General discussion about Super Mario Bros. X.
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FanofSMBX
- Ludwig von Koopa

- Posts: 3878
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Postby FanofSMBX » Tue Dec 08, 2015 1:28 pm
But npc-302 does not crash.
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Wohlstand
- Chargin' Chuck

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Postby Wohlstand » Tue Dec 08, 2015 2:07 pm
FanofSMBX wrote:But npc-302 does not crash.
Yea, but I think that is useless to add middle unusable NPC slots especially to touch alone edge NPC slot (I disagree to have support of "hidden" elements in the itembox, even alone NPC (301) will be hidden in it, because this thing would be used by everybody). That still to be a dumb workaround anyway 
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Duck Salmon
- Shy Guy

- Posts: 6
- Joined: Sat Oct 10, 2015 11:51 am
Postby Duck Salmon » Tue Dec 08, 2015 2:33 pm
@Wohlstand, thanks for your reply, now i can start to use your program:)
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Axiom
- Phanto

- Posts: 1471
- Joined: Tue Dec 24, 2013 2:23 pm
Postby Axiom » Tue Dec 08, 2015 8:42 pm
Wohlstand wrote: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!
That's amazing! I tested the build the other day and it's working pretty well. I've got a gallery of screenshots here: http://imgur.com/a/6qfyp
Just some minor tweaking to do like proper font on El Capitan (might be a Qt specific thing) and of course some padding and the application name in the menu bar but other than that (from what I've tested of the editor) it works pretty well!
Off topic-ish: So I could even have travis build Mac builds for myself without even needing a Mac?
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Wohlstand
- Chargin' Chuck

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Postby Wohlstand » Tue Dec 08, 2015 10:32 pm
Axiom wrote:Wohlstand wrote: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!
That's amazing! I tested the build the other day and it's working pretty well. I've got a gallery of screenshots here: http://imgur.com/a/6qfyp
Just some minor tweaking to do like proper font on El Capitan (might be a Qt specific thing) and of course some padding and the application name in the menu bar but other than that (from what I've tested of the editor) it works pretty well!
Off topic-ish: So I could even have travis build Mac builds for myself without even needing a Mac?
Yes!
But to build a Qt-based app, I pre-built static Qt and thrown it into DropBox where Travis downloads and unpacks it each new build
So, that's a my travis config:
https://github.com/Wohlhabend-Networks/ ... travis.yml
Enjoy
Currently PGE auto-builds on 3 CI-s:
- Semaphore CI (Ubuntu 14.04) (fastest builder, builds entire PGE include building of dependent libraries in 10 minutes!)
- AppVeyor (Windows Server 2012) (slowest builder, builds PGE over 1 hour and excites 60-min limit, so, I added support to build light version of PGE, and I configured AppVeyor to build Editor component only [45 minutes])
- Travis-CI (some time ago it had older Ubuntu version than on Semaphore, and I went from it to Semaphore first time, but OS X builds are not worked before recent moment. Now it finally builds for OS X, and I returned to it back, but especially to build OS X-based package. It runs Mavericks 10.9.5, but it's fine with Qt built on the El Capitan machine and builds are works fine in the El Capitan) Builds entire PGE in 30 minutes!
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mariofan 64
- Flurry

- Posts: 189
- Joined: Mon Oct 13, 2014 2:14 am
Postby mariofan 64 » Thu Dec 10, 2015 4:28 pm
Ok, so, I mentioned a bug earlier, but apparently, it's been fixed already...boy I'm slow...I want to ask about when the PGE Events are coming. I'll need them for a now-not-hiatus super-project I'm working on, and without those memory-saving events, I can't even roll a demo very well. Also, will there be a PGE Projects section in the Video Games section of this forum anytime soon? It would be nice to post on more than one site that supports PGE when it comes to SMBX. But alas, still a question, still a theory.
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Wohlstand
- Chargin' Chuck

