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DarkMatt
- Banned
- Posts: 1143
- Joined: Wed Feb 12, 2014 6:03 pm
Postby DarkMatt » Wed Aug 13, 2014 7:59 pm
Hey Wohlstand, I've heard everyone use the word "block." Does this discovery also apply to background objects? (Like doors and water.)
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Wohlstand
- Chargin' Chuck

- Posts: 2008
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- Flair: [ˈvoːlˌʃtant], 狐エンジニア
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Postby Wohlstand » Thu Aug 14, 2014 7:36 am
DarkMatt wrote:Hey Wohlstand, I've heard everyone use the word "block." Does this discovery also apply to background objects? (Like doors and water.)
What are you mean?
If you mean the customizing size of items:
My editor always capturing sizes for blocks and BGO's from image-size, and you can use images with any sizes.
The SMBX using only statically predefined item sizes and doesn't support dynamic detection of the image sizes, and you should define item size manually.
Block's sizes can be saved into the SMBX LVL file and new size will be applied to these blocks. The SMBX will not detect customized size of BGO's and will crop image to the predefined size, and the SMBX LVL format doesn't support size values for BGO's.
If you mean list of custom items:
For each item toolbox tab are available the "[Custom]" category to display all available customized items:
If you mean the tilesets, here list of available item types:
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Mista Epic
- Guest
Postby Mista Epic » Thu Aug 14, 2014 12:55 pm
How close are you to adding support for custom GFX to appear in tabs other than custom? Perhaps you could make it a toggleable option?
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DarkMatt
- Banned
- Posts: 1143
- Joined: Wed Feb 12, 2014 6:03 pm
Postby DarkMatt » Thu Aug 14, 2014 1:14 pm
Here's a helpful image.
I'm asking if the type you have highlighted in that screenshot can have custom sizes.
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Wohlstand
- Chargin' Chuck

- Posts: 2008
- Joined: Tue Feb 11, 2014 4:44 pm
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Postby Wohlstand » Thu Aug 14, 2014 1:24 pm
DarkMatt wrote:
Here's a helpful image.
I'm asking if the type you have highlighted in that screenshot can have custom sizes.
In the SMBX - no, because size of each BGO is defined statically by SMBX's internal config and LVL file doesn't support sizes of the BGO.
In the PGE - yes, because size of any BGO items capturing dynamically from image file, and size values aren't need. The level which contains the BGO's with custom sizes will be displayed correctly in the PGE, but same level file with same BGO's will be displayed in the SMBX with cropped images.
EDIT:
This is my little test:
I was create the dummy BGO image:
and I used them as custom BGO for PGE. This is a render result of BGO with custom size by SMBX and by PGE Editor:

Here test example of this thing: http://engine.wohlnet.ru/docs/_files_fo ... ckSize.zip
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Squishy Rex
- Tellah

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Postby Squishy Rex » Fri Aug 15, 2014 12:54 am
Now that is going to help heaps in the future. Would this also work for slope tiles?
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Veudekato
- Guest
Postby Veudekato » Fri Aug 15, 2014 1:43 am
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FanofSMBX
- Ludwig von Koopa

- Posts: 3878
- Joined: Sun Dec 22, 2013 12:01 pm
Postby FanofSMBX » Fri Aug 15, 2014 1:51 am
Hey hey hey a tab with all SMW Koopas! Where do I make the tabs like smbx original? That would help lots!
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Veudekato
- Guest
Postby Veudekato » Fri Aug 15, 2014 2:17 am
what? you can type 'koopa' in search . and select 'SMW' in NPCs tab
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Mabel
- Buster Beetle

- Posts: 82
- Joined: Sat Jan 25, 2014 5:56 am
Postby Mabel » Fri Aug 15, 2014 3:46 am
Wohlstand wrote:
This is my little test:
I was create the dummy BGO image:
and I used them as custom BGO for PGE. This is a render result of BGO with custom size by SMBX and by PGE Editor:

Here test example of this thing: http://engine.wohlnet.ru/docs/_files_fo ... ckSize.zip
Oh dear god I love you so much...
now all we need is any size Backgrounds and any amount of frames BGOs and this -ish will be gold
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Squishy Rex
- Tellah

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Postby Squishy Rex » Fri Aug 15, 2014 4:00 am
Mabel wrote:Wohlstand wrote:
This is my little test:
I was create the dummy BGO image:
and I used them as custom BGO for PGE. This is a render result of BGO with custom size by SMBX and by PGE Editor:

Here test example of this thing: http://engine.wohlnet.ru/docs/_files_fo ... ckSize.zip
Oh dear god I love you so much...
now all we need is any size Backgrounds and any amount of frames BGOs and this -ish will be gold
Agreed. Look at it from this point, that is only two changes and look how many possibilities have opened up. You don't need to hack SMBX level codes, you can have steep slopes as I apparently missed and a multitude of new blocks including being able tor re-size all of the Special Blocks. So again, two changes, so many possiblities. Just imagine what you will be able to do once this is finished completely.
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h2643
- Reznor

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Postby h2643 » Fri Aug 15, 2014 4:11 am
Mabel wrote:now all we need is any size Backgrounds
But you can already do this. You can make backgrounds of any sizes, even the backgrounds with frames.
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Squishy Rex
- Tellah

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Postby Squishy Rex » Fri Aug 15, 2014 4:24 am
h2643 wrote:Mabel wrote:now all we need is any size Backgrounds
But you can already do this. You can make backgrounds of any sizes, even the backgrounds with frames.
Wait, what... You can already do this? I had no idea. Do they require txt files as well or do you just make the background and it automatically registers the size?
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h2643
- Reznor

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Postby h2643 » Fri Aug 15, 2014 4:33 am
You don't need any text files. Yes, you can make background of any sizes and they will work perfectly in SMBX, it even works with backgrounds, which are animated, like this for example:
The height also can be different, but the sizes of the frames should be the same, or else it will glitch.
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Squishy Rex
- Tellah

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Postby Squishy Rex » Fri Aug 15, 2014 6:43 am
Well you do learn something new everyday. I might use this to my advantage now.
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Veudekato
- Guest
Postby Veudekato » Sun Aug 17, 2014 5:45 am
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Fuyu
- Fry Guy

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Postby Fuyu » Sun Aug 17, 2014 9:07 pm
By the way, I've thought of an awesome idea. Why don't we change the size limit indicator (for both World Map and Level) scanning the entire file for the last tile placed in the farther part of the level/world map? If you don't understand what I just tried to say I won't blame you, I have trouble trying to understand it myself. Instead of making you try to understand this I'll give you an example. Do you happen to know Mario Builder? It's another Mario game editing engine. On Level editing settings, the section will be as large as the coordinates of the farthest tile placed. For example, if the farthest tile I place in a level is located in X=546, the level size will go horizontally up to block 546. Got it now? I want to suggest you to do the same for the level editor and world map editor so we it's easier to manage level editing and world maps have actually an end instead of going forever like in SMBX.
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4matsy
- Buster Beetle

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Postby 4matsy » Sun Aug 17, 2014 9:56 pm
The reason SMBX doesn't already do that is because an extra tile's worth of floor is needed past the left and right boundary in a wrap-around level for enemies to correctly wrap around without being in danger of falling into the gap between the screen edges. :o
Had it happen with some shyguys on a one-screen-wide vertical level--they walked off the left edge and were never seen again, despite the wrap-around flag being checked in the level settings. Until I added the extra floor tiles past the boundaries, anyway. :p
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Fuyu
- Fry Guy

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Postby Fuyu » Sun Aug 17, 2014 10:02 pm
Yeah, but PlatGEnWohl != SMBX. Because of this Wohlstand should be able to look for a workaround with that problem.
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Veudekato
- Guest
Postby Veudekato » Mon Aug 18, 2014 2:32 am
this is bad idea. becouse section size must be customized. becouse if you can fly (racoon for example) you will cant go after last block. its 1 example
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