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Re: PGE Project thread (Editor v0.3.1.9, Engine v0.2.5)

Postby Quantumenace » Wed Jan 20, 2016 3:24 pm

The editor screws up my backgrounds by putting background tiles in front of sizable blocks. It should look like this:
Spoiler: show
Image
But saving in the new editor makes it this:
Spoiler: show
Image
Saving again in the old editor fixes it. I saw there was some setting related to which sprites are drawn over others in the new editor but it said it has to be re-entered every time you load.

There were also some issues with resizing the height of sizables with width 2 in the new editor, but I don't have a screenshot. They ended up with the right side having the "middle" tiles instead of the right side tiles, and looked cut off.

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Re: PGE Project thread (Editor v0.3.1.9, Engine v0.2.5)

Postby Wohlstand » Wed Jan 20, 2016 3:31 pm

I think, it's a small miss-up with order priority. Until I will fix that value, you can apply to those BGO's the order priority value "1" (most lower) and try to save it.
SMBX64 Order priority - is a field on BGO Properties box

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Re: PGE Project thread (Editor v0.3.1.9, Engine v0.2.5)

Postby Omnion » Fri Jan 22, 2016 5:00 pm

Each time I try to run it I get an error saying that libFLAC-8.dll is missing. Is there a way to fix this?

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Re: PGE Project thread (Editor v0.3.1.9, Engine v0.2.5)

Postby Wohlstand » Fri Jan 22, 2016 5:18 pm

Redownload PGE, I accidentally wrongly built SDL2_mixer_ext.dll which should don't require those DLL's.
I fixed that stuff, now PGE Package has lees DLL's number
Also this update has some bugfixed include wired crash on loading of some levels

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Re: PGE Project thread (Editor v0.3.1.9, Engine v0.2.5)

Postby superhammerbros100 » Sun Jan 24, 2016 10:57 am

How do i resize a section in PGE Editor?

I've looked for all the editor and i didn't see anything to do with "resize sections"

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Re: PGE Project thread (Editor v0.3.1.9, Engine v0.2.5)

Postby RudeGuy » Sun Jan 24, 2016 10:59 am

superhammerbros100 wrote:How do i resize a section in PGE Editor?

I've looked for all the editor and i didn't see anything to do with "resize sections"
But have you looked at section settings?

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Re: PGE Project thread (Editor v0.3.1.9, Engine v0.2.5)

Postby Wohlstand » Sun Jan 24, 2016 11:05 am

superhammerbros100 wrote:How do i resize a section in PGE Editor?

I've looked for all the editor and i didn't see anything to do with "resize sections"
RudeGuy07 answered to your question. If you don't know where section settings, I'll tell ALL ways to open Section Settings:
  • Menubar: Level -> Section Settings
  • Toolbar icon: usually at left side, together with warps&doors, layers, events and search
  • Just click on empty space with right mouse button on the level workspace and click "Section properties" item ;)

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Re: PGE Project thread (Editor v0.3.1.9, Engine v0.2.5)

Postby Black Mamba » Wed Jan 27, 2016 3:36 pm

How can I test my levels in PGE without being peach and going at the speed of light?

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Re: PGE Project thread (Editor v0.3.1.9, Engine v0.2.5)

Postby underFlo » Wed Jan 27, 2016 3:38 pm

Uzendayo wrote:How can I test my levels in PGE without being peach and going at the speed of light?
Spinda wrote:step 1: open smbx level editor
step 2: open pge
step 3: do that test in smbx thing using pge

(you can do steps 1-2 in any order)
or
Wohlstand wrote:Fresh update of PGE (in the repo) now can launch SMBX Test directly without pre-launched SMBX, also, that required you to use "SMBX Integration" config pack (if you uses PGE outside SMBX 2.0, where it already uses "SMBX Integration" pack)
choose whatever ya want

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Re: PGE Project thread (Editor v0.3.1.9, Engine v0.2.5)

Postby Wohlstand » Wed Jan 27, 2016 3:42 pm

Uzendayo wrote:How can I test my levels in PGE without being peach and going at the speed of light?
1) Are you have latest version? You should toggle vertical syncronization on your video card or goto options -> Video properties -> and disable vsync in game. Animation quality will suck without vertical syncronization, but game will work fine.
2) You must read "Engine.readme.txt" which you have in PGE Folder, I wrote: Until I will implement full featured playable characters Lua API system, You can toggle character/states with numeric keys: 7: small Peach, 8: Raccoon Peach, 9: Small Mario, 10: Raccoon Mario.
Also use cheat commands (to type them, press "~" key) to enable some tricks include flying up, ability to break walls and everything, or godness to don't die on NPC's or in lava.

EDIT: If you will install "SMBX Integration" config pack, you cloud run SMBX Tests directly. New update of PGE Editor and "SMBX Integration" pack allows you to launch direct SMBX-tests without pre-launching of SMBX Editor.
Last edited by Wohlstand on Wed Jan 27, 2016 3:45 pm, edited 1 time in total.