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Postby Wohlstand » Thu Dec 10, 2015 4:41 pm
mariofan 64 wrote:Ok, so, I mentioned a bug earlier, but apparently, it's been fixed already...boy I'm slow...I want to ask about when the PGE Events are coming. I'll need them for a now-not-hiatus super-project I'm working on, and without those memory-saving events, I can't even roll a demo very well. Also, will there be a PGE Projects section in the Video Games section of this forum anytime soon? It would be nice to post on more than one site that supports PGE when it comes to SMBX. But alas, still a question, still a theory.
- If your video card is dumb, turn off VSync (menu "Options" -> "Video settings" and try to calibrate your Tick delay to 15).
- If you are on the Laptop, (in some cases in the context menu would be an item "Run on graphical processor" and choice NVidia [instead of Integrated video adapter], but this thing I saw on modern Sony Vaio laptops)
PGE Engine now is support SMBX64-events except layer motions (even autoscroll is works, but much better and it's togglable!), new action-styled events are planned with finishing of main core part (include collision system, layer movement sub-engine, most of NPC-AI API), then I free to finally do implementation of extra-new features completely while SMBX-compatible core has been reincarnated completely. Any PGE Specific episodes and levels are can be posted here even PGE is in development: http://engine.wohlnet.ru/forum/viewforum.php?f=52
I think, is not need to flood SMBX Forums with "foreign" projects, even inside "Video Games" which is specific to "One information/discussion thread per foreign game". "Foreign" project is project which is not related to SMBX and doesn't touches it (For example, Dark Souls II, Mods for The Elder Scrolls IV Ovlivion, etc. which is a totally off-topic and is not fits to this place). You can do experiments with NPC-AI Scripts, and when I will fix a small bug, you will be able to plug custom NPC-AI scripts per episode/level (just define script="file.lua" tag in the npc.txt file)
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mariofan 64
- Flurry

- Posts: 189
- Joined: Mon Oct 13, 2014 2:14 am
Postby mariofan 64 » Thu Dec 10, 2015 4:53 pm
Wohlstand wrote:mariofan 64 wrote:Ok, so, I mentioned a bug earlier, but apparently, it's been fixed already...boy I'm slow...I want to ask about when the PGE Events are coming. I'll need them for a now-not-hiatus super-project I'm working on, and without those memory-saving events, I can't even roll a demo very well. Also, will there be a PGE Projects section in the Video Games section of this forum anytime soon? It would be nice to post on more than one site that supports PGE when it comes to SMBX. But alas, still a question, still a theory.
- If your video card is dumb, turn off VSync (menu "Options" -> "Video settings" and try to calibrate your Tick delay to 15).
- If you are on the Laptop, (in some cases in the context menu would be an item "Run on graphical processor" and choice NVidia [instead of Integrated video adapter], but this thing I saw on modern Sony Vaio laptops)
PGE Engine now is support SMBX64-events except layer motions (even autoscroll is works, but much better and it's togglable!), new action-styled events are planned with finishing of main core part (include collision system, layer movement sub-engine, most of NPC-AI API), then I free to finally do implementation of extra-new features completely while SMBX-compatible core has been reincarnated completely. Any PGE Specific episodes and levels are can be posted here even PGE is in development: http://engine.wohlnet.ru/forum/viewforum.php?f=52
I think, is not need to flood SMBX Forums with "foreign" projects, even inside "Video Games" which is specific to "One information/discussion thread per foreign game". "Foreign" project is project which is not related to SMBX and doesn't touches it (For example, Dark Souls II, Mods for The Elder Scrolls IV Ovlivion, etc. which is a totally off-topic and is not fits to this place). You can do experiments with NPC-AI Scripts, and when I will fix a small bug, you will be able to plug custom NPC-AI scripts per episode/level (just define script="file.lua" tag in the npc.txt file)
I don't have problem with video, it was editor-based, and it's apparently fixed and working again.
So PGE Events are not alive yet, huh? Looks like I won't have a demo for a while. Also, even if it is SMBX related, like the config pack but not the project itself, can't go here? Got it. I'll just put the link in my sig.
Also, you say 'action-styled' which is hinting that Classic events will stay as-is, and 'action-styled' events are going to add onto the events already there, not as a mere replacement, but something only PGE can use. If I got that right, then I also assume that Classic events will get a memory change in the engine side, which will be great. (I need a more-full answer to this text, otherwise, I'm gonna go nuts over 'is it real or no?' and everyone would be asking questions and such)
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Mushroom King
- Flurry

- Posts: 187
- Joined: Sun May 25, 2014 5:09 am
Postby Mushroom King » Mon Dec 21, 2015 7:51 am
I'm trying to a create custom counter with the debugger, but it refuse to add any npc/block or bgo I choose, making the counter empty and useless. Any way to make it works?
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Wohlstand
- Chargin' Chuck

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Postby Wohlstand » Mon Dec 21, 2015 7:54 am
Mushroom King wrote:I'm trying to a create custom counter with the debugger, but it refuse to add any npc/block or bgo I choose, making the counter empty and useless. Any way to make it works?
Is possible to create a counter of elements for specific type: OR blocks, OR bgos, OR npcs, but no mixed yet. Please choice element type first and then save. You can save multiple times just for case, and use right mouse button to edit your custom counters (you even can edit pre-created, but don't worry to break them, you always can remove ini-file from %UserProfile%\.PGE_Project\*counters.ini to restore pre-created counters back)
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Mushroom King
- Flurry

