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

Postby HeroLinik » Sat Apr 02, 2016 1:51 pm

So I'm designing a level in PGE, and I tried to use the SMBX-like GUI to make it look like SMBX. However, when I did, I didn't really like it, and now I want to revert back to the standard PGE GUI. I looked for an option to do that, but can't find one. How do you revert back to the PGE GUI from the SMBX GUI?

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

Postby Wohlstand » Sat Apr 02, 2016 2:12 pm

Linik wrote:So I'm designing a level in PGE, and I tried to use the SMBX-like GUI to make it look like SMBX. However, when I did, I didn't really like it, and now I want to revert back to the standard PGE GUI. I looked for an option to do that, but can't find one. How do you revert back to the PGE GUI from the SMBX GUI?
That simple and easy:
- in the menu "Window" toggle the "Tab mode"
- in the menu "View" toggle on the "Level item box"
- Tileset item box you may keep optionally if you need to use a custom tilesets
Anyway, I'll add the "Modern GUI" menuitem to allow that revertion faster, sorry that I forgot to add that

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

Postby Mario_and_Luigi_55 » Sat Apr 02, 2016 2:15 pm

English is not my native language, but I know there is a misspelling in section settings. It's scroll vertucally or wrap vertucally. By the way this Button is always inactive

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

Postby Wohlstand » Sat Apr 02, 2016 2:21 pm

Mario_and_Luigi_55 wrote:English is not my native language, but I know there is a misspelling in section settings. It's scroll vertucally or wrap vertucally. By the way this Button is always inactive
1) I just fixed typo, thanks for notify, I'm not English speaker too ;-)
2) That disabled for case if you have SMBX64 Level Files (Level files compatible with SMBX 1.3), because this file format is not support extra features which are available in PGE Engine. If you will save file into LVLX format, that checkbox (and also other features too!) will be unlocked.

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

Postby Mario_and_Luigi_55 » Sat Apr 02, 2016 2:23 pm

Wohlstand wrote:
Mario_and_Luigi_55 wrote:English is not my native language, but I know there is a misspelling in section settings. It's scroll vertucally or wrap vertucally. By the way this Button is always inactive
1) I just fixed typo, thanks for notify, I'm not English speaker too ;-)
2) That disabled for case if you have SMBX64 Level Files (Level files compatible with SMBX 1.3), because this file format is not support extra features which are available in PGE Engine. If you will save file into LVLX format, that checkbox (and also other features too!) will be unlocked.
Is lvlx anything diffrent? I have Smbx 2 btw. Does Smbx 2 read lvlx?

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

Postby Wohlstand » Sat Apr 02, 2016 2:25 pm

Mario_and_Luigi_55 wrote:
Wohlstand wrote:
Mario_and_Luigi_55 wrote:English is not my native language, but I know there is a misspelling in section settings. It's scroll vertucally or wrap vertucally. By the way this Button is always inactive
1) I just fixed typo, thanks for notify, I'm not English speaker too ;-)
2) That disabled for case if you have SMBX64 Level Files (Level files compatible with SMBX 1.3), because this file format is not support extra features which are available in PGE Engine. If you will save file into LVLX format, that checkbox (and also other features too!) will be unlocked.
Is lvlx anything diffrent? I have Smbx 2 btw. Does Smbx 2 read lvlx?
Not yet, also even SMBX 2 will take support of LVLX, it will don't support some new PGE's features until there are will be implemented at LunaLUA side. PGE Engine has a support of those features.

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

Postby HeroLinik » Sat Apr 02, 2016 2:29 pm

Wohlstand wrote:
Linik wrote:So I'm designing a level in PGE, and I tried to use the SMBX-like GUI to make it look like SMBX. However, when I did, I didn't really like it, and now I want to revert back to the standard PGE GUI. I looked for an option to do that, but can't find one. How do you revert back to the PGE GUI from the SMBX GUI?
That simple and easy:
- in the menu "Window" toggle the "Tab mode"
- in the menu "View" toggle on the "Level item box"
- Tileset item box you may keep optionally if you need to use a custom tilesets
Anyway, I'll add the "Modern GUI" menuitem to allow that revertion faster, sorry that I forgot to add that
Thanks!

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

Postby Quantumenace » Sat Apr 02, 2016 8:36 pm

I'm still having problems with the BGO priorities being screwed up and having background tiles placed in front of sizables. It's caused by having BGOs in the level that are supposed to be placed in front of sizables but have a low priority like ones that go behind them. In my case, background-39 and 40 are doing it (priority = 1) but there are others. I tried to fix it by increasing their priority in the config files but it doesn't appear to work.

