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Re: PGE Project thread (Editor v0.3.1.8, Engine v0.2.4)
Posted: Wed Nov 25, 2015 7:02 pm
by Wohlstand
Good news for Mac OS X Users!
Today I finally configured Travis-CI to build PGE for OS X!
https://travis-ci.org/Wohlhabend-Networks/PGE-Project
That means, every GitHub commit, Travis-CI will build a fresh assembly of PGE for OS X. That gives ability to keep OS X version of PGE up to date together with Linux and Windows builds too!
However because I rarely have access to Mac, I have no ability to test those builds, so, if you will get any troubles with those builds, please report me here or on PGE Forums, via IRC, via PM, or everywhere where you can contact with me. Thanks.
Latest build of PGE for OS X now is available on main post and on main page of PGE Official site!
Direct download link:
http://download.gna.org/pgewohlstand/de ... macosx.dmg
EDIT: Mac OS build just updated and tested on my friend's Mac, and now it working fine!
Re: PGE Project thread (Editor v0.3.1.8, Engine v0.2.4)
Posted: Fri Nov 27, 2015 4:33 pm
by PixelPest
I just downloaded PGE today but I'm having many issues:
1. NPCs 206 and 207 won't move around a whole piece (move from side to side to side to side) as they should.
2. I can only test as Peach.
3. When small Peach is hit it turns into Racoon Peach.
4. Peach won't jump on slopes.
Also, how do I install Luna Lua for use with the PGE engine?
Re: PGE Project thread (Editor v0.3.1.8, Engine v0.2.4)
Posted: Fri Nov 27, 2015 5:04 pm
by Emral
PixelPest wrote:I just downloaded PGE today but I'm having many issues:
1. NPCs 206 and 207 won't move around a whole piece (move from side to side to side to side) as they should.
2. I can only test as Peach.
3. When small Peach is hit it turns into Racoon Peach.
4. Peach won't jump on slopes.
Also, how do I install Luna Lua for use with the PGE engine?
Did you know that the engine itself is far from finished and you should use the regular SMBX editor for testing?
Re: PGE Project thread (Editor v0.3.1.8, Engine v0.2.4)
Posted: Fri Nov 27, 2015 5:13 pm
by MarioLuigi6521
Good job on this! It feels way better than the SMBX editor, I dont have to search for every tile, I feel like im making a Game! Keep up the good work!
Re: PGE Project thread (Editor v0.3.1.8, Engine v0.2.4)
Posted: Fri Nov 27, 2015 8:55 pm
by Axiom
Another minor thing. PGE still doesn't seem to obey gtk themes. I tried using -style switch and exporting all kinds of variables and PGE just seems to always fallback to this ugly Windows 95-esque theme. Might be a Qt5 issue but i'm unsure. Just thought I'd report it anyway.
[rimg]
http://i.imgur.com/mlH0jqF.jpg[/rimg]
<3
Re: PGE Project thread (Editor v0.3.1.8, Engine v0.2.4)
Posted: Sat Nov 28, 2015 4:11 am
by Wohlstand
Axiom wrote:Another minor thing. PGE still doesn't seem to obey gtk themes. I tried using -style switch and exporting all kinds of variables and PGE just seems to always fallback to this ugly Windows 95-esque theme. Might be a Qt5 issue but i'm unsure. Just thought I'd report it anyway.
[rimg]
http://i.imgur.com/mlH0jqF.jpg[/rimg]
<3
That Windows 95-like style because I defined that in a code just for some experiment:
https://github.com/Wohlhabend-Networks/ ... in.cpp#L69
Reason of that because on some UI's toolboxes are has glitches with larger fonts or elements sizes (checkboxes, radio boxes and some combo-boxes).
Anyway, I would add style toggling in the preferences (and also I can make ability to set up default style per theme + recolor ability [Qt uses CSS styles to paint widgets, so, I can allow usage of custom CSS files as custom editor styles

])
Re: PGE Project thread (Editor v0.3.1.8, Engine v0.2.4)
Posted: Tue Dec 01, 2015 11:39 pm
by Lx Xzit
I think I found a bug:
When you're in a World Map if you're in horizontal path, when you're pressing right and left buttons at the same time the player will get a wrong animation (the same happens when you're pressing up & down in a vertical path). I think the player should stay inmovil.
