General discussion about Super Mario Bros. X.
Moderator: Userbase Moderators
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Melting Terminal
- Bob-Omb

- Posts: 23
- Joined: Sat Mar 22, 2014 11:35 am
Postby Melting Terminal » Tue Apr 22, 2014 4:46 pm
This looks great! This is going to make editing NPCs so much easier now, I can see this coming in handy.
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Axiom
- Phanto

- Posts: 1471
- Joined: Tue Dec 24, 2013 2:23 pm
Postby Axiom » Wed Apr 23, 2014 3:58 pm
Melting Terminal wrote:This looks great! This is going to make editing NPCs so much easier now, I can see this coming in handy.
AKA.GywGod133 wrote:wow NC 
wyldfox wrote:This looks so much better than my npc code editor that I done a couple years ago. Much easier to understand and read. Nice work.
Thanks a bunch guys 
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bambooPenArtist
- Guest
Postby bambooPenArtist » Fri May 23, 2014 2:15 pm
GrätselBüchner wrote:TBH this one looks far better then the other one made by that guy who left a long time ago.
You mean ME?
Well I left because of college studies and I have to admit this is better than mine was.
And sadly my computer had crashed and along with it the source code...
But I'm glad to see someone gave it another shot and got gold this time!
Glitch found: If you click cancel to the open dialog it causes an unhandled exception.
Error Details: (open spoiler to see it)
Unhandled exception has occured in your application. If you click
Continue, the application will ignore this error and attempt to continue. If
you click Quit, the application will close immediately.
The path is not of a legal form.
Details:
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.
************** Exception Text **************
System.ArgumentException: The path is not of a legal form.
at System.IO.Path.NormalizePath(String path, Boolean fullCheck, Int32 maxPathLength, Boolean expandShortPaths)
at System.IO.Path.GetDirectoryName(String path)
at visualNPCEditor.Main.menuItem2_Click(Object sender, EventArgs e)
at System.Windows.Forms.Command.Invoke()
at System.Windows.Forms.Control.WmCommand(Message& m)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.Form.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
************** Loaded Assemblies **************
mscorlib
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.34014 built by: FX45W81RTMGDR
CodeBase: file:///C:/Windows/Microsoft.NET/Framework64/v4.0.30319/mscorlib.dll
----------------------------------------
SMBX NPC Editor
Assembly Version: 1.2.0.0
Win32 Version: 1.2.0.0
CodeBase: file:///C:/Users/Michael/Downloads/SMBX%20NPC%20Editor.exe
----------------------------------------
System.Windows.Forms
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.33440 built by: FX45W81RTMREL
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.33440 built by: FX45W81RTMREL
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.34003 built by: FX45W81RTMGDR
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
Accessibility
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.33440 built by: FX45W81RTMREL
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/Accessibility/v4.0_4.0.0.0__b03f5f7f11d50a3a/Accessibility.dll
----------------------------------------
DBROverlayIcon
Assembly Version: 1.0.0.47793
Win32 Version: 1.0.0.47793
CodeBase: file:///C:/Program%20Files%20(x86)/Dell%20Backup%20and%20Recovery/Components/Shell/DBROverlayIcon.DLL
----------------------------------------
STCommonShellIntegration
Assembly Version: 1.0.0.48817
Win32 Version: 1.0.0.48817
CodeBase: file:///C:/Program%20Files%20(x86)/Dell%20Backup%20and%20Recovery/Components/Shell/STCommonShellIntegration.DLL
----------------------------------------
System.Data.SQLite
Assembly Version: 1.0.80.0
Win32 Version: 1.0.80.0
CodeBase: file:///C:/Program%20Files%20(x86)/Dell%20Backup%20and%20Recovery/Components/Shell/System.Data.SQLite.DLL
----------------------------------------
System.Data
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.33440 built by: FX45W81RTMREL
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_64/System.Data/v4.0_4.0.0.0__b77a5c561934e089/System.Data.dll
----------------------------------------
System.Core
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.33440 built by: FX45W81RTMREL
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------
System.Transactions
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.33440 built by: FX45W81RTMREL
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_64/System.Transactions/v4.0_4.0.0.0__b77a5c561934e089/System.Transactions.dll
----------------------------------------
************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.
For example:
<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>
When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.
It continues normally after clicking Continue.
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Axiom
- Phanto