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

Postby Wohlstand » Sun Apr 03, 2016 8:53 am

Quantumenace wrote:I'm still having problems with the BGO priorities being screwed up and having background tiles placed in front of sizables. It's caused by having BGOs in the level that are supposed to be placed in front of sizables but have a low priority like ones that go behind them. In my case, background-39 and 40 are doing it (priority = 1) but there are others. I tried to fix it by increasing their priority in the config files but it doesn't appear to work.
Priority 1 is lowerest. I tried some level with tonn of different BGO's and sizable blocks: same level works fine in editor test, but runs with mess from a game.
When I researched BGO's order priority first time, I made a dummy level with all 190 BGO's and built the order priority table on looking from the resulted level file. I'll try that again, but with automatic comparison (first time I made that manually, but now while I have parsers/generators, that is possible in automatic mode).
EDIT: I just generated LVL file with all 190 BGO's at same position, and I also tried to save LVL file, and I found that SMBX every save results a different BGO order (same file with no edits)

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

Postby Mario_and_Luigi_55 » Sun Apr 03, 2016 11:48 am

Some more weird things in PGE:

Image

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

Postby Wohlstand » Sun Apr 03, 2016 12:17 pm

Mario_and_Luigi_55 wrote:Some more weird things in PGE:

Image
Oops, a small typo, let me fix that in the config, thanks for notify ;-)

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

Postby Quantumenace » Mon Apr 04, 2016 2:32 am

Wohlstand wrote:Priority 1 is lowerest. I tried some level with tonn of different BGO's and sizable blocks: same level works fine in editor test, but runs with mess from a game.
When I researched BGO's order priority first time, I made a dummy level with all 190 BGO's and built the order priority table on looking from the resulted level file. I'll try that again, but with automatic comparison (first time I made that manually, but now while I have parsers/generators, that is possible in automatic mode).
EDIT: I just generated LVL file with all 190 BGO's at same position, and I also tried to save LVL file, and I found that SMBX every save results a different BGO order (same file with no edits)
Do any of the new versions fix the problem? I'd use other bgo types instead, but I'd have to use ones that aren't exacly 4x4 as I'd like.

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

Postby Wohlstand » Mon Apr 04, 2016 2:48 am

I just released new version into laboratory, and it has completely fixed BGOs order priority which results same ordering as SMBX, bit unlike it, doesn't doing that randomly (because internally in the SMBX insertion sort algorithm implementation is very unstable, therefore every file save in SMBX a different bgo order). We are with Rednaxela researched that detailed and we are know how SMBX sorts BGOs.

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

Postby Mario_and_Luigi_55 » Mon Apr 04, 2016 8:07 am

Wohlstand wrote:
Mario_and_Luigi_55 wrote:Some more weird things in PGE:

Image
Oops, a small typo, let me fix that in the config, thanks for notify ;-)

Also the last line of blocks (and anything different) is cutted off

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

Postby Wohlstand » Mon Apr 04, 2016 9:35 am

Mario_and_Luigi_55 wrote:
Wohlstand wrote:
Mario_and_Luigi_55 wrote:Some more weird things in PGE:

Image
Oops, a small typo, let me fix that in the config, thanks for notify ;-)
Also the last line of blocks (and anything different) is cutted off
That very wired, and I see that happens only on filter search usage, so, I'll try to check out this thing why this happens. Anyway, is not so serious.

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

Postby HeroLinik » Mon Apr 04, 2016 11:46 am

OK, I just discovered this weird bug with scroll speeds.

Usually, when you scroll using the keyboard and the Shift key, it scrolls ultra fast, allowing you to get around the section in no hassle at all. However, I tried to see what it was like when disabling all animations. When I switched them back on (I usually keep animations on) and started scrolling using the keyboard and Shift, it scrolls at half the speed, almost at the same speed as the SMBX editor. Turning off the animations returns the scroll speed to normal, but re-enabling them brings it back to half speed. This also affects all the levels that I have open, and not just this present one, and it seems like the only way to get rid of this slowed scroll speed is to reopen the offending level.

Can this bug possibly be fixed, as it can make navigating around big levels a bit of a pain?

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

Postby Wohlstand » Mon Apr 04, 2016 11:50 am

Linik wrote:OK, I just discovered this weird bug with scroll speeds.

Usually, when you scroll using the keyboard and the Shift key, it scrolls ultra fast, allowing you to get around the section in no hassle at all. However, I tried to see what it was like when disabling all animations. When I switched them back on (I usually keep animations on) and started scrolling using the keyboard and Shift, it scrolls at half the speed, almost at the same speed as the SMBX editor. Turning off the animations returns the scroll speed to normal, but re-enabling them brings it back to half speed. It seems like the only way to get rid of this slowed scroll speed is to reopen the level.

