PGE thread [Archive 2015-07-31]

Topics that have reached 100 pages.

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Wohlstand
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Re: My Research of SMBX

Postby Wohlstand » Fri Aug 08, 2014 1:00 pm

Nickname wrote:Ar first, great job! One question, is there an Android version planned? I'd like to make levels while on vacation or somewhere where I can't access my computer.
At first, editor designed for a desktop OS's like Windows, Linux, Mac OS X, and for Android (I will try some tests on my SGS III) will be required the special version which designed for the smart-phones/tablets.
Android version planned for the engine part first, and game menu tool.

I planning made engine part in the two applications:
  • "pge_start" - is a main menu and game launcher, allowing to select the game configuration for play and configure control keys and for launch game by selected game config.
  • "pge_engine" which will be a player of a games, testings of the level, worlds and some things. I will make possible to create a shortcut to one of games for launch them directly without using of the pge_start, and you can play single levels from an Explorer without starting of the editor
All episodes will be connected to its game config for escape conflicts (disallow run the Raocow world under SMBX config or SMBX world under Raocow config). Each config have item sets, algorithms, physics, etc. For example, SMBX and Raocow is a difference configs. They have differences by graphics, sounds, musics and purposes), also some huge episodes can have own config pack [like Sarasaland Adventure, which using replaced staff graphics, musics and sounds].

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Re: My Research of SMBX

Postby zioy » Fri Aug 08, 2014 1:05 pm

Wow, so there's actually going to be a mobile version! I congratulate you on this, Wohl! I can't wait until this is fully done.

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Re: My Research of SMBX

Postby Mista Epic » Fri Aug 08, 2014 3:32 pm

antoinefunbros wrote:If you can or if you want or if you have the time, can you add the starman power ? :D
Thanks
There is no Starman in SMBX. Wohlstand is not the developer of SMBX and cannot add Starman into the game.

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Re: My Research of SMBX

Postby RudeGuy » Fri Aug 08, 2014 3:42 pm

Mista Epic wrote:
antoinefunbros wrote:If you can or if you want or if you have the time, can you add the starman power ? :D
Thanks
There is no Starman in SMBX. Wohlstand is not the developer of SMBX and cannot add Starman into the game.
But he can do make the starman in PGE.

antoinefunbros
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Re: My Research of SMBX

Postby antoinefunbros » Fri Aug 08, 2014 4:03 pm

Yes, this is why i asked this question.

Wohlstand
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Re: My Research of SMBX

Postby Wohlstand » Fri Aug 08, 2014 4:20 pm

If you need for new playable character, this will be in the "SMBX Extended" game config. The "SMBX 1.3" config which using in the alpha-builds, will be contains only SMBX64 standard's staff only for save compatibility with exists SMBX levels/worlds.

Wohlstand
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Re: My Research of SMBX

Postby Wohlstand » Fri Aug 08, 2014 4:28 pm

Good news!

Because exists a lot of issues with DLL deployment on others, I will build next versions statically:
Spoiler: show
Image
I.e. One EXE file will be larger than dynamical (which need for DLLs), but you can run them without any DLL's and without any problems with them. Also music fix will not be needed for a static build. It will be really portable.

I will ask to James for he try to build the static version for Mac OS, and I will try test with static Linux version (I don't know, did will work my CentOS's build on the other distributions, but if will work, will be wonderful [Check the NVIdia's official installer of his drivers, Qt Online Installer, TOR Client: they have only one executable file and can work almost under any distributions of the Linux]).

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Re: My Research of SMBX

Postby Axiom » Fri Aug 08, 2014 6:16 pm

Oh yeah and me and Wohl are working to get this figured out on Linux, as of right now I can get my builds working just fine under Mint but Wohl can't get it working with his Debian.

As of right now, I'm compiling a test of the editor for static.

Mista Epic
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Re: My Research of SMBX

Postby Mista Epic » Fri Aug 08, 2014 9:05 pm

Is there a way to get notified when any new update comes out, Laboratory or not?

Veudekato
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Re: My Research of SMBX

Postby Veudekato » Fri Aug 08, 2014 11:03 pm

New update exits every day in Laboratory ! you can download every day. Wohlstand is not lazy :D

Wohlstand
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Re: My Research of SMBX

Postby Wohlstand » Sat Aug 09, 2014 2:09 am

Mista Epic wrote:Is there a way to get notified when any new update comes out, Laboratory or not?
You can check last update by blue date label on the laboratory page. Later I will add mini-blog of updates, "what's new". Or you mean email subscription which will add you on the mailing list and you will know about updates. Or "check for updates" menuitem in the "?" Menu.

