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Axiom
- Phanto

- Posts: 1471
- Joined: Tue Dec 24, 2013 2:23 pm
Postby Axiom » Wed Sep 03, 2014 7:49 pm
Oh Ghost, I was looking at the first few posts and you mention something about modern styling degrading performance.
If i remember to, (I've done it before in VB and C# just need to remember how to do it in VB) there's a way to enable and disable those styles on startup (say being read from an INI or whatever) so that way if someone did want a more modern look they could get it.
EDIT:
Code: Select all <STAThread()>
Public Shared Sub Main(ByVal args() As String)
Application.EnableVisualStyles()
Application.Run(New Form1)
End Sub
Might have to disable Application Framework in the project's settings (don't worry, you still use .NET it just exposes the Main thread so you can overwrite it).
You can add a simple if statement to check if the user wants them enabled or not. If they do, call Appliaction.EnableVisualStyles(). If not, don't call it
Last edited by Axiom on Wed Sep 03, 2014 8:14 pm, edited 1 time in total.
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Superiorstar
- Birdo

- Posts: 2153
- Joined: Tue Jul 22, 2014 5:49 pm
Postby Superiorstar » Wed Sep 03, 2014 8:01 pm
Why wouldn't it use gimp. files? if people were to use SMBX then everything would look like crap.
and why would you use the name VSMBX if its not gonna be compatible with the original? that sound's like something people would complain about.
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Thundaga_T2
- Ripper II

- Posts: 352
- Joined: Wed Jun 11, 2014 6:31 am
Postby Thundaga_T2 » Wed Sep 03, 2014 8:29 pm
Superiorstar wrote:Why wouldn't it use gimp. files? if people were to use SMBX then everything would look like crap.
and why would you use the name VSMBX if its not gonna be compatible with the original? that sound's like something people would complain about.
I think VSMBX is just a WIP name, pretty sure he's gonna change it once it gets past a certain point in development.
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aero
- Palom

- Posts: 4787
- Joined: Fri Mar 28, 2014 2:51 pm
Postby aero » Wed Sep 03, 2014 8:55 pm
Thundaga_T2 wrote:Superiorstar wrote:Why wouldn't it use gimp. files? if people were to use SMBX then everything would look like crap.
and why would you use the name VSMBX if its not gonna be compatible with the original? that sound's like something people would complain about.
I think VSMBX is just a WIP name, pretty sure he's gonna change it once it gets past a certain point in development.
It's the official name unless I come up with something better. But I don't see the SMBX part being dropped because my editor looks like it... visually.
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Blck_Guy
- Guest
Postby Blck_Guy » Wed Sep 03, 2014 9:18 pm
I quick question,:
(I think redigit did this because, so people can't really SUPER LONG levels.)
Is there going to be limitations placement on blocks, BGO, NPC's, warps, and in the world map?
Also:
- Are the level/world files, going to be editable with notepad?
- Is the world map/level editor going to be a-little-bit-similar/as-easy-to SMBX?
- Is the event/layers going to be as easy as it was in SMBX
Sorry to ask questions in-advance, if you said not to ask questions!
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FallingSnow
- Foo

- Posts: 822
- Joined: Sat Dec 21, 2013 4:32 am
Postby FallingSnow » Wed Sep 03, 2014 10:41 pm
Blck_Guy wrote:(I think redigit did this because, so people can't really SUPER LONG levels.)
Is there going to be limitations placement on blocks, BGO, NPC's, warps, and in the world map?
He did it to prevent the program from requiring too much memory/crashing on lower end computers/etc. I'm pretty sure at one point the block and bgo limits were smaller than they are now.
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aero
- Palom

