: it's wonderful, illusion, magic xD, so, nice trick! Anyway you already can implement that yourself via LunaLUA where you need to move blocks relatively to player position at screen height. That a simple formula which I uses to take vertical parallax of each background.
A: Nice color tricks, I think, that is not dependent to playable character and those tricks would be possible to apply as lua-script over render parameters mods: so, render all objects with black and background as white, and invert: render background as black and any objects as white I will provide that lua API to have this thing
On the world map if you have auto walk enabled, make warp pipes or any thing have an option to auto warp like the door to Vanilla Dome A: Good thing, also to make that sielent (usually it plays a pipe-enter sound when you enter to that, but I will add checkbox to the context menu to make that work sielent and antuenter when player touches that)
Make it so that if you beat a Castle or Fortress, it destroys it A: That will be a world-map events part
Option to lock levels after beating them unless you activate new game plus A: same
Add a new game plus option for episodes A: Currently PGE Engine uses alone save1.savx file for a gamesave. Later I will implement gamesaves management, so, you can have unlimited gamesaves number + ability to erase saves or begin playing episode from begin
World Map events A: Already planned
Global Events A: Global variables will be, but events would be condition dependent, or if you wish have global events, you would write them as lua scripts
Yoshi's for all
A: I wish to have that too, therefore already planned
Boot for Link
A: Already planned
Warp Cannon
A: Already planned
Frog Suit
A: Planned for SMB Xtended
Star Man
A: Planned for SMB Xtended
Anything from the fake 1.4 videos surounding Youtube A: Planned for SMB Xtended
Option to add blocks, tiles, and background objects past there default such as NPC-293 to NPC-300 do for NPCs A: Time is going, new elements are appears in lists, and recently "reserved" slots will be busy. So, each this update you would need to reorganize your levels. However, if you was used script="" tag in your npc.txt file, you will even able to make anybody to acting as ... for example... Bowser III-rd! Because I'm allowing to customize NPC AI's via custom lua scripts
Players can choice their own routes like in SMW (World Map)
A: I wasn't understood this moment right, can you explain it me more detail?
If you have it like SMW where players play independently 1 at a time, you can have it so players walk each seperate of them selves as well. If on Invasion 2, you can say player one beat a secret exit and automaticaly noves to yhe new path, player 2 stays so she (or he) can do the normal exit or go else where.
Players can choice their own routes like in SMW (World Map)
A: I wasn't understood this moment right, can you explain it me more detail?
If you have it like SMW where players play independently 1 at a time, you can have it so players walk each seperate of them selves as well. If on Invasion 2, you can say player one beat a secret exit and automaticaly noves to yhe new path, player 2 stays so she (or he) can do the normal exit or go else where.
Okay, how I understood:
- Don't abort level if not all players came to exit. So, to complete level, all players should find ANY exit. With allowing of two or more exit codes at same time.
Players can choice their own routes like in SMW (World Map)
A: I wasn't understood this moment right, can you explain it me more detail?
If you have it like SMW where players play independently 1 at a time, you can have it so players walk each seperate of them selves as well. If on Invasion 2, you can say player one beat a secret exit and automaticaly noves to yhe new path, player 2 stays so she (or he) can do the normal exit or go else where.
Okay, how I understood:
- Don't abort level if not all players came to exit. So, to complete level, all players should find ANY exit. With allowing of two or more exit codes at same time.[/quote]
i was refering when the players do not play at the same time, but yeah...
How to apply the background in PGE?
Posted: Fri Nov 06, 2015 2:16 pm
by Ethereality
I can not apply on backgrounds in PGE. How do I fix this?
Re: How to apply the background in PGE?
Posted: Fri Nov 06, 2015 2:16 pm
by Emral
Reload the level to load newly inserted custom graphics. Then go to Section Settings.
Re: How to apply the background in PGE?
Posted: Fri Nov 06, 2015 2:21 pm
by Ethereality
Thanks a lot, Enjl!
How to make an autoscroll in PGE?
Posted: Fri Nov 06, 2015 2:42 pm
by Ethereality
I do not know the autoscroll in PGE. How do I fix this?
Re: How to make an autoscroll in PGE?
Posted: Fri Nov 06, 2015 2:49 pm
by HenryRichard
The same way you do it in SMBX.
Re: How to make an autoscroll in PGE?
Posted: Fri Nov 06, 2015 2:54 pm
by Ethereality
Thanks for the help!
Re: How to make an autoscroll in PGE?
Posted: Fri Nov 06, 2015 2:55 pm
by Emral
You could've come to HenryRichard's conclusion by yourself tbh.