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Axiom
- Phanto

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Postby Axiom » Thu Jun 19, 2014 8:35 am
Wohlstand wrote:Blue Greed wrote:Question, what image format do custom sprites have to be?
Hi, same, that for SMBX - gif (but instead SMBX, this must be real GIF, not BMP, saved with "GIF" extension, or you will get this error).
But possible to use any image formats, like PNG, and without using masks, but need define them in global INI-File (and with engine part I will expand NPC.txt, and give to user possible change almost any INI-options, even image file name). Don't forget, my engine fully compatible with SMBX, and saved by PGE-Editor levels can be opened and played in original SMBX.
Could you go a little in depth on the whole png vs gif formats in your engine?
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Wohlstand
- Chargin' Chuck

- Posts: 2008
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Postby Wohlstand » Thu Jun 19, 2014 8:43 am
Luigifan2010 wrote:Wohlstand wrote:Blue Greed wrote:Question, what image format do custom sprites have to be?
Hi, same, that for SMBX - gif (but instead SMBX, this must be real GIF, not BMP, saved with "GIF" extension, or you will get this error).
But possible to use any image formats, like PNG, and without using masks, but need define them in global INI-File (and with engine part I will expand NPC.txt, and give to user possible change almost any INI-options, even image file name). Don't forget, my engine fully compatible with SMBX, and saved by PGE-Editor levels can be opened and played in original SMBX.
Could you go a little in depth on the whole png vs gif formats in your engine?
GIF I using ONLY for compatible with SMBX, but i think to create new config, named "SMBX Extended", what will not be compatible with SMBX 1.3 (All sprites will be converted to PNG with self-transparency without using mask-images), but for compatible with SMBX I did save support of GIF with masks sprites, And will save "SMBX 1.3" config with new "SMBX Extended", and you can use both:
- first for play and edit SMBX's levels
- and second for continue live of SMBX with new features, and with PNG sprites (all custom GFX must be converted to PNG too, but for lazy guys I will add in npc.txt fields "image-filename=goomba.gif" and "applymask=0/1" and in one level will be possible use any file formats of images and images with custom filenames)
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Axiom
- Phanto

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- Joined: Tue Dec 24, 2013 2:23 pm
Postby Axiom » Thu Jun 19, 2014 9:52 am
Wohlstand wrote:Could you go a little in depth on the whole png vs gif formats in your engine?
GIF I using ONLY for compatible with SMBX, but i think to create new config, named "SMBX Extended", what will not be compatible with SMBX 1.3 (All sprites will be converted to PNG with self-transparency without using mask-images), but for compatible with SMBX I did save support of GIF with masks sprites, And will save "SMBX 1.3" config with new "SMBX Extended", and you can use both:
- first for play and edit SMBX's levels
- and second for continue live of SMBX with new features, and with PNG sprites (all custom GFX must be converted to PNG too, but for lazy guys I will add in npc.txt fields "image-filename=goomba.gif" and "applymask=0/1" and in one level will be possible use any file formats of images and images with custom filenames)[/quote]
So the program could look for both you're saying?
Let's say I'm making a level and I'm using some old SMBX graphics. But I'm also using some of my own PNG-graphics (which I thoroughly believe should've been implemented from the start), all I'd have to do is make the npc-code.txt with it pointing to the file and the program will check to see if it's a gif or png and use it accordingly? Genius!
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Magna
- Banned
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Postby Magna » Thu Jun 19, 2014 9:59 am
Is it possible to play levels with the engine yet?
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Wohlstand
- Chargin' Chuck

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Postby Wohlstand » Thu Jun 19, 2014 10:04 am
Blue Greed wrote:Is it possible to play levels with the engine yet?
For play levels I must made engine part, now exist only editor part, I.e. you can test levels with original SMBX:
1) run PGE Editor with some level
2) run SMBX and open same level file and minimize them.
3) edit your level in PGE Editor and save them
4) Minimize PGE Editor and open SMBX with same level.
5) Don't do anything, try "Test" and on question about save, press "NO!". And you will start test the edited via PGE Editor level.
SMBX always reopening level file on each test.
When I made engine part, will be possible to play levels without original SMBX.
And I want to made possible associate level files with engine part and play level via opening file on mouse click (engine part must be run in level playing mode). If you debugging level in editor, i want to made possible cheating only if test runned from editor (all cheats will be send to engine part via cross-process communication)
Last edited by Wohlstand on Thu Jun 19, 2014 10:07 am, edited 1 time in total.
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Magna
- Banned
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Postby Magna » Thu Jun 19, 2014 10:06 am
Wohlstand wrote:Blue Greed wrote:Is it possible to play levels with the engine yet?
For play levels I must made engine part, now exist only editor part, I.e. you can test levels with original SMBX:
1) run PGE Editor with some level
2) run SMBX and open same level file and minimize them.
3) edit your level in PGE Editor and save them
4) Minimize PGE Editor and open SMBX with same level.
5) Don't do anything, try "Test" and on question about save, press "NO!". And you will start test the edited via PGE Editor level.
SMBX always reopening level file on each test.
Oh, well that's impossible for me as I can't run smbx anymore. :/
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Fuyu
- Fry Guy

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Postby Fuyu » Sun Jun 22, 2014 6:59 pm
Actually, it's way easier to do that by using the Paint Bucket, Global Saturation and 12% Tolerance.
Anyway, I have another idea for this engine in case you're still taking in consideration the implementation of more features. I've just ran into this idea of implementing it while modifying levels for my SMBX project. What about a global warps window? You could modify any warps by going to the main warps window, selecting the number of warp that would only display if you actually placed, and modify as you wish instead of navigating through each section to modify something.
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FanofSMBX
- Ludwig von Koopa

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Postby FanofSMBX » Sun Jun 22, 2014 7:04 pm
You've learnt the SMBX level format, so.
Why doesn't SMBX "recognize" autoscroll events outside of section 1?
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Axiom
- Phanto

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Postby Axiom » Sun Jun 22, 2014 7:10 pm
FanofSMBX wrote:You've learnt the SMBX level format, so.
Why doesn't SMBX "recognize" autoscroll events outside of section 1?
engine bug im guessing
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Darkonius Mavakar
- Torpedo Ted

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Postby Darkonius Mavakar » Sun Jun 22, 2014 8:15 pm
uhm...
i have tryed the engine...
these are only opinions/feedback:
the editor isn't user friendly at all, scrolling only to find that one block that you need is really obnoxious, they aren't even divided in games like in smbx, and giving proprieties is obnoxious too, choosing bgo and music is annoyng too, because as before, musics aren't divided in games and you have to scroll a LOT.
the interface is awful, i mean, the idea of having a ''section bar'' instead of the original level settings option is bad too... the music doesn't play while editing, and the ''+'' thingy isn't even aligned to the blocks, while editing there isn't parallax scrolling for the bg, navigating through npcs and bgos is as obnoxious as scrolling blocks. i didn't really enjoy my ''playtest''
one obvious suggestion would be making the layout more similar to the original SMBX.
EDIT: again, these are only my opinions, so don't flame me, i really see the effort in this project, and i'm tryng to help by giving feedback.
Last edited by Darkonius Mavakar on Sun Jun 22, 2014 8:17 pm, edited 1 time in total.
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Magna
- Banned
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Postby Magna » Sun Jun 22, 2014 8:17 pm
Darkonius Mavakar wrote:uhm...
i have tryed the engine...
these are only opinions/feedback:
the editor isn't user friendly at all, scrolling only to find that one block that you need is really obnoxious, they aren't even divided in games like in smbx, and giving proprieties is obnoxious too, choosing bgo and music is annoyng too, because as before, musics aren't divided in games and you have to scroll a LOT.
the interface is awful, i mean, the idea of having a ''section bar'' instead of the original level settings option is bad too... the music doesn't play while editing, and the ''+'' thingy isn't even aligned to the blocks, while editing there isn't parallax scrolling for the bg, navigating through npcs and bgos is as obnoxious as scrolling blocks. i didn't really enjoy my ''playtest''
one obvious suggestion would be making the layout more similar to the original SMBX.
I'd suggest trying GhostHawk's engine when it's finished.
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Axiom
- Phanto