- Posts: 4787
- Joined: Fri Mar 28, 2014 2:51 pm
Postby aero » Wed Sep 03, 2014 11:14 pm
Blck_Guy wrote:I quick question,:
(I think redigit did this because, so people can't really SUPER LONG levels.)
Is there going to be limitations placement on blocks, BGO, NPC's, warps, and in the world map?
I haven't really thought about limits, so I can't really say much about that yet.
Blck_Guy wrote:
Also:
- Are the level/world files, going to be editable with notepad?
- Is the world map/level editor going to be a-little-bit-similar/as-easy-to SMBX?
- Is the event/layers going to be as easy as it was in SMBX
Sorry to ask questions in-advance, if you said not to ask questions!
Yes, I've been needing to update the save code for levels to be readable in notepad (right now it's all a serialized, binary formatted mess but it works).
The level editor is currently the same size as SMBX's in terms of content, and all new features should be easy to use and won't look out of place in SMBX itself.
Events/Layers will be the same as they are in SMBX with hopefully better moving layer physics.
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Blck_Guy
- Guest
Postby Blck_Guy » Wed Sep 03, 2014 11:39 pm
GhostHawk wrote:Blck_Guy wrote:I quick question,:
(I think redigit did this because, so people can't really SUPER LONG levels.)
Is there going to be limitations placement on blocks, BGO, NPC's, warps, and in the world map?
I haven't really thought about limits, so I can't really say much about that yet.
Blck_Guy wrote:
Also:
- Are the level/world files, going to be editable with notepad?
- Is the world map/level editor going to be a-little-bit-similar/as-easy-to SMBX?
- Is the event/layers going to be as easy as it was in SMBX
Sorry to ask questions in-advance, if you said not to ask questions!
Yes, I've been needing to update the save code for levels to be readable in notepad (right now it's all a serialized, binary formatted mess but it works).
The level editor is currently the same size as SMBX's in terms of content, and all new features should be easy to use and won't look out of place in SMBX itself.
Events/Layers will be the same as they are in SMBX with hopefully better moving layer physics.
Thanks for answering!!!
Also, I should've put these two questions there:
Online battling and making world maps/levels. (w/o glitches and bugs.)
Multiple checkpoint's?*
* This is, like the only one of the few idea's I will ask!
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Julia Pseudo
- Luigi

- Posts: 5609
- Joined: Wed Jan 08, 2014 12:04 am
- Flair: gay gaymer girl
- Pronouns: She/her
Postby Julia Pseudo » Wed Sep 03, 2014 11:57 pm
FallingSnow wrote:Blck_Guy wrote:(I think redigit did this because, so people can't really SUPER LONG levels.)
Is there going to be limitations placement on blocks, BGO, NPC's, warps, and in the world map?
He did it to prevent the program from requiring too much memory/crashing on lower end computers/etc. I'm pretty sure at one point the block and bgo limits were smaller than they are now.
That is correct, prior to 1.2, I think, the block limit was 50,000 as opposed to 100,000 as it is now (but you can't actually go up to the limit now without the game crashing around 65,535 I think).
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aero
- Palom

- Posts: 4787
- Joined: Fri Mar 28, 2014 2:51 pm
Postby aero » Thu Sep 04, 2014 12:28 am
Blck_Guy wrote:
Thanks for answering!!!
Also, I should've put these two questions there:
Online battling and making world maps/levels. (w/o glitches and bugs.)
Multiple checkpoint's?*
*This is, like the only one of the few idea's I will ask!
No problem, and yes I really want to set up an online battle mode and co-op mode for episodes. The way it work is the episode would be installed to a directory to be used by the server and clients who don't have it will be able to download it so the server would only need to keep track of player/npc/tile/whatever positions instead of sending a bunch of level info all the time.
I don't see a problem with adding multiple check points but I really don't see how it would look good for level design.
Mini-update
GhostHawk wrote:(right now it's all a serialized, binary formatted mess but it works).
This can now be disregarded. When I wrote this it came to mind that I needed to fix this, and now level files are human readable in notepad/notepad++. It looks a bit funny compared to SMBX's save format, however this is due to saving ALL blocks/npcs/bgos settings like whether or not it's animated rather than just X and Y values and editor settings. This might be changed if performance becomes an issue when loading files.
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Blck_Guy
- Guest
Postby Blck_Guy » Thu Sep 04, 2014 2:57 am
GhostHawk wrote:
Mini-update
GhostHawk wrote:(right now it's all a serialized, binary formatted mess but it works).
This can now be disregarded. When I wrote this it came to mind that I needed to fix this, and now level files are human readable in notepad/notepad++. It looks a bit funny compared to SMBX's save format, however this is due to saving ALL blocks/npcs/bgos settings like whether or not it's animated rather than just X and Y values and editor settings. This might be changed if performance becomes an issue when loading files.
So you saying: (A approx): I'm going to make it able to make levels through notepad (etc) without the use of the level/world map editor
FallingSnow wrote:Blck_Guy wrote:(I think redigit did this because, so people can't really SUPER LONG levels.)
Is there going to be limitations placement on blocks, BGO, NPC's, warps, and in the world map?
He did it to prevent the program from requiring too much memory/crashing on lower end computers/etc. I'm pretty sure at one point the block and bgo limits were smaller than they are now.
So why different max's for the four?
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Wohlstand
- Chargin' Chuck