Re: PGE Project thread (Editor v0.3.1.8, Engine v0.2.4)
Posted: Wed Dec 02, 2015 12:05 am
by Wohlstand
DarkMecha wrote:I think I found a bug:
When you're in a World Map if you're in horizontal path, when you're pressing right and left buttons at the same time the player will get a wrong animation (the same happens when you're pressing up & down in a vertical path). I think the player should stay inmovil.
Okay, I'll fix that, thanks for report

EDIT: Just fixed:
https://github.com/Wohlhabend-Networks/ ... 3c3967259d
Re: PGE Project thread (Editor v0.3.1.8, Engine v0.2.4)
Posted: Mon Dec 07, 2015 12:17 am
by Wohlstand
Hotfix
Hello!
Since some set of strong bugs are was found and fixed, all PGE applications are been updated!
(Version numbers are still same, but difference in the build number which a hex value in the Engine's title or inside About dialog of the Editor)
Fixes on the Editor side:
- Fixed bug with removed warp entrance point and after placing it again
Fixed on the Engine side:
- Fixed crash on NPC placement with interprocessing
- Sprite in real-time placing mode will be aligned to center of mouse rather left-top corner
- Background color of screen padding no is always black
- Player now can attack multiple NPC's at one stomp
- Player now can safely walk from ridable NPC's without jumps
- Removed workaround disables hurting of player while it flying up because player finally can safely stomp healthy NPC's
Common changes:
- Fixed a detection of libraries paths (such as "platforms") while dynamically built PGE Apps are locating in the folder with non-ascii path
- Added Music Player application allows you to play
ALL supported by SDL Mixer X library (which a forked by me SDL Mixer v 2.0) music formats. You can use it just to test out loops, validly of sample rate (if sound plays shitty, you should re-sample it into 44100 hz, for mass resample of all musics in episode,
use a special tool)
Re: PGE Project thread (Editor v0.3.1.8, Engine v0.2.4)
Posted: Mon Dec 07, 2015 12:59 pm
by PixelPest
Been working a bit with the PGE Experimental Build on my Android phone. Is there any way to test levels?
Re: PGE Project thread (Editor v0.3.1.8, Engine v0.2.4)
Posted: Mon Dec 07, 2015 1:14 pm
by Wohlstand
PixelPest wrote:Been working a bit with the PGE Experimental Build on my Android phone. Is there any way to test levels?
Currently is not available because Engine built is not working rightly, so, I trying to find a way to make it working + I should implement touch-pad keys to provide controls or you would need to plug USB keyboard to your phone if it is supports USB host (SGS2 and greater are supports that technology)
Re: PGE Project thread (Editor v0.3.1.8, Engine v0.2.4)
Posted: Mon Dec 07, 2015 4:21 pm
by Firaga
PGE is probably one of the most versatile and amazing editors I've used, though there are a few things I would suggest:
- Allow Ctrl+Drag selection for multiple tiles and entities.
- Show block ID in the Toolbox in the bottom right corner of all tiles (or when hovered over).
- Language fixes (some message boxes- on my end anyway- are in German) such as Right-Clicking tabbed windows (yes my language is set to English).
- A "favorites" list, being able to pick the most used tiles very quickly and efficiently from it's own resources tab in the Toolbox; having to go down the list and pick out Ground tiles and then having to go back up to the top for another tile, just to go back down to the Ground tiles is a bit tedious.
Re: PGE Project thread (Editor v0.3.1.8, Engine v0.2.4)
Posted: Mon Dec 07, 2015 6:41 pm
by mariofan 64
Firaga wrote:PGE is probably one of the most versatile and amazing editors I've used, though there are a few things I would suggest:
- Allow Ctrl+Drag selection for multiple tiles and entities.
- Show block ID in the Toolbox in the bottom right corner of all tiles (or when hovered over).
- Language fixes (some message boxes- on my end anyway- are in German) such as Right-Clicking tabbed windows (yes my language is set to English).
- A "favorites" list, being able to pick the most used tiles very quickly and efficiently from it's own resources tab in the Toolbox; having to go down the list and pick out Ground tiles and then having to go back up to the top for another tile, just to go back down to the Ground tiles is a bit tedious.
1: Truly available already.
2: Hovering over any resource in the graphic selection will give you ID, unless you're making tilesets. :/
3: What, like having a legacy config? There's more than one language error, but not everything is perfect yet anyways.
4: The Feels are strong, bro. It's the worst case scenario, especially when making a cave or even using custom graphics.
4.1: That's why there's the SMBX Tileset Classic. It's sorted out for you the way it was intended. Just, put it on the right side, because the left side is glitchy with horizontal scrolling. (HINTHINT)
5: Welcome to joining the forums and visiting IRC.

Re: PGE Project thread (Editor v0.3.1.8, Engine v0.2.4)
Posted: Mon Dec 07, 2015 9:30 pm
by Wohlstand
Firaga wrote:PGE is probably one of the most versatile and amazing editors I've used, though there are a few things I would suggest:
- Allow Ctrl+Drag selection for multiple tiles and entities.
- Show block ID in the Toolbox in the bottom right corner of all tiles (or when hovered over).
- Language fixes (some message boxes- on my end anyway- are in German) such as Right-Clicking tabbed windows (yes my language is set to English).
- A "favorites" list, being able to pick the most used tiles very quickly and efficiently from it's own resources tab in the Toolbox; having to go down the list and pick out Ground tiles and then having to go back up to the top for another tile, just to go back down to the Ground tiles is a bit tedious.
Thanks!
And now my answers to your I items:
1. Hold shift key to take able select multiple groups, use middle Morse button key to duplicate selected iteg group (quick copy-paste)
2. Mariofan64 answered. Regular itwmbox already shows ItemIDs on hovering
3. Remove junk file "languages/qt_en.qm" and re-selwct English translation
4. I had that idea too, however you would to make a custom tileset and store it in episode folder (the main feature of tileset itembox is ability to make any custom tilesets)
Re: PGE Project thread (Editor v0.3.1.8, Engine v0.2.4)
Posted: Mon Dec 07, 2015 11:08 pm
by Firaga
I should reiterate on #1.
When you already have tiles selected, you can't Shift+Click and drag.
Re: PGE Project thread (Editor v0.3.1.8, Engine v0.2.4)
Posted: Mon Dec 07, 2015 11:11 pm
by Wohlstand
Firaga wrote:I should reiterate on #1.
When you already have tiles selected, you can't Shift+Click and drag.
Remember:
1) hold NOTHING except mouse button to move elemenets
2) hold SHIFT to enable append selection
3) If you wish duplicate selection, select, and then click middle mouse button, and then move just cloned selected elements set with left mouse button to necessary place
Re: PGE Project thread (Editor v0.3.1.8, Engine v0.2.4)
Posted: Tue Dec 08, 2015 8:43 am
by Duck Salmon

Someone know why there some missing NPC?
I've downloaded the last version of PGE and SMBX with LunaDLL(1.3.1)
Re: PGE Project thread (Editor v0.3.1.8, Engine v0.2.4)
Posted: Tue Dec 08, 2015 8:48 am
by Wohlstand
Duck Salmon wrote:
Someone know why there some missing NPC?
I've downloaded the last version of PGE and SMBX with LunaDLL(1.3.1)
Oh! The thing is that new config packs are has support of dummy NPC slots after 292 possible SMBX NPC's (which are was reserved by Redigit but never used, so, those slots are can be used for some simple NPC's instead of goombas, BUT, to take them working, you should define EVERY supported by npc.txt parameter even if you will set it's default value!), and (Look the "Errors" tab to learn reason why that happened)
(you just can make 32x32 dummy images with names: npc-293.gif, npc-294.gif, npc-295.gif, npc-296.gif, npc-297.gif, npc-298.gif, npc-299.gif, npc-300.gif and put into graphics/npc folder in the SMBX). In next time I will append automatic installation of those graphics into SMBX folder to avoid this trouble.
Re: PGE Project thread (Editor v0.3.1.8, Engine v0.2.4)
Posted: Tue Dec 08, 2015 10:19 am
by FanofSMBX
Shouldn't there be a npc-302 dummy npc as well?
Re: PGE Project thread (Editor v0.3.1.8, Engine v0.2.4)
Posted: Tue Dec 08, 2015 10:20 am
by Wohlstand
FanofSMBX wrote:Shouldn't there be a npc-302 dummy npc as well?
Not necessary, and thing is NPC-301 is crashful in the SMBX side