- Posts: 1471
- Joined: Tue Dec 24, 2013 2:23 pm
Postby Axiom » Sun Jun 22, 2014 8:33 pm
Darkonius Mavakar wrote:uhm...
i have tryed the engine...
these are only opinions/feedback:
the editor isn't user friendly at all, scrolling only to find that one block that you need is really obnoxious, they aren't even divided in games like in smbx, and giving proprieties is obnoxious too, choosing bgo and music is annoyng too, because as before, musics aren't divided in games and you have to scroll a LOT.
the interface is awful, i mean, the idea of having a ''section bar'' instead of the original level settings option is bad too... the music doesn't play while editing, and the ''+'' thingy isn't even aligned to the blocks, while editing there isn't parallax scrolling for the bg, navigating through npcs and bgos is as obnoxious as scrolling blocks. i didn't really enjoy my ''playtest''
one obvious suggestion would be making the layout more similar to the original SMBX.
EDIT: again, these are only my opinions, so don't flame me, i really see the effort in this project, and i'm tryng to help by giving feedback.
it's a work in progress too, keep this in mind
And the interface is tailred more towards high resolution displays where you won't be doing too much scrolling.
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SMBXxer
- Fuzzy

- Posts: 1023
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Postby SMBXxer » Sun Jun 22, 2014 9:28 pm
I tested it out, here are my thoughts:
Honestly, I like SMBX a WHOLE LOT BETTER.
I didn't like how you had to scroll to find a block, music didn't play by itself and I can't test any levels I make.
You also messed up the SMW Castle music(It play the SMB3 Castle music).
You should really add the level settings.
That's it.
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Wohlstand
- Chargin' Chuck

- Posts: 2008
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Postby Wohlstand » Mon Jun 23, 2014 2:17 am
SMBXxer wrote:
You should really add the level settings.
Menu Level -> Properties
(Don't confuse to section properties)
About playing of music I wrote in this post below
FanofSMBX wrote:autoscroll events outside of section 1?
This is bug inside SMBX game engine, Inside LVL-file possible save any autoscrolls, but in SMBX works only for one section. And because possible to make inside engine part autoscroll for any sections with saving files compatible.
Natsu wrote:
Anyway, I have another idea for this engine in case you're still taking in consideration the implementation of more features. I've just ran into this idea of implementing it while modifying levels for my SMBX project. What about a global warps window? You could modify any warps by going to the main warps window, selecting the number of warp that would only display if you actually placed, and modify as you wish instead of navigating through each section to modify something.
I already made warp list as global level warp editor. All warps you editing in Entry-style. Before placing points, you must create warp entry.
Detaled:
Screenshots:
Darkonius Mavakar wrote:uhm...
i have tryed the engine...
these are only opinions/feedback:
the editor isn't user friendly at all, scrolling only to find that one block that you need is really obnoxious, they aren't even divided in games like in smbx, and giving proprieties is obnoxious too, choosing bgo and music is annoyng too, because as before, musics aren't divided in games and you have to scroll a LOT.
the interface is awful, i mean, the idea of having a ''section bar'' instead of the original level settings option is bad too... the music doesn't play while editing, and the ''+'' thingy isn't even aligned to the blocks, while editing there isn't parallax scrolling for the bg, navigating through npcs and bgos is as obnoxious as scrolling blocks. i didn't really enjoy my ''playtest''
one obvious suggestion would be making the layout more similar to the original SMBX.
I think, you didn't know about exists functional:
1) Level properties here (but realy, only one option can be as "Global level setting" is a level title. With new file format I will add more global level properties)

If you mean "Level properties", a lot of settings real is a per-section settings, not a "Level" settings.
Darkonius Mavakar wrote:you have to scroll a LOT.
Darkonius Mavakar wrote: thingy isn't even aligned to the blocks
Darkonius Mavakar wrote:navigating through npcs and bgos is as obnoxious as scrolling blocks
What about choosing necessary item, while a lot of items inside list, in next version implemented "Groups", (what will sort all items by games, but possible define any groups by INI file), filter search, for you can search in big list target item (by part of name, or by ID).
Darkonius Mavakar wrote:the music doesn't play while editing
Oh, I will show to you, how to play it:
Play/stop music:

And, if you want set to autoplay level music, go here:

and set this option:

And music will automatically start on open/reload level file
Darkonius Mavakar wrote:while editing there isn't parallax scrolling for the bg
In editor it is not need, as I understand. Why? I think, it need only inside engine part, while you play game.
Darkonius Mavakar wrote:i didn't really enjoy my ''playtest''
As I tauld, I should to made engine part for internal test. Now editor isn't done yet (After 0.1-alpha will be implemented the World map editing).
Darkonius Mavakar wrote:one obvious suggestion would be making the layout more similar to the original SMBX.
Understanding this problem, planned the "Bookmarks" feature, what will made Item Layout like as SMBX with placements of items in them. But with flexibly placing items inside this layout.
Item Toolbox - is a main global item-list, defined in INI-files. "Bookmarks" - is a special layout, what you will can use for your favorite items, or use pre-defined SMBX-like layout (with possible to edit them).
I'm understand about any problems and difficulties with editing process, and I always making them better, for fix exists difficulties.
And, with next version I will add help documents. I think, now with editor MUST be the help documents.
Last edited by Wohlstand on Mon Jun 23, 2014 9:57 am, edited 2 times in total.
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Darkonius Mavakar
- Torpedo Ted

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Postby Darkonius Mavakar » Mon Jun 23, 2014 7:40 am
Hope my feedback helped, i mean, i maybe sounded annoyng, but i just wanted to let you know.my opinions, i'm still looking forward to this, keep going!
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Magna
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Postby Magna » Mon Jun 23, 2014 8:51 am
Music still doesn't play, even after I already put in the custom music and followed your steps. In fact, none of the musics play at all.
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Magna
- Banned
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Postby Magna » Mon Jun 23, 2014 9:02 am
SnifitGuy wrote:Blue Greed wrote:Music still doesn't play, even after I already put in the custom music and followed your steps. In fact, none of the musics play at all.
Check the size of the music first. I'm not sure if the same restrictions apply to Wholstand's SMBX, but in the original SMBX, music couldn't play if it was over a certain file size.
Its only about 3 minutes long. Maybe it's because I'm using Wine to run this...
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Wohlstand
- Chargin' Chuck

- Posts: 2008
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Postby Wohlstand » Mon Jun 23, 2014 9:11 am
Blue Greed wrote:Music still doesn't play, even after I already put in the custom music and followed your steps. In fact, none of the musics play at all.
Check:
1) Staff music must be placed in data/music/*.mp3 (If you using custom music only, it is not need)
2) For custom music can be work, you must:
- save LVL file with music file, first (*.mp3, *.wav, *.ogg, *.flac, in SMBX works only *.mp3, *.wav)
- If you save new file after set of music field, please press "play" button two times (->stop -> play) for reset music player.
- After set music file field, don't forget set CheckBox "Custom" (It will change current combobox item to "Custom") or select in staff-music list "Custom" field. This is fully repeats SMBX's custom music selection:
custom music field can have any data, but custom music playing only if pressed "Custom" button (in my editor in combobox selected "Custom" item).
3)
- Check mediaservice dir in my editor dir:
it must have dsengine.dll and qtmedia_audioengine.dll . If not exist, please, get correct lib pack and replace all in editor folder:
http://engine.wohlnet.ru/docs/Software/Libs_Qt5.zip
P.S. And, SMBXxer, my friend want to tell you:
quality take time 
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Wohlstand
- Chargin' Chuck

- Posts: 2008
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Postby Wohlstand » Mon Jun 23, 2014 9:18 am
Blue Greed wrote:SnifitGuy wrote:Blue Greed wrote:Music still doesn't play, even after I already put in the custom music and followed your steps. In fact, none of the musics play at all.
Check the size of the music first. I'm not sure if the same restrictions apply to Wholstand's SMBX, but in the original SMBX, music couldn't play if it was over a certain file size.
Its only about 3 minutes long. Maybe it's because I'm using Wine to run this...
And question: what OS you using? Linux or Mac OS X?
If you using Linux or Mac OS, I recommend don't use Windows built and compile natively for Linux:
How to build source for each OS: http://engine.wohlnet.ru/forum/viewtopic.php?f=17&t=67
And note: on Linux you need install lame library for play MP3 files (check your repository), or convert your music into WAV, filesize always ignoring, in original SMBX i'd successfully play WAV musics with 30-40 MB Size. Why WAV? It is one of supported formats of SMBX. You can use in my editor OGG format, but in can't play in SMBX.
If you using MacOS, please, get native built for MacOS (in main post I put them) or build yourself
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