- Posts: 2008
- Joined: Tue Feb 11, 2014 4:44 pm
- Flair: [ˈvoːlˌʃtant], 狐エンジニア
- Pronouns: he/him
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Contact:
Postby Wohlstand » Thu Sep 04, 2014 8:39 am
Also my tiny suggestion: You should use file extensions "vlvl/vwld" or similar instead lvl/wld when you was made non-compatible file format. (I was found on your videos using of .lvl extension) People must know, is this file for SMBX or this file for PGE or VSMBX. For example, I used lvlx/wldx as extensions of my new file formats.
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Julia Pseudo
- Luigi

- Posts: 5609
- Joined: Wed Jan 08, 2014 12:04 am
- Flair: gay gaymer girl
- Pronouns: She/her
Postby Julia Pseudo » Thu Sep 04, 2014 1:53 pm
^
This is a good idea, with all the SMBX variants/successors we'll have floating around next year it would be useful to be able to separate them easily.
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FanofSMBX
- Ludwig von Koopa

- Posts: 3878
- Joined: Sun Dec 22, 2013 12:01 pm
Postby FanofSMBX » Thu Sep 04, 2014 1:58 pm
Since people make levels that need multiple midpoints anyway it won't change designing to add more IMO
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aero
- Palom

- Posts: 4787
- Joined: Fri Mar 28, 2014 2:51 pm
Postby aero » Thu Sep 04, 2014 2:42 pm
Blck_Guy wrote:GhostHawk wrote:
Mini-update
GhostHawk wrote:(right now it's all a serialized, binary formatted mess but it works).
This can now be disregarded. When I wrote this it came to mind that I needed to fix this, and now level files are human readable in notepad/notepad++. It looks a bit funny compared to SMBX's save format, however this is due to saving ALL blocks/npcs/bgos settings like whether or not it's animated rather than just X and Y values and editor settings. This might be changed if performance becomes an issue when loading files.
So you saying: (A approx): I'm going to make it able to make levels through notepad (etc) without the use of the level/world map editor
Technically I guess? I don't know why you would, it'd be like making SMBX levels in notepad which is pretty much pointless when you have an editor to do so.
Wohlstand wrote:Also my tiny suggestion: You should use file extensions "vlvl/vwld" or similar instead lvl/wld when you was made non-compatible file format. (I was found on your videos using of .lvl extension) People must know, is this file for SMBX or this file for PGE or VSMBX. For example, I used lvlx/wldx as extensions of my new file formats.
Done.
EDIT: Suggestions now openly welcome in this thread and on the VSMBX forums.
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Thundaga_T2
- Ripper II

- Posts: 352
- Joined: Wed Jun 11, 2014 6:31 am
Postby Thundaga_T2 » Thu Sep 04, 2014 6:16 pm
So since levels can be opened in notepad, does that mean there will be a copy/paste function through this, or maybe one inside the editor. Sorry if you already specified this. I'm just asking because this reminds me of the Reggie level editor for NSMBWii which allowed you to copy level data and paste it into a text file to later copy it into another level.
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aero
- Palom

