Izturo Mashiro wrote:How to add message boxes at the PGE?
I don't know, by looking around the editor and actually trying to find them yourself? They're really not hidden, you're just being incredibly lazy and ask other people rather than learning how to use the editor yourself.
For events: "Display Message" in the "Common" tab.
For NPCs: "Talk Message"
Izturo Mashiro wrote:How to add message boxes at the PGE?
At NPC's:
Click with right mouse button per each already-placed NPC and choice "Set message", or while you placing NPC, set message in the properties box At events:
Expand "Common" spoiler.
P.S> I guess, you should read PGE Editor's Manual at first or do random experiments on a dummy levels instead of asking a dumb questions.
P.P.S. Enjl answered everything which I just answered because posted my message too late
Everybody! I went to the SMBX 1.4.1's config file in the main folder, to change a faulty key-binding. But then I saw... "DisableHiddenFunctions=True". You can guess that I changed this to false. I started the level editor, and I got a message to the effect of "Congratulations! You have enabled the hidden functions! From now on, there is a 1% chance when you start the level editor that these hidden functions will reveal themselves!"...! After this, the game changed the variable to a hex string starting with C5.
FanofSMBX wrote:Everybody! I went to the SMBX 1.4.1's config file in the main folder, to change a faulty key-binding. But then I saw... "DisableHiddenFunctions=True". You can guess that I changed this to false. I started the level editor, and I got a message to the effect of "Congratulations! You have enabled the hidden functions! From now on, there is a 1% chance when you start the level editor that these hidden functions will reveal themselves!"...! After this, the game changed the variable to a hex string starting with C5.
And I would assume these hidden functions are some super duper advanced functions like gravity changes, or other configurables? T'would be nice if it allowed you many more functions like LUA does. That would also mean that Wohlstand has more research to do past TeaScript and algorithms.
Maybe Chinese troll? If you tried this entire time, it probably doesn't exist, but that code told otherwise. Maybe Wohlstand can tell if he ever gets the source code.
^ you have to put your main SMBX Episodes into the worlds folder inside the PGE folder. Basically the same deal as of what you're doing with SMBX but this time in PGE.
as303298 wrote:I vote we just stop answering his questions all together. As a wise man once said: You cant fix stupid
I would agree on that.
The questions and everything that he is telling us about all of the problems he's been telling us are just starting to bother me especially the obvious ones.
I have not found the episodes in PGE. How do I fix this?
If you installed PGE via installer: "worlds" folder located in %UserProfile%\.PGE_Project\worlds (where "UserProfile" is C:\Users\Iamkettle\ - instead of "Iamkettle" - your username on computer)
All lonely levels in "worlds" folder will be listed in "Play level" menuitem.
Note: you just can launch level or folder from ANY folder: right mouse on a level/world file -> Play level/episode
Note: In next time don't be lazy and check all thread pages or use search to find answer
Ness-Wednesday wrote:
as303298 wrote:I vote we just stop answering his questions all together. As a wise man once said: You cant fix stupid
I would agree on that.
The questions and everything that he is telling us about all of the problems he's been telling us are just starting to bother me especially the obvious ones.
That thing because is no PGE Engine's manual except "Engine.readme.txt" file
Anyway, I have special announcement for SMBX.org community members about SMBX 1.4.1: http://engine.wohlnet.ru/forum/viewtopic.php?f=23&t=590
Please, don't ask about SMBX 1.4.1 here and don't make any posts related to SMBX 1.4.1 until Joey will accept it (details in the announcement in link higher).
HenryRichard wrote:The GIFs2PNG.exe does this:
Would it be possible to make it use the masks from the config folder (or episode folder, if those exist)?
Yes, but this thing was not implemented yet, so, wait for this update