Page 15 of 49

Re: My Research of SMBX

Posted: Tue Jul 08, 2014 5:16 pm
by Axiom
Wohlstand wrote:
Luigifan2010 wrote: which libraries are needed again just to run? I can fork and include a run script that will check for these before running the actual application and I will update my builds accordingly
I means so libs for deploy
the "editor only" package contains the following
Image
with the smbx configs and languages and such

Re: My Research of SMBX

Posted: Tue Jul 08, 2014 7:09 pm
by Peroxide
So, this is a new version of SMBX? I can help you with Italian translations if you wish.

Re: My Research of SMBX

Posted: Wed Jul 09, 2014 4:33 am
by h2643
Wohlstand wrote:This project is offered as a successor of SMBX. It is not SMBX, but fully compatible with it.
See: SMBX - is a game, PGE - is a game engine. All games are created based on their own game engines.
SMBX - closed sources, PGE - Libre and Open Source

This project can be used not only for Mario games, but for others too (while being entirely open source). Because it allows full flexibility and customizing (all items are defined by INI files), and NPCs will be allowed to be programmed by a script language, this allows one to create any own NPCs of their own without closing algorithms to a specific NPC-ID.

Re: My Research of SMBX

Posted: Wed Jul 09, 2014 5:27 am
by Wohlstand
Peroxide wrote:I can help you with Italian translations if you wish.
Good, You can start now ;-)
If you made translation, you can send me your ts file and I will apply them.

Re: My Research of SMBX

Posted: Sat Jul 12, 2014 6:01 pm
by Axiom
Image

So I opened up an old Princess Cliche level and I noticed there's parts of other sections in this current one.
I didn't read much about your findings but I do remember that at a certain point, sections start to overlap/intersect eachother. And I'm pretty sure this episode uses an older SMBX level format (though, I could be wrong EDIT: I was, it has the 64 mark). Could that be the cause of it?

Oh yeah! And maybe one more thing. Somehow through the config files, maybe we could set it so that friendly NPCs like Toad, Peach, Luigi, etc are automatically set to friendly so we don't have to manually do it?

Re: My Research of SMBX

Posted: Sun Jul 13, 2014 6:05 am
by Wohlstand
Luigifan2010 wrote:Image

So I opened up an old Princess Cliche level and I noticed there's parts of other sections in this current one.
I didn't read much about your findings but I do remember that at a certain point, sections start to overlap/intersect eachother. And I'm pretty sure this episode uses an older SMBX level format (though, I could be wrong EDIT: I was, it has the 64 mark). Could that be the cause of it?
My editor can read old files, I took from FanofSMBX old versions of SMBX for made file format research, and with them I made possibles for read old file formats.
You can get old SMBX versions here:
http://engine.wohlnet.ru/docs/SMBX_Old/
from them you can get episodes with old file formats. My editor can open old files, but saving in 64th.

Inside old SMBX sections placed nearly, and you see them.
Luigifan2010 wrote: Oh yeah! And maybe one more thing. Somehow through the config files, maybe we could set it so that friendly NPCs like Toad, Peach, Luigi, etc are automatically set to friendly so we don't have to manually do it?
This is a default values for placing of items. I will make this options and new params for INI files. I will make same for blocks: for example: default including NPC, default slippery enabled (for ice cubes), etc.

New update!

Posted: Wed Jul 16, 2014 12:34 pm
by Wohlstand
New Update!

-> PGE Editor 0.1.1 Alpha
This is a bug fix update with some improvements.

Change log 0.1.1
Spoiler: show
- Animation rendering has been improved and optimized
- Added animation start/stop toolbar button
- New selection dialog for items
- Fixed a lot of memory leaks
- New design of the message box
- Added displaying of Item ID in Properties tool box.
- Added item search box: you can find items by their ID along with layer members or other options
- Added tab view mode, you can switch between sub-window/tab mode in application settings
- Added support of second special value for fixing a bug with a wrong LVL file parsing (Herb with included magic potion)
- Fixed loss of decimal part of values for layer movement and auto-scroll speed
- Fixed offset bug for NPC special options
- Title of the sub-window will have the level title instead of the file name
- Added fullscreen option, recommended for tablets!
- Added option to Hide warps/doors and waters (Physical Environment zones) on exporting images.
- Added definition for default flags value for blocks (slippery, invisible) and for NPC (friendly, no-move, boss)
- Added support for resizing the physical environment zones (water, quicksand)
- The default position for the toolboxes will be on the left side of the screen instead of the center (Windows) or left-top corner (Linux)
Screenshots
Spoiler: show
Available tabs view for opened files:
Image

You can now hide door markers and water zones on exporting images:
Image

You can switch the editor window into full screen, which is recommended for tablets:
Image

New Item selection dialog: You can use categories and groups for selecting the necessary item:
Image

Resizing the water zones are now possible:
Image

New message box design:
Image

Now item placing on the map is relative to the center instead of being relative to the left-top corner:
Image

Available search items on map:
Image

You can search items by their options, or find the layer members/items which use the selected events:
Image

Each level has it's own title. Now the title is displayed as the window title instead of the file name.
You can define the title of level in the menu [Level -> Properties]:
Image

(the same title inside SMBX is defined in the [Level tab -> Advanced]):
Image
Windows build:
Download 0.1.1.3 Alpha without music and sounds (45 MB) (You can simply place the music and sound folders from SMBX 1.3 or 1.3.0.1 into the data directory)
Download 0.1.1.3 Alpha with HQ music (275 MB) (This already contains the HQ SMBX music pack)

Re: My Research of SMBX

Posted: Wed Jul 16, 2014 1:14 pm
by Axiom
My Linux builds have been updating for some time (they use the latest commits always) so if you guys are on Linux you can grab those too!