EDIT: Fixed typo "podge" to "page". Sorry for my smarphone's dictionary :P
Last edited by Wohlstand on Mon Aug 11, 2014 7:52 am, edited 1 time in total.

CreatorForce
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Re: My Research of SMBX

Postby CreatorForce » Sat Aug 09, 2014 2:26 am

This is engine or not ? It's seems looks really neat.

Wohlstand
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Re: My Research of SMBX

Postby Wohlstand » Sat Aug 09, 2014 2:33 am

Pivot40Channel wrote:This is engine or not ? It's seems looks really neat.
Yes, but this is a part of developing engine. At first project will give only editor. When I done them, I will start developing of engine part for play games and test levels/worlds in the editor.

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Re: My Research of SMBX

Postby Mista Epic » Sat Aug 09, 2014 2:34 pm

Wohlstand wrote:
Mista Epic wrote:Is there a way to get notified when any new update comes out, Laboratory or not?
You can check last update by blue date label on the laboratory podge. Later I will add mini-blog of updates, "what's new". Or you mean email subscription which will add you on the mailing list and you will know about updates. Or "check for updates" menuitem in the "?" Menu.
Check for Updates and Email!

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Re: My Research of SMBX

Postby DarkMatt » Sun Aug 10, 2014 5:05 pm

I have a request, and forgive me if it's already been done. I'm bad at reading:

I would like true custom tabs in the level itembox. That way, you can just put down everything you use in a level in one easy tab, thus really speeding up level build time.

Axiom
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Re: My Research of SMBX

Postby Axiom » Sun Aug 10, 2014 5:11 pm

DarkMatt wrote:I have a request, and forgive me if it's already been done. I'm bad at reading:

I would like true custom tabs in the level itembox. That way, you can just put down everything you use in a level in one easy tab, thus really speeding up level build time.
i've already requested something similar to this, and it looks like its being worked on in the form of the tileset editor but its still in early development and stuff. right now it doesn't show custom graphics for custom tiles and you can only save the configuration, you can't actually apply it to the game yet afaik
Mista Epic wrote:
Wohlstand wrote:
Mista Epic wrote:Is there a way to get notified when any new update comes out, Laboratory or not?
You can check last update by blue date label on the laboratory podge. Later I will add mini-blog of updates, "what's new". Or you mean email subscription which will add you on the mailing list and you will know about updates. Or "check for updates" menuitem in the "?" Menu.
Check for Updates and Email!
oh and there's an updater planned, i'm working on the basics of it in my spare time. just have to learn cURL in c++ (i can use it fine in bash >.>)

Wohlstand
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Re: My Research of SMBX

Postby Wohlstand » Sun Aug 10, 2014 5:17 pm

DarkMatt wrote:I have a request, and forgive me if it's already been done. I'm bad at reading:

I would like true custom tabs in the level itembox. That way, you can just put down everything you use in a level in one easy tab, thus really speeding up level build time.
Is you mean the list of all used in this level items? After some debugs I can try to make this, and this will appear in the beta (World map editor and some debug works almost done, and next build will start the long-awaited beta of the editor).
Also I have idea about "recent used items" tiny list, which will display any items which just used for placing on the map.

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Re: My Research of SMBX

Postby DarkMatt » Sun Aug 10, 2014 5:29 pm

Something like that would work pretty well. I look forward to seeing what you can work out.

zioy
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Re: My Research of SMBX

Postby zioy » Mon Aug 11, 2014 1:12 pm

Another thing custom tabs could do is add a tab for a custom graphics set. Will there be support for new graphics (ex. customblock-1) which we could use once the engine comes out? I think that would be really useful, because then we can have all CGFX from a certain tileset in one tab.

Wohlstand
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Re: My Research of SMBX

Postby Wohlstand » Wed Aug 13, 2014 6:51 pm

KoolKat wrote:Another thing custom tabs could do is add a tab for a custom graphics set. Will there be support for new graphics (ex. customblock-1) which we could use once the engine comes out? I think that would be really useful, because then we can have all CGFX from a certain tileset in one tab.
Now you can see all custom graphics of level if you set the "[custom]" category in the item toolbox. If you mean the custom items which not defined in the global config (append new item instead replacing staff like in the SMBX), I will allow use the episode specific INI files for define custom items and algorithms. But if you mean fourth tab, which will contain any custom items in one tab, I will think about them. But don't forgot about "custom" category.

Also I have in the developing process the tileset item box which you can edit and use for any items. Also, in this toolbox I will create the SMBX styled item toolbox, but you can edit them and create your own tilesets and tileset groups for using them in the levels and episodes.
Here I wrote about this toolbox:
http://engine.wohlnet.ru/forum/viewtopi ... 1238#p1238


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