All blocks in file are automatically ordering by y->x order, that required by SMBX because if blocks are not ordered, NPC's are will fall through onordered blocks. SMBX doimg same order. So, blocks are righter/lower are has higher priority. I.e.if block higher or lefter - it will be drawn under nearest block. You may crop image and use as another block (don't forger that you can make image of any size and it will work in PGE Editor/engije and SMBX will handle that.
Oh I just noticed that the SMB3 Waterfall top (background-172) runs at a different framespeed to that of background-66, the SMB3 Waterfall bottom. I notice this happens in the editor, but not while playing the level through the engine.
Is it that they run at a different speed, or the same speed and the first frame of background-172 doesn't play at the same time as background-66, but their framespeed is the same? This is the case with any object you place in the Editor that has more than one frame, while Play Animations is on. If you just save and hit refresh, the issue should be fixed
I'm not sure, they appear to run at the same speed, because every so often the animation of both top and bottom run in perfect tandem for a few frames, before running out of sync once more. Refreshing the animation does not solve this error. All other animated objects automatically sync up their animations when placed. It is definitely either background-172 or background-66 that runs with a animation timing error.
While I am using a custom tile for the waterfalls, it is merely a recolour of the default ones, which have the same problem. They aren't custom tiles with incorrectly placed frames. As you can see, they generally run out of tandem (top image) but do sync up momentarily every so often (bottom image).
Hm. I've actually never had that issue before and my ex-CC12 level used tons of waterfalls without issue. If it doesn't affect it during gameplay though I wouldn't be too worried
Anyway I'll check out animators and lvl_bgo.ini for any mistakes and fixes are will be in laboratory. That may be happen on case when every animation is a separated timer which processing animation, but in the engine all aninators are processing per every loop. I going to unite animation processor in the editor too to dont flood cpu with junk timers and dont make possibility for desynced animatoon.
lotus006 wrote:the PGE gameplay is fully working like the SMBX engine now ? if is it this is very cool
Maybe I will drop the legacy one to use the one of PGE now
It going to that course, but some things are still not implemented yet: onKeyPress/onKeyRelease lua events of player's controller class which I need to use to implement shooting of fire/ice balls by players, also right controlling of raccoon and common control of player's animation from lua side. P-Switch requires ability to transform blocks into NPC's and NPC's into blocks, also P-Switch (and "legacy" bosses like boom-boom and birdo) requires ability to set overriding global music stream to force playing one music theme instead of section-defined). I also need to implement transform-delay for players with effects to implement right transforming of character (like in SMBX and even like in original mario games. So, I going to append new effect of TRUE growing/shrinking animation instead of blinking between states to imitate that animation, also some shader effects are will help me to recolor sprite to make a fire/ice transform effect, etc.). Also some code I need to finally allow NPC have dynamic and complex effects how must be instead of "everything like goomba".
Anyway since previous state I did a huge optimization work and finally implemented lots of other features include player switch/filter blocks, player's lua controller which allows conditional manipulation with health/states to finally allow players cure their health (anyway I annoyed myself to have only 3 health points per level which makes passing an easy in past level in true hardcore mode... with 3 health points without ability to cure, without billy gun which must be used to shoot enemies arround and without any other weapons: only able to stomp SOME enemies who are stompable).
Anyway until I will implement most of features requires to have completed gameplay, use PGE Engine for any random tests as you want, and for impossible places there are some cheats are available and you can use them
lotus006 wrote:the PGE gameplay is fully working like the SMBX engine now ? if is it this is very cool
Maybe I will drop the legacy one to use the one of PGE now
It going to that course, but some things are still not implemented yet: onKeyPress/onKeyRelease lua events of player's controller class which I need to use to implement shooting of fire/ice balls by players, also right controlling of raccoon and common control of player's animation from lua side. P-Switch requires ability to transform blocks into NPC's and NPC's into blocks, also P-Switch (and "legacy" bosses like boom-boom and birdo) requires ability to set overriding global music stream to force playing one music theme instead of section-defined). I also need to implement transform-delay for players with effects to implement right transforming of character (like in SMBX and even like in original mario games. So, I going to append new effect of TRUE growing/shrinking animation instead of blinking between states to imitate that animation, also some shader effects are will help me to recolor sprite to make a fire/ice transform effect, etc.). Also some code I need to finally allow NPC have dynamic and complex effects how must be instead of "everything like goomba".
Anyway since previous state I did a huge optimization work and finally implemented lots of other features include player switch/filter blocks, player's lua controller which allows conditional manipulation with health/states to finally allow players cure their health (anyway I annoyed myself to have only 3 health points per level which makes passing an easy in past level in true hardcore mode... with 3 health points without ability to cure, without billy gun which must be used to shoot enemies arround and without any other weapons: only able to stomp SOME enemies who are stompable).
Anyway until I will implement most of features requires to have completed gameplay, use PGE Engine for any random tests as you want, and for impossible places there are some cheats are available and you can use them
Thanks for the info, I will probably drop an eyes on it when the new update of Smbx 2.0 will release
Murphmario wrote:How do I link up my SMBX with PGE?
You need the "SMBX Integration" configuration package. When you unpacked it into PGE's "configs" folder, find inside the "configure.exe" and run it. Then choice the actual SMBX Directory. If you configured it right, all PGE apps are will directly use SMBX's config data
PixelPest wrote:
Murphmario wrote:How do I link up my SMBX with PGE?
You need LunaLua if you want to hook up 1.3.0.1 with PGE
Without LunaLUA support still be, but very limited (automatical running of the level testing is works with LunaLUA-SMBX).
Anyway current in-development version of PGE Editor and LunaLUA are got ability to run direct level testing without dummy episode generation, and with ability to send updated state of level from editor while SMBX already running, it will imidately start testing of a new state from editor. And saving of the file is not required, because new testing system is implemented like testing through PGE Engine which allows testing of untitled/unsaved/unsupported files