False antivirus alerts

Posted: Thu Jul 17, 2014 3:31 am
by Wohlstand
False antivirus alerts
Few tile ago I was got report about false alert of my utilities.

For example, false alert gotten with Avast!.

If you got alert, please, send report to the Avast here: https://support.avast.com/Tickets/Submit

Put into report treated file and don't forgot to give them the link to a sources of treated file.

Sources links:
LazyFixTool:
https://github.com/Wohlhabend-Networks/ ... azyFixTool

GIFs2PNG:
https://github.com/Wohlhabend-Networks/ ... r/GIFs2PNG

pge_calibrator:
https://github.com/Wohlhabend-Networks/ ... Calibrator

pge_editor:
https://github.com/Wohlhabend-Networks/ ... ter/Editor

World Map render test

Posted: Sat Jul 19, 2014 8:28 am
by Wohlstand
Hey guys!
This is a new first for the project, with the editor rendering a world map for the first time.
Image
It's currently crappy and is read only. Along with also needing a lot of work to allow normal writing and editing of a file.

Re: My Research of SMBX

Posted: Sat Jul 19, 2014 1:20 pm
by glitch4
Holy crap , just came back and I saw this more awsome things he could ever did.

Re: My Research of SMBX

Posted: Sat Jul 19, 2014 3:35 pm
by Sednaiur
Way cool to see that you make solid progress :-).
When everything is in place (worldmap-editor, events etc.) i really like to use your editor instead.

Also, i don't know if this is of any use for you (if i am correctly, your PlatGenWohl" is still operating SMBX from outside), but in SMBX, when you create a level, then close it, and then rename it afterwards, it will not read any custom-data like GFX, custom music etc, even when everything is renamed correctly (i had to delete the .lvl-file in order to make the custom data shown).

Re: My Research of SMBX

Posted: Sat Jul 19, 2014 5:14 pm
by Wohlstand
Sednaiur wrote: if i am correctly, your PlatGenWohl" is still operating SMBX from outside
My editor making independent operations with files, It is not a LunaDLL and don't edit memory data from SMBX. Editor working with SMBX's files and save them in compatible with SMBX format. If you mean a test by SMBX of the file which edited by PGE, SMBX always reload file data when you: save file by SMBX or then you run test of them, and I use them for quick run test of PGE's file by SMBX.
PGE don't reload file data and custom graphics on every save, and save operation is quick. If you need load changed custom graphics or initialize custom graphics from new placement (if you made "save as" operation into new folder), you always have button "Reload file data" for reload all level file data.
Sednaiur wrote:Also, i don't know if this is of any use for you (if i am correctly, your PlatGenWohl" is still operating SMBX from outside), but in SMBX, when you create a level, then close it, and then rename it afterwards, it will not read any custom-data like GFX, custom music etc, even when everything is renamed correctly (i had to delete the .lvl-file in order to make the custom data shown).
Hm, interesting bug. I try'd test from SMBX and from PGE Editor with renaming of levels and reopening on them: I didn't got problems with custom graphics.
But in the editor I found little mistake in loadFile() function, which I fix.

Re: World Map render test

Posted: Sun Jul 20, 2014 3:56 am
by Squishy Rex
Wohlstand wrote:Hey guys!
This is a new first for the project, with the editor rendering a world map for the first time.
Image
It's currently crappy and is read only. Along with also needing a lot of work to allow normal writing and editing of a file.
Nice work on the World Map render, I can't wait to test this out once you get it working. It's good to see promising work coming out of this. Good luck with the rest of the World Map coding!

Re: World Map render test

Posted: Sun Jul 20, 2014 4:00 am
by Wohlstand
Squishy Rex wrote:Nice work on the World Map render, I can't wait to test this out once you get it working. It's good to see promising work coming out of this. Good luck with the rest of the World Map coding!
Thanks! You always can download unstable version from laboratory, now world-map reading version available in them ;)
http://engine.wohlnet.ru/docs/_laboratory/
Don't forgot back-up your stable copy

Re: My Research of SMBX

Posted: Sun Jul 20, 2014 4:11 am
by Squishy Rex
No problem, I'll pop over to your forum and take a look at it. Hopefully, once an SMBX equivalent is finished we can really expand on what it is now and really make good use out of PlatGEnWohl's mechanics to beef up the World Map system.

Re: My Research of SMBX

Posted: Thu Jul 24, 2014 8:04 am
by Magna
What do you mean by "qt libraries" for the mac build to work?

Re: My Research of SMBX

Posted: Thu Jul 24, 2014 9:19 am
by Wohlstand
Blue Greed wrote:What do you mean by "qt libraries" for the mac build to work?
For Windows there are a set of .dll files. For Linux there are a .so files which contains Qt's functions.
Always possible build static, I.e. you will get whole application without shared libraries, "all in one".

Here is a deploying guide for Mac OS applications:
http://qt-project.org/doc/qt-4.8/deployment-mac.html

You can use this manual for download whole Qt (spoiler "Build for Mac OS X")
http://engine.wohlnet.ru/forum/viewtopic.php?f=17&t=67

Also you can write to James about Mac OS builds:
http://engine.wohlnet.ru/forum/memberli ... ofile&u=85

Re: My Research of SMBX

Posted: Thu Jul 24, 2014 8:52 pm
by icez
Small question, will we be able use custom music in latter version of the world map editor with out having to overwrite the default music?

Re: My Research of SMBX

Posted: Thu Jul 24, 2014 9:21 pm
by SMBXxer
icez wrote:Small question, will we be able use custom music in latter version of the world map editor with out having to overwrite the default music?
I bet.