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Re: PGE Project thread (Editor v0.3.1.9, Engine v0.2.5)

Postby Black Mamba » Wed Jan 27, 2016 3:45 pm

Wohlstand wrote:
Uzendayo wrote:How can I test my levels in PGE without being peach and going at the speed of light?
1) Are you have latest version? You should toggle vertical syncronization on your video card or goto options -> Video properties -> and disable vsync in game. Animation quality will suck without vertical syncronization, but game will work fine.
2) You must read "Engine.readme.txt" which you have in PGE Folder, I wrote: Until I will implement full featured playable characters Lua API system, You can toggle character/states with numeric keys: 7: small Peach, 8: Raccoon Peach, 9: Small Mario, 10: Raccoon Mario.
Also use cheat commands (to type them, press "~" key) to enable some tricks include flying up, ability to break walls and everything, or godness to don't die on NPC's or in lava.
Alrighty then. Thanks for the help.
Spinda wrote:
Uzendayo wrote:How can I test my levels in PGE without being peach and going at the speed of light?
Spinda wrote:step 1: open smbx level editor
step 2: open pge
step 3: do that test in smbx thing using pge

(you can do steps 1-2 in any order)
or
Wohlstand wrote:Fresh update of PGE (in the repo) now can launch SMBX Test directly without pre-launched SMBX, also, that required you to use "SMBX Integration" config pack (if you uses PGE outside SMBX 2.0, where it already uses "SMBX Integration" pack)
choose whatever ya want
Whenever I try to open the level in normal SMBX I get a run-time error 11. Because somewhere in my level apparently there is a division by zero

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Re: PGE Project thread (Editor v0.3.1.9, Engine v0.2.5)

Postby underFlo » Wed Jan 27, 2016 5:07 pm

Are you using LunaLua in the level? If so, what is the Lua error?

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Re: PGE Project thread (Editor v0.3.1.9, Engine v0.2.5)

Postby Wohlstand » Thu Jan 28, 2016 5:08 am

Hello!

Yesterday we are migrated PGE Project's and LunaLUA main site to a new server and we now finally have a separated domain name.

New location of PGE Project and LunaLUA downloads, PGE-Wiki, PGE Forums, etc. is here: http://wohlsoft.ru.
All links from engine.wohlnet.ru will be automatically redirected to a new place!
  • New server is going to be much faster for America, Australia and Asia (continents which are located far out off Moscow city)
  • More stability
  • Much more disk space for a file storing!

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Re: PGE Project thread (Editor v0.3.1.9, Engine v0.2.5)

Postby Fennor » Fri Jan 29, 2016 3:52 am

Does PGE save something about attached layers differently than the normal SMBX scenario? Because I get different results for the same level if I save them in the other editor. Both editors are ffrom the SMBX 2.0 download, PGE version is 0.3.1.8.

Following scenario:

1.I have a Lakitu from layer "a"
2.I have a Mother Brain from the layer "b"
3.The Lakitu is attached to layer "b"
4.Both layers are deactivated by default. Layer "a" is the first to get activated by an event
5.Layer "a" gets deactivated again at some point
6.About 1 second after that layer "b" gets activated

Results: Mostly it is the same with both editors, but step 6 is different. When I save it with PGE, then Mother Brain will spawn right where I placed her in the Editor. When I save it again in the Legacy editor, Mother Brain will spawn where the Lakitu was after disappearing (which was intended). So basically even though the Mother Brain layer was deactivated, the position of Mother Brain is changed due to the layer attachment.

If you are interested I can give you the level.

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Re: PGE Project thread (Editor v0.3.1.9, Engine v0.2.5)

Postby Wohlstand » Fri Jan 29, 2016 3:54 am

I think, you have old version with a bug where was a trouble with "attach layer" field which I was been fixed.
Also there are bugs in the SMBX Editor which causes glitches in some cases while PGE saves everything correctly

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Re: PGE Project thread (Editor v0.3.1.9, Engine v0.2.5)

Postby TvGameSmwSmbx » Wed Feb 03, 2016 1:37 am

I just found a bug in PGE Editor think you should make it full windows 10 compatible
Spoiler: show
Image

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Re: PGE Project thread (Editor v0.3.1.9, Engine v0.2.5)

Postby lotus006 » Wed Feb 03, 2016 1:47 am

maybe try compatibilty to windows 7 or 8 in property

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Re: PGE Project thread (Editor v0.3.1.9, Engine v0.2.5)

Postby TvGameSmwSmbx » Wed Feb 03, 2016 2:05 am

let me see something first of all my computer has the windows 10 it is pick up a lot of errors and I mean in a lot right now or less it fixes things have to be compatible for all windows and I mean in all the windows 10 as well because I got a new computer because my old one not functioning anymore so I finally should fix between proper just saying and I mean in this program because the Microsoft company update a lot of stuff and it is really have confusion

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Re: PGE Project thread (Editor v0.3.1.9, Engine v0.2.5)

Postby lotus006 » Wed Feb 03, 2016 2:25 am

TvGameSmwSmbx wrote:let me see something first of all my computer has the windows 10 it is pick up a lot of errors and I mean in a lot right now or less it fixes things have to be compatible for all windows and I mean in all the windows 10 as well because I got a new computer because my old one not functioning anymore so I finally should fix between proper just saying and I mean in this program because the Microsoft company update a lot of stuff and it is really have confusion
Try linux, I think it's the last breath you can give to your computer, PGE should work very good with this :P

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Re: PGE Project thread (Editor v0.3.1.9, Engine v0.2.5)

Postby Wohlstand » Wed Feb 03, 2016 2:29 am

That worked fine on Windows 10 how I know, Axiom has it. Qt supports Windows 10. I think, yea, shit caused because junk update from Microsoft.


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