- Posts: 1471
- Joined: Tue Dec 24, 2013 2:23 pm
Postby Axiom » Fri May 23, 2014 6:20 pm
marioaddict wrote:Glitch found: If you click cancel to the open dialog it causes an unhandled exception.
Error Details: (open spoiler to see it)
Unhandled exception has occured in your application. If you click
Continue, the application will ignore this error and attempt to continue. If
you click Quit, the application will close immediately.
The path is not of a legal form.
Details:
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.
************** Exception Text **************
System.ArgumentException: The path is not of a legal form.
at System.IO.Path.NormalizePath(String path, Boolean fullCheck, Int32 maxPathLength, Boolean expandShortPaths)
at System.IO.Path.GetDirectoryName(String path)
at visualNPCEditor.Main.menuItem2_Click(Object sender, EventArgs e)
at System.Windows.Forms.Command.Invoke()
at System.Windows.Forms.Control.WmCommand(Message& m)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.Form.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
************** Loaded Assemblies **************
mscorlib
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.34014 built by: FX45W81RTMGDR
CodeBase: file:///C:/Windows/Microsoft.NET/Framework64/v4.0.30319/mscorlib.dll
----------------------------------------
SMBX NPC Editor
Assembly Version: 1.2.0.0
Win32 Version: 1.2.0.0
CodeBase: file:///C:/Users/Michael/Downloads/SMBX%20NPC%20Editor.exe
----------------------------------------
System.Windows.Forms
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.33440 built by: FX45W81RTMREL
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.33440 built by: FX45W81RTMREL
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.34003 built by: FX45W81RTMGDR
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
Accessibility
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.33440 built by: FX45W81RTMREL
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/Accessibility/v4.0_4.0.0.0__b03f5f7f11d50a3a/Accessibility.dll
----------------------------------------
DBROverlayIcon
Assembly Version: 1.0.0.47793
Win32 Version: 1.0.0.47793
CodeBase: file:///C:/Program%20Files%20(x86)/Dell%20Backup%20and%20Recovery/Components/Shell/DBROverlayIcon.DLL
----------------------------------------
STCommonShellIntegration
Assembly Version: 1.0.0.48817
Win32 Version: 1.0.0.48817
CodeBase: file:///C:/Program%20Files%20(x86)/Dell%20Backup%20and%20Recovery/Components/Shell/STCommonShellIntegration.DLL
----------------------------------------
System.Data.SQLite
Assembly Version: 1.0.80.0
Win32 Version: 1.0.80.0
CodeBase: file:///C:/Program%20Files%20(x86)/Dell%20Backup%20and%20Recovery/Components/Shell/System.Data.SQLite.DLL
----------------------------------------
System.Data
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.33440 built by: FX45W81RTMREL
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_64/System.Data/v4.0_4.0.0.0__b77a5c561934e089/System.Data.dll
----------------------------------------
System.Core
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.33440 built by: FX45W81RTMREL
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------
System.Transactions
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.33440 built by: FX45W81RTMREL
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_64/System.Transactions/v4.0_4.0.0.0__b77a5c561934e089/System.Transactions.dll
----------------------------------------
************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.
For example:
<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>
When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.
It continues normally after clicking Continue.
Easy fix, thanks for reporting
EDIT: Fixed it
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Kley
- Edge

- Posts: 694
- Joined: Mon Feb 24, 2014 11:00 am
- Flair: Robot
Postby Kley » Tue Jun 17, 2014 5:56 pm
Start/Play button never seems to work for me.
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Axiom
- Phanto

- Posts: 1471
- Joined: Tue Dec 24, 2013 2:23 pm
Postby Axiom » Tue Jun 17, 2014 7:41 pm
Can you give me some more details? You need to make sure that a couple of things are working first.
-The height and width are properly configured.
-The amount of frames are correct
-The framespeed is correct (default speed is 8;100%)
If you're loading just the graphics files via the NPC Animation's "Browse" function then you need to check off the proper parameters (height, width, frames, etc) and then click stop and then play.
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Axiom
- Phanto

- Posts: 1471
- Joined: Tue Dec 24, 2013 2:23 pm
Postby Axiom » Mon Jul 14, 2014 12:11 pm
Bump because I'm confirming that this works under Linux
Just install the following package:
Code: Select all sudo apt-get install mono-complete
And run it via terminal just in case
And you'll get this
Report any and all bugs regarding this. I'm running Mono 3.10
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Mikepjr
- Buster Beetle

- Posts: 95
- Joined: Mon Jun 16, 2014 1:55 am
Postby Mikepjr » Mon Jul 14, 2014 11:56 pm
I have NO idea what i am doing with this.. Do i open a file?
What do i do? I don't see any instructions.
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XerX
- Phanto

- Posts: 1487
- Joined: Fri Dec 20, 2013 3:33 pm
Postby XerX » Tue Jul 15, 2014 12:07 am
You open text files that correspond to the npc assigned to it. Example would be npc-1.txt would be the npc code for the goomba in your level folder. If there is no text file, just make an empty one and name it npc-## (replace ## with the npc number) and open it in the editor. The image to the right will only appear if you have a graphic for it in the level folder.
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Mikepjr
- Buster Beetle