Can this bug possibly be fixed, as it can make navigating around big levels a bit of a pain?
That is not a bug, it's a LAG. Because inoptimal updete() function of QGraphicsScene, if it has a much elements, it reacts slower, even I replaced mouse manipulations with mine and when I used R-Tree for that. To finally resolve this performance trouble I need completely replace QGraphicsScene with own implementation of interactive item manipulation scene (that is not hard, but requires a time)

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

Postby HeroLinik » Mon Apr 04, 2016 11:50 am

Wohlstand wrote:
Linik wrote:OK, I just discovered this weird bug with scroll speeds.

Usually, when you scroll using the keyboard and the Shift key, it scrolls ultra fast, allowing you to get around the section in no hassle at all. However, I tried to see what it was like when disabling all animations. When I switched them back on (I usually keep animations on) and started scrolling using the keyboard and Shift, it scrolls at half the speed, almost at the same speed as the SMBX editor. Turning off the animations returns the scroll speed to normal, but re-enabling them brings it back to half speed. It seems like the only way to get rid of this slowed scroll speed is to reopen the level.

Can this bug possibly be fixed, as it can make navigating around big levels a bit of a pain?
That is not a bug, it's a LAG. Because inoptimal updete() function of QGraphicsScene, if it has a much elements, it reacts slower, even I replaced mouse manipulations with mine and when I used R-Tree for that. To finally resolve this performance trouble I need completely replace QGraphicsScene with own implementation of interactive item manipulation scene (that is not hard, but requires a time)
Great, I can't wait to see you do that in the next update.

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Re: PGE Project thread (Editor v0.3.1.10, Engine v0.2.5.1)

Postby Wohlstand » Fri Apr 08, 2016 5:35 am

NEW UPDATE!
PGE Editor v0.3.1.10 and PGE Engine 0.2.5.1-alpha

This is long time update contains internal optimizations and very important improvements and bug fixes.

Since long time direct testing in the SMBX Engine from PGE Editor is finally possible without pre-launching of legacy editor. PGE Engine finally supports backup module with OpenGL 2 to allow running of PGE Engine on the older hardware, finally implemented support of non-power-of-two textures on video cards which are supports power-of-two textures only. Order of BGO's finally fixed (after some researches, we are extracted completed BGO's order priorities of all BGO's), therefore trouble with missmatched order of BGO's in comparison to old SMBX Engine is finally resolved. Also, PGE File Library is finally can read and write SMBX-38A level file format (but world map formats support are comming soon).

All downloads are available on main post or on official site: http://wohlsoft.ru/PGE/

Editor changelog 0.3.1.10
Spoiler: show
- Fixed custom folder confusion caused with dot-contained file names
- Level list dialog now looks for level files in sub directories (is possible to collect levels into sub-directories to don't flood episode root folder)
- Better testing through SMBX on Windows version: if SMBX Editor is not started, SMBX Test will be launched from scratch!
- Added support of SMBX65-38A file formats
- Fixed miss up of order priority applying for BGO-190
- Added circle fill
- Added grid showing
- Added separated support of portal and instant warps: instant warp will do same as in SMBX, portal warp will teleport character with keeping of keenetic energy
- NPC-Containers now supports saving of extra special properties for contents: LVLX and SMBX65-38A only, SMBX64 LVL supports extra special for one NPC container only
- Better and stable interprocessing with engine based on stdin/stdout!
- Added warning about alpha-testing of PGE Engine for newbies.
- Resolved trouble with window focuses
- Added ability to set absolute values of sizable block size from block properties tool box
- Finally implemented true BGO's order priority table which results right order of the BGOs in comparison with SMBX Editor
Engine changelog 0.2.5.1-alpha
Spoiler: show
- Fixed custom folder confusion caused with dot-contained file names
- Added more physical environment zones types, include air chambers for underwater sections
- Added separated support of portal and instant warps: instant warp will do same as in SMBX, portal warp will teleport character with keeping of kinetic energy
- Added support of enter event for warps
- Added support of two-way directed warps
- Added support of cannon exit warps
- Better and stable interprocessing with editor based on stdin/stdout!1
- Added a support of character filter blocks and character switch blocks!
- Better speed-adding physics
- Layer motion engine has been implemented!
- Bit better slopes support
- Player Lua API has been implemented! It provides a programmign of playable character events
- Improved onHarm/onKill events on NPC-AI
- Added new NPC-AI events, functions and variables
- Added a support of collision toggling from lua
- Added ability to use OpenGL 2 if not possible to use OpenGL 3 (also with support of compatibility with video cards which are not supports non-power of two textures)
New update completely changes NPC-Container configuration, therefore you no longer need to manually define NPC-placer button in lvl_npc.ini. Instead you have the ability to configure any NPC with special parameter even if it's stored into container (container itself no longer uses special1 field. Instead, it uses its own "content" field)

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Re: PGE Project thread (Editor v0.3.1.10, Engine v0.2.5.1)

Postby Alagirez » Sun Apr 10, 2016 10:23 pm

Ohoho a new update is released!