- Posts: 4787
- Joined: Fri Mar 28, 2014 2:51 pm
Postby aero » Thu Sep 04, 2014 9:55 pm
Thundaga_T2 wrote:So since levels can be opened in notepad, does that mean there will be a copy/paste function through this, or maybe one inside the editor. Sorry if you already specified this. I'm just asking because this reminds me of the Reggie level editor for NSMBWii which allowed you to copy level data and paste it into a text file to later copy it into another level.
Well yes, since you can open it in notepad you can copy and paste the contents.
Update
I decided against X and Y axis filling and started working on flood-fill algorithm. Official game-play development should be starting October 1st or sooner if my schedule allows.
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Blck_Guy
- Guest
Postby Blck_Guy » Fri Sep 05, 2014 12:48 am
Here's a beta idea:
Even though for me it's fun to create a txt and type NPC codes in there,
Instead of that, can it just be tick boxes to make it super easier?
More other ideas:
Same above but for BGO and Blocks?
Blocks: (I can things other ideas for now): Options to make it jump-up-through and fall-through? *Full-through as-in, you will be able to full-through the block, but not able to jump back up.
BGO's: have an option to be Forwards or Backwards. Like the quicksand in SMBX:
Forward: Mario will walk behind the BGO.
Backwards: Mario will walk in-front of the BGO.
^^ This would be good for pillars in castles etc!
NPC:
Generator: Extend the time more than 1 minute.
Easier way to change the time.
If you choose the projectile, be able to choose how fast it will project out of the pipe. (etc).
Warps:
Extendable Warps: Where warp number 1 (whatever number) will cover a longer area than instead using a lot of warps.
Events:
Auto-scroll: Able to have more than one section to be auto-scrollable
Misc: (Other things or things that can work with, Blocks, BGO's, and NPC's):
Built-in colour GFX changer: Instead of the "have to" adding extra GFX's just for different colour of GFX.
You can click on the GFX you want, and click on a button that will bring up a colour pattern, (or the default windows one), and you can change the colour by that. Then click OK or Apply to change the colour of the GFX you are about to add to your level. - This will not change the GFX itself, just the same one you are about to add to your level. Then once you are done adding the new colour of that GFX, it will reset back to the default colour!
Wall climbing/jumping: IDK how you will do this, but where you can basicly/somehow wall climb of walls.
Self-pick wall climbing/jumping walls: Where you can pick which blocks you can wall climb/jump off, by ticking one of those tick boxes, which will enable/disable.
Click Box to add CGFX's: Do you know how SMBX have NPC, Blocks, and BGO's, small black boxes to click on to add it to your level/world map?
There could be one with a plus sign in it, to add a CGFX. Then when you add it to the NPC/Blocks/BGO window, it will ask you how you want to treat the GFX. Then after that, it will add the CGFX, then there will be another plus sign next to the newly added CGFX.
^^ The CGFX's will still have to be in the level folder or Episode folder to work when sharing to other people. If in the Episode folder, it doesn't need to be in a sub-folder for the level that uses it.
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superhammerbros100
- Volcano Lotus

- Posts: 569
- Joined: Fri Jan 24, 2014 11:03 am
- Flair: Hello fellow profile reader!
Postby superhammerbros100 » Fri Sep 05, 2014 1:08 am
Blck_Guy wrote:
Forward: Mario will walk behind the BGO.
Backwards: Mario will walk in-front of the BGO.
This already was implemented. did you read the comments? (I think i read something about that.)
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TangledLion
- Spike

- Posts: 267
- Joined: Sun Jul 06, 2014 9:57 pm
Postby TangledLion » Fri Sep 05, 2014 1:18 am
-Use the Smb1 Starman sprite to add another star
-Be able to choose whether the star lets you continue or ends the level
-Add the flagpole as an exit
- When your project is playable, release it as an engine on http://rpgmaker.net/
Also one more
-If at all possible, PLEASE, give link a climbing animation, the fairy makes sense for flying, but NOT for Climbing, and maybe make it so that if people want to use and older link sprite, there is a notepad tag to use the fairy for climbing.
Kinda complicated I know, but I would appreciate if you at least considered it.
Last edited by TangledLion on Fri Sep 05, 2014 2:58 pm, edited 1 time in total.
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