Page 17 of 43

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

Posted: Wed Feb 03, 2016 2:31 am
by lotus006
Wohlstand wrote: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.
From my side, I have no any problems of compatibilty :D with Win 10 all is working fine too !! :P

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

Posted: Sun Feb 07, 2016 2:08 pm
by mariofan 64
When is the next update of PGE going to be released? It hasn't updated in a while. :/

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

Posted: Sun Feb 07, 2016 3:49 pm
by Wohlstand
mariofan 64 wrote:When is the next update of PGE going to be released? It hasn't updated in a while. :/
I think to release current dev version as PGE Editor 0.3.1.10 and PGE Engine 0.2.5.1 with including of all known bugfixes and with implementation of SMBX65-38A file formats support. Current dev-version partially supports reading of SMBX65-38A level files (because events part is not finished, it will miss up most of event parameters).

Anyway a big surprise for everybody: I finally resolved non-44100 hz shit in the SDL Mixer X side, and now is possible to use almost any MP3/OGG/FLAC/WAV file without requiring of resampling at PGE and LunaLUA sides. For someone who don't wanna wait, you can take fresh dev builds here: http://wohlsoft.ru/docs/_laboratory/ (AppVeyor builds slowly, therefore I building PGE Editor only on them). For LunaLUA users who wanna take fresh SDL Mixer X: you can copy SDL2_mixer_ext.dll from a fresh PGE Editor dev ZIP archive into SMBX folder to take fresh update before next LunaLUA release

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

Posted: Mon Feb 08, 2016 9:48 pm
by Alagirez
Wohlstand wrote:
mariofan 64 wrote:When is the next update of PGE going to be released? It hasn't updated in a while. :/
I think to release current dev version as PGE Editor 0.3.1.10 and PGE Engine 0.2.5.1 with including of all known bugfixes and with implementation of SMBX65-38A file formats support. Current dev-version partially supports reading of SMBX65-38A level files (because events part is not finished, it will miss up most of event parameters).
Can't wait to see the next version of PGE......
im hyped

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

Posted: Tue Feb 09, 2016 5:45 am
by zxcv
Harvey36Dice wrote:
Wohlstand wrote:
mariofan 64 wrote:When is the next update of PGE going to be released? It hasn't updated in a while. :/
I think to release current dev version as PGE Editor 0.3.1.10 and PGE Engine 0.2.5.1 with including of all known bugfixes and with implementation of SMBX65-38A file formats support. Current dev-version partially supports reading of SMBX65-38A level files (because events part is not finished, it will miss up most of event parameters).
Can't wait to see the next version of PGE......
im hyped
Can't wait to see the final version of PGE in a distant future.......
I'm hyped

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

Posted: Fri Feb 12, 2016 8:46 pm
by Axiom
Hi friend,
I know it's been a while but I always love to come back and see some progress! I'm here to report some Mac bugs!
I'm currently running PGE on Mac OS X 10.7.5 and the following bug occurs when clicking and dragging (with what seems to be ANY tool selected?)

The whole window moves with it!!

Also, to make the app look a bit more native under OS X, you should define your own Info.plist instead of letting Qt auto generate one and set "CFBundleName" to "PGE Editor" so it looks a bit better :) http://stackoverflow.com/questions/1685 ... list-in-qt I found this question while looking for ways to override CFBundleName. By default, it looks like qmake doesn't set one thus causing the top left application name to be the executable name ("pge_editor" in this case). By manually changing the Info.plist, I was able to get it to say "PGE Editor".
[rimg]http://i.imgur.com/zVXmleq.png[/rimg]

Cheers mate!

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

Posted: Sat Feb 13, 2016 4:43 am
by Sluigi123
This is some big project you have here Wohlstand! Hope fully this will be a huge success in your future and endeavors! Thumbs Up!

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

Posted: Sat Feb 13, 2016 5:12 am
by zxcv
For now, PGE and Wohlstand are unknown. But when this legendary project get the engine alive... it will be unstoppable

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

Posted: Sat Feb 13, 2016 7:46 am
by PixelPest
Prado wrote:For now, PGE and Wohlstand are unknown. But when this legendary project get the engine alive... it will be unstoppable
What are you talking about? PGE is the primary editor in 2.0; it's definitely not unknown by any means

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

Posted: Sat Feb 13, 2016 10:33 am
by zxcv
PixelPest wrote:
Prado wrote:For now, PGE and Wohlstand are unknown. But when this legendary project get the engine alive... it will be unstoppable
What are you talking about? PGE is the primary editor in 2.0; it's definitely not unknown by any means
SMBX 2.0 is in the beta stage. Anyway, it was unknown before, right?