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- Joined: Sun May 25, 2014 5:09 am
Postby Mushroom King » Mon Dec 21, 2015 9:37 am
Wohlstand wrote:
Is possible to create a counter of elements for specific type: OR blocks, OR bgos, OR npcs, but no mixed yet
Actually, I only did that for NPCs so no mixing. I guess I just gonna try with the ini. Thanks.
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Wohlstand
- Chargin' Chuck

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Postby Wohlstand » Mon Dec 21, 2015 9:39 am
Mushroom King wrote:Wohlstand wrote:
Is possible to create a counter of elements for specific type: OR blocks, OR bgos, OR npcs, but no mixed yet
Actually, I only did that for NPCs so no mixing. I guess I just gonna try with the ini. Thanks.
Oh, with NPC's custom counters is a bug which I fixed in 0.3.1.9, please take fresh nightly build here: http://engine.wohlnet.ru/docs/_laboratory/
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Fuyu
- Fry Guy

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Postby Fuyu » Mon Dec 21, 2015 10:51 am
I do have a question and that is if you plan to add more features once you're done with the last step of creating the game mode of your engine. Like take suggestions on what to add and implement them on a newer version.
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Wohlstand
- Chargin' Chuck

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Postby Wohlstand » Tue Dec 22, 2015 4:56 pm
Natsu wrote:I do have a question and that is if you plan to add more features once you're done with the last step of creating the game mode of your engine. Like take suggestions on what to add and implement them on a newer version.
Yea, I have a lots plans to add after implementation of main core (SMBX64-standard implementation to provide playable engine allows to correctly play vanilia SMBX levels and episodes, for LunaLUA-based episodes another question - implementation of LunaLUA-like level scripts API to provide partial support of that API, and ... GAME_ENGINE constant to allow cross-engine scripts [for both PGE Engine and LunaLUA-SMBX])
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DeuxEx
- Cheep-Cheep

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Postby DeuxEx » Sat Jan 02, 2016 9:37 am
Wohl, but a version that will have a preview of what you said, how long will it take in your opinion? Because it seems to me that we are making good progress.
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Wohlstand
- Chargin' Chuck

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Postby Wohlstand » Sat Jan 02, 2016 10:08 am
DeuxEx wrote:Wohl, but a version that will have a preview of what you said, how long will it take in your opinion? Because it seems to me that we are making good progress.
any WIP versions of PGE are available in the my laboratory storage: http://engine.wohlnet.ru/docs/_laboratory/
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Wohlstand
- Chargin' Chuck

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Postby Wohlstand » Sat Jan 02, 2016 8:01 pm
New Update
This is a bugfix update and contains partial optimization works which are increase performance of editor and engine.
Sorry for a late update because long works over common optimization which are still in process. So, I sent my update because it contains important fixes for a bugs and some inconveniences. Anyway, Happy New Year!
Editor 0.3.1.9 changelog
* Fixed bug with removed warp entrance point and after placing it again
* Fixed a detection of libraries paths (such as "platforms") while dynamically built PGE Apps are locating in the folder with non-ascii path
* Added support of config pack's folder binding GIFs2PNG GUI (non-exist masks are will be retrieved from current config pack!)
* Use Bleeze theme on KDE, XFCE, OS X and on Windows 10
* Fixed bug with multi-selection item dialog where impossible to add NPC's into custom counter
* Added ability to copy any parameters/metrics of any placed element
* Added a good protection which avoids accidental running of multiple copies of engine for a testing
Engine 0.2.5 changelog
* 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
* Fixed a detection of libraries paths (such as "platforms") while dynamically built PGE Apps are locating in the folder with non-ascii path
* 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
* Added experimental translator to have able to retranslated engine too
* Optimized memory usage and increased performance
* Now PGE Engine uses FreeImage library to load graphics
* Finally resolved a troubles with a lazily-made graphics, all masked-gif based graphics are merging via bit-blit algorithm
Screenshots
Also good news for GIFs2PNG: Now is supported ability to use config pack specific masks for episodes where are lacks masks by size reducing reasons. Without those masks target PNG will have black background because mask is not detected.
All downloads are available on the main page!
Note for OS X Users: PGE Engine will not work on OpenGL greater than 3.1 because it still use legacy functions. In works an update of PGE Engine's OpenGL to shader usage to finally take it working. Sorry for temporary inconvenient. But PGE Editor still works fine.
Last edited by Wohlstand on Sat Jan 02, 2016 8:31 pm, edited 2 times in total.
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zxcv
- Volcano Lotus

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Postby zxcv » Sat Jan 02, 2016 8:08 pm
Thank you Wohlstand! This is getting better and better. You are already making the others's new year better!
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Quantumenace
- Chain Chomp

- Posts: 308
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Postby Quantumenace » Mon Jan 04, 2016 2:51 pm
Is there a way to easily take the object currently selected and select that type for placement? In the old editor I can just grab a block, click its original position to replace it, then place more blocks like it without needing to look through the toolbars.
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