- Posts: 95
- Joined: Mon Jun 16, 2014 1:55 am
Postby Mikepjr » Tue Jul 15, 2014 3:09 am
Gotcha... kinda irritated at how custom things are set up.. i end up copying a LOT of graphics for each level just to do all my custom stuff.. each world should have some how had it's own graphics files at least for like.. players and NPCs.
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Axiom
- Phanto

- Posts: 1471
- Joined: Tue Dec 24, 2013 2:23 pm
Postby Axiom » Tue Jul 15, 2014 7:33 am
XerX wrote:You open text files that correspond to the npc assigned to it. Example would be npc-1.txt would be the npc code for the goomba in your level folder. If there is no text file, just make an empty one and name it npc-## (replace ## with the npc number) and open it in the editor. The image to the right will only appear if you have a graphic for it in the level folder.
Actually you can make a new one and do a "save as" and save it as the npc-##.txt
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Axiom
- Phanto

- Posts: 1471
- Joined: Tue Dec 24, 2013 2:23 pm
Postby Axiom » Tue Jul 15, 2014 3:35 pm
Mikepjr wrote:Gotcha... kinda irritated at how custom things are set up.. i end up copying a LOT of graphics for each level just to do all my custom stuff.. each world should have some how had it's own graphics files at least for like.. players and NPCs.
Also, if you want episode-wide custom graphics, just put them in the directory that has your .lvl/.wld files
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Mikepjr
- Buster Beetle

- Posts: 95
- Joined: Mon Jun 16, 2014 1:55 am
Postby Mikepjr » Tue Jul 15, 2014 11:34 pm
I don't think i have figured out everything yet when it comes to that.
I do know i am having issues with editing the SMB3 koopa.
I changed him into a larger sprite, both for regular movement as well as when hit and turned into a shell.
But for some reason in shell form no matter if the shell is moving around or not or in Mario's hands, it just constantly spins.
Did i do something wrong there?
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FanofSMBX
- Ludwig von Koopa

- Posts: 3878
- Joined: Sun Dec 22, 2013 12:01 pm
Postby FanofSMBX » Tue Jul 15, 2014 11:36 pm
Mikepjr wrote:I don't think i have figured out everything yet when it comes to that.
I do know i am having issues with editing the SMB3 koopa.
I changed him into a larger sprite, both for regular movement as well as when hit and turned into a shell.
But for some reason in shell form no matter if the shell is moving around or not or in Mario's hands, it just constantly spins.
Did i do something wrong there?
Does that shell have added frames?
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Mikepjr
- Buster Beetle

- Posts: 95
- Joined: Mon Jun 16, 2014 1:55 am
Postby Mikepjr » Wed Jul 16, 2014 1:26 am
Actually less frames, only 3.. could that be it?
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Axiom
- Phanto

- Posts: 1471
- Joined: Tue Dec 24, 2013 2:23 pm
Postby Axiom » Wed Jul 16, 2014 8:32 am
Mikepjr wrote:Actually less frames, only 3.. could that be it?
Yep that's it. I believe Koopa shells need to have the same exact amount of frames in order for them to behave proper in game.
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Mikepjr
- Buster Beetle

- Posts: 95
- Joined: Mon Jun 16, 2014 1:55 am
Postby Mikepjr » Wed Jul 16, 2014 8:56 am
What if i added directions to it? Like it looks different going left and right? That an issue to?
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RudeGuy
- Bowser

- Posts: 4994
- Joined: Fri Dec 27, 2013 7:36 am
- Flair: local guy
Postby RudeGuy » Wed Jul 16, 2014 9:13 am
Mikepjr wrote:What if i added directions to it? Like it looks different going left and right? That an issue to?
That's an issue only if you forgot to add "framestyle=1" to the NPC code, I guess.
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Axiom
- Phanto

- Posts: 1471
- Joined: Tue Dec 24, 2013 2:23 pm
Postby Axiom » Wed Jul 16, 2014 9:14 am
Mikepjr wrote:What if i added directions to it? Like it looks different going left and right? That an issue to?
I'm actually not sure about that. There's only one way to find out. Try it with the same amount of frames and left and right directions and then see what happens.
Actually, I'm curious about the config you have. Open it up in the NPC Editor and post a screenshot here so I can see :3
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Mikepjr
- Buster Beetle

- Posts: 95
- Joined: Mon Jun 16, 2014 1:55 am
Postby Mikepjr » Wed Jul 16, 2014 12:13 pm
Sure thing.

I am making these enemies from Congo's Caper, but for some reason after i hit them, they sit and spin on the ground.. or rather.. animate.. and when i pick it up, they still sit there animating. It's the darnedest thing.
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