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

Posted: Sat Feb 13, 2016 10:41 am
by CopyLeft
Quick question: Should I use PGE? Nothing seems wrong with the legacy editor.

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

Posted: Sat Feb 13, 2016 10:44 am
by Wohlstand
EpicMarioBro wrote:Quick question: Should I use PGE? Nothing seems wrong with the legacy editor.
New editor is much more advanced and has no bugs and inconvenients of original editor. Anyway, you look a comparison:
http://wohlsoft.ru/pgewiki/Editors_comparison
With that, you also have access to a lots of additional helpful tools which you can use for: graphics fixing/conversion, audio file conversion, etc.

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

Posted: Sat Feb 13, 2016 10:46 am
by h2643
Prado wrote:
PixelPest wrote:
Prado wrote:For now, PGE and Wohlstand are unknown. But when this legendary project get the engine alive... it will be unstoppable
What are you talking about? PGE is the primary editor in 2.0; it's definitely not unknown by any means
SMBX 2.0 is in the beta stage. Anyway, it was unknown before, right?
No, PGE was announced in late 2013.

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

Posted: Sat Feb 13, 2016 11:56 am
by zxcv
What I mean is that there are a lot of people that play SMBX and don't come to this place. They make no idea of the existence of PGE.

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

Posted: Sat Feb 13, 2016 12:00 pm
by Wohlstand
Anyway, look at Screenshot thread topics and a lot's of non 800x600 screenshots and lots of huge screenshots (where also semi-transparent in-block NPC's and in some cases a flags as player's start points). Those screenshots are possible with PGE Editor (instead of manual shooting of different parts and attempts to assemble result. PGE doing everything accurate without cut-offs in background [you even can force tiled background if needed, etc.])

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

Posted: Sat Feb 13, 2016 12:00 pm
by CopyLeft
Wohlstand wrote:
EpicMarioBro wrote:Quick question: Should I use PGE? Nothing seems wrong with the legacy editor.
New editor is much more advanced and has no bugs and inconvenients of original editor. Anyway, you look a comparison:
http://wohlsoft.ru/pgewiki/Editors_comparison
With that, you also have access to a lots of additional helpful tools which you can use for: graphics fixing/conversion, audio file conversion, etc.
It certainly seems interesting, though I am most interested in bug fixes. It is certainly annoying when the game crashes just because you have a lot of graphics.
Downloading now.

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

Posted: Sat Feb 13, 2016 1:20 pm
by zxcv
EpicMarioBro wrote:Downloading now.
You won't regret :D

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

Posted: Sat Feb 13, 2016 8:01 pm
by superhammerbros100
EpicMarioBro wrote:
Wohlstand wrote:
EpicMarioBro wrote:Quick question: Should I use PGE? Nothing seems wrong with the legacy editor.
New editor is much more advanced and has no bugs and inconvenients of original editor. Anyway, you look a comparison:
http://wohlsoft.ru/pgewiki/Editors_comparison
With that, you also have access to a lots of additional helpful tools which you can use for: graphics fixing/conversion, audio file conversion, etc.
It certainly seems interesting, though I am most interested in bug fixes. It is certainly annoying when the game crashes just because you have a lot of graphics.
Downloading now.
You just download it today?

I use PGE to make my SMBX Episode levels
And it's perfect! PGE Fixes most of SMBX runtime errors when playing a level.

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

Posted: Sat Feb 13, 2016 8:10 pm
by Ness-Wednesday
EpicMarioBro wrote: It certainly seems interesting, though I am most interested in bug fixes. It is certainly annoying when the game crashes just because you have a lot of graphics.
Downloading now.
Can the game actually crash if let's say...
All npcs, bgos, blocks, and effects had CGFX?

But yeah, PGE is basically like the Legacy editor, but it's even more better and comes with a lot of helpful features.
It also has it's own npc config editor, and warns you if you've passed a limit.
It is very easy to learn how to use, you can also lock objects to prevent them from being deleted when erasing things.
Fun thing you can do, you can also make custom block sizes by simply making it bigger than it's original size (For blocks with multiple frames, you'll have to do it to all frames or else it won't crop correctly).
There's a lot more than that.

Yeah dude, go for it! ;)

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

Posted: Sat Feb 13, 2016 9:29 pm
by CopyLeft
I don't understand this layout and I'm too lazy to learn it.
I'll hang with the legacy editor.