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Re: SMBX2 (2.0 Beta 3)
Posted: Sun Jan 21, 2018 1:12 pm
by Taycamgame
Devan2002 wrote:Hoeloe wrote: The sounds are unchanged in Beta 3. They are still exactly the same as in 1.3.0.1.
In Beta 4 the only difference is that the rupee sound is slightly quieter.
I don't know if it's the version I have, but it definitely sounds low quality in 2.0 beta 3.
Are you sure that it isn't just your computer making low quality sounds because it may be old? I don't think it's beta 3's fault, most likely something to do with your device, or have you perhaps changed your systems' sound in the system settings?
Re: SMBX2 (2.0 Beta 3)
Posted: Sun Jan 21, 2018 2:20 pm
by Emral
I bet he just had a custom sound pack on his old installation.
Re: SMBX2 (2.0 Beta 3)
Posted: Sun Jan 21, 2018 2:49 pm
by The Dwarven Digger
Probably, I haven't noticed any issues at all with 2.0 sound, although the SMW tracks have that drum beat sound that plays when you're on Yoshi, and I don't remember 1.3 having that. Maybe I just didn't notice it before, or it was quieter for some reason.
Also, this topic has reached 150 pages. That's a LOT
Re: SMBX2 (2.0 Beta 3)
Posted: Mon Jan 22, 2018 1:09 am
by Wohlstand
The Dwarven Digger wrote:SMW tracks have that drum beat sound that plays when you're on Yoshi, and I don't remember 1.3 having that.
Correct!
While I prepared updated musics set, I was added variants with bongos as there are sounding more expressive.
Taycamgame wrote:
I don't know if it's the version I have, but it definitely sounds low quality in 2.0 beta 3.
Can you record 10~30 seconds of playing sound of game via Audacity or any other sound recorder by using "Stereo Mixer" input device (you must enable it in sound devices managers as it is disabled by default since Windows Vista/7) and post here in FLAC format?
As variant, try to copy SDL2.dll, SDL2_mixer_ext.dll, libgcc*.dll, libstdc++*.dll and lib*pthread*.dll from PGE folder after it's update into SMBX's folder and replace them and retry game again. (before that, make a backup of old DLL files!)
Re: SMBX2 (2.0 Beta 3)
Posted: Mon Jan 22, 2018 7:13 am
by Tiger Festival
Noob question, but could anyone explain to me in plain English what the PGE Engine is for?
Re: SMBX2 (2.0 Beta 3)
Posted: Mon Jan 22, 2018 7:19 am
by PixelPest
Tiger Festival wrote:Noob question, but could anyone explain to me in plain English what the PGE Engine is for?
It's a WIP engine specific to the PGE editor that is intended to replace the SMBX engine in the distant future
Re: SMBX2 (2.0 Beta 3)
Posted: Mon Jan 22, 2018 7:28 am
by Tiger Festival
PixelPest wrote:Tiger Festival wrote:Noob question, but could anyone explain to me in plain English what the PGE Engine is for?
It's a WIP engine specific to the PGE editor that is intended to replace the SMBX engine in the distant future
So people will be able to make episodes and levels for PGE rather than SMBX itself?
Re: SMBX2 (2.0 Beta 3)
Posted: Mon Jan 22, 2018 7:57 am
by Hoeloe
Tiger Festival wrote:PixelPest wrote:Tiger Festival wrote:Noob question, but could anyone explain to me in plain English what the PGE Engine is for?
It's a WIP engine specific to the PGE editor that is intended to replace the SMBX engine in the distant future
So people will be able to make episodes and levels for PGE rather than SMBX itself?
SMBX3, when it comes to it, will likely use PGE as a base rather than Redigit's SMBX. It'll replace SMBX as the base engine, but otherwise will pretty much function the same. The difference is primarily on the development side.
Re: SMBX2 (2.0 Beta 3)
Posted: Mon Jan 22, 2018 8:58 am
by IAmPlayer
But i think PGE is used just for LUA enhancements, and allowing PNG to be usable as graphics. I think Redigit's SMBX is fine. It's just, kinda limited i guess.
Re: SMBX2 (2.0 Beta 3)
Posted: Mon Jan 22, 2018 9:07 am
by PixelPest
1AmPlayer wrote:But i think PGE is used just for LUA enhancements, and allowing PNG to be usable as graphics. I think Redigit's SMBX is fine. It's just, kinda limited i guess.
PGE is just a different editor that works in conjunction with SMBX2 (and alone as well over SMBX 1.3.0.1) and doesn't really have anything to do with the LunaLua component which adds new playables, NPCs, etc. to SMBX2
Re: SMBX2 (2.0 Beta 3)
Posted: Mon Jan 22, 2018 11:32 am
by Taycamgame
Wohlstand wrote:The Dwarven Digger wrote:SMW tracks have that drum beat sound that plays when you're on Yoshi, and I don't remember 1.3 having that.
Correct!
While I prepared updated musics set, I was added variants with bongos as there are sounding more expressive.
Taycamgame wrote:
I don't know if it's the version I have, but it definitely sounds low quality in 2.0 beta 3.
Can you record 10~30 seconds of playing sound of game via Audacity or any other sound recorder by using "Stereo Mixer" input device (you must enable it in sound devices managers as it is disabled by default since Windows Vista/7) and post here in FLAC format?
As variant, try to copy SDL2.dll, SDL2_mixer_ext.dll, libgcc*.dll, libstdc++*.dll and lib*pthread*.dll from PGE folder after it's update into SMBX's folder and replace them and retry game again. (before that, make a backup of old DLL files!)
I was quoting someone else, I don't actually experience any music errors in game.
Also I had a play around with the PGE engine instead of SMBX, and I kinda like that warp transition, it's real smooth. Doesn't mean i'll be using the PGE engine all the time though, but I see that this could be a great successor to the engine we have currently.
Re: SMBX2 (2.0 Beta 3)
Posted: Mon Jan 22, 2018 2:38 pm
by Wohlstand
PixelPest wrote:1AmPlayer wrote:But i think PGE is used just for LUA enhancements, and allowing PNG to be usable as graphics. I think Redigit's SMBX is fine. It's just, kinda limited i guess.
PGE is just a different editor that works in conjunction with SMBX2 (and alone as well over SMBX 1.3.0.1) and doesn't really have anything to do with the LunaLua component which adds new playables, NPCs, etc. to SMBX2
PGE is a toolchain of many utilities include the editor. (there are: Editor; Calibrator - interactive editor of playable character INI files and a tool to physically align frames on sprite itself which is useful for vanilla engine targeting where is no INI support; PNG2GIFs, GIFs2PNG, and LazyFixTool - console graphics conversion utilities are made to maintain graphics in episodes; Maintainer - a tool that made to convert music into different format or just resample it, and automatically apply rename of converted musics to all level files are using them, and mass conversion of level files and episodes that can be used to convert levels/episodes between different formats: SMBX64-LVL/WLD, SMBX38A-LVL/WLD, and LVLX/WLDX; Engine - a WIP runtime part of PGE toolchain).
Taycamgame wrote:
I was quoting someone else, I don't actually experience any music errors in game.
I understood your "low quality" that the audio library (SDL Mixer X that is SDL2_mixer_ext.dll together with SDL2.dll) producing a dirty sound which means a bug in this library I must fix, however, to fix a bug I need to reproduce it at my system.
Taycamgame wrote:
Also I had a play around with the PGE engine instead of SMBX, and I kinda like that warp transition, it's real smooth. Doesn't mean i'll be using the PGE engine all the time though, but I see that this could be a great successor to the engine we have currently.
Use PGE Engine for testing purposes (to test engine itself) or playing levels and episodes are designed for PGE Engine only. Sometimes I making some showcases I recording videos on them and posting level together with a video to let everyone try that in action. I think, you also need to try PGE Engine on world maps: recently I have implemented a path opener with smooth camera follower which you must try in action

. Engine needs some polishing in the scene graph tree system, AI API and various other things are required to re-implement vanilla SMBX stuff (and also something other) and to port most of existing LunaLua stuff to PGE-Lua.
Re: SMBX2 (2.0 Beta 3)
Posted: Mon Jan 22, 2018 3:25 pm
by Taycamgame
Wohlstand wrote:
Use PGE Engine for testing purposes (to test engine itself) or playing levels and episodes are designed for PGE Engine only. Sometimes I making some showcases I recording videos on them and posting level together with a video to let everyone try that in action. I think, you also need to try PGE Engine on world maps: recently I have implemented a path opener with smooth camera follower which you must try in action

. Engine needs some polishing in the scene graph tree system, AI API and various other things are required to re-implement vanilla SMBX stuff (and also something other) and to port most of existing LunaLua stuff to PGE-Lua.
How do I load up the PGE engine rather than the SMBX engine? I've seen the video of that smooth camera follower, and it looks really nice. But ofcourse, SMBX isn't completely compatible with PGE so i may not use it all the time. I do like a lot of it though, but it's currently too buggy to enjoy fully. But then it's only in alpha so that's acceptable.
Re: SMBX2 (2.0 Beta 3)
Posted: Mon Jan 22, 2018 3:41 pm
by Wohlstand
Taycamgame wrote:How do I load up the PGE engine rather than the SMBX engine?
Just start pge_engine.exe from PGE folder and it will work in regular game mode

Re: SMBX2 (2.0 Beta 3)
Posted: Mon Jan 22, 2018 3:43 pm
by PixelPest
From the editor you can run it through the PGE Alpha Test as well
Re: SMBX2 (2.0 Beta 3)
Posted: Mon Jan 22, 2018 5:19 pm
by Tiger Festival
Hoeloe wrote:Tiger Festival wrote:PixelPest wrote:
It's a WIP engine specific to the PGE editor that is intended to replace the SMBX engine in the distant future
So people will be able to make episodes and levels for PGE rather than SMBX itself?
SMBX3, when it comes to it, will likely use PGE as a base rather than Redigit's SMBX. It'll replace SMBX as the base engine, but otherwise will pretty much function the same. The difference is primarily on the development side.
Alright thanks for filling me in.
I'm also liking the sound of the PGE Editor. Does this mean I can add or remove frames for characters, such as adding climbing or swimming animations for someone like Snake or Adding functions such as Yoshi riding or veggie pulling for Link with the PGE Engine?
Re: SMBX2 (2.0 Beta 3)
Posted: Mon Jan 22, 2018 6:32 pm
by WildW
PixelPest wrote:From the editor you can run it through the PGE Alpha Test as well
well that's really slow and I just use the 1.3 editor to test my levels
Re: SMBX2 (2.0 Beta 3)
Posted: Mon Jan 22, 2018 7:31 pm
by Hoeloe
WildWEEGEE wrote:PixelPest wrote:From the editor you can run it through the PGE Alpha Test as well
well that's really slow and I just use the 1.3 editor to test my levels
The LunaTester (press F5 in PGE) is only slow the first time it's booted, and has many advantages over the 1.3 editor, such as being more easily accessible in the editor, not requiring the level to be saved before testing, etc. etc.
Re: SMBX2 (2.0 Beta 3)
Posted: Mon Jan 22, 2018 8:08 pm
by WildW
Hoeloe wrote:WildWEEGEE wrote:PixelPest wrote:From the editor you can run it through the PGE Alpha Test as well
well that's really slow and I just use the 1.3 editor to test my levels
The LunaTester (press F5 in PGE) is only slow the first time it's booted, and has many advantages over the 1.3 editor, such as being more easily accessible in the editor, not requiring the level to be saved before testing, etc. etc.
The pge editor is great for level EDITING but when using its test function it's pretty glitchy and has bugs it even tells you when you test a level to test on 1.3 preferably and use PGE for exclusive PGE levels
Re: SMBX2 (2.0 Beta 3)
Posted: Mon Jan 22, 2018 9:43 pm
by Wohlstand
WildWEEGEE wrote:
The pge editor is great for level EDITING but when using its test function it's pretty glitchy and has bugs it even tells you when you test a level to test on 1.3 preferably and use PGE for exclusive PGE levels
Trouble is exists on slow computers and computers where is OpenGL doesn't works right because of absense or too old video drivers. Therefore are implemented some workarounds to tweak those glitches.
Tiger Festival wrote:I'm also liking the sound of the PGE Editor. Does this mean I can add or remove frames for characters, such as adding climbing or swimming animations for someone like Snake or Adding functions such as Yoshi riding or veggie pulling for Link with the PGE Engine?
With PGE Engine playable character animations are fully customizable natively (with case of LunaLua that is hacky way with overlaying playable character's sprite with a custom code that plays custom animation).
Even some showcases I made with using of LegentTony's sprite:
Swimming
Climbing:
Sliding:
Going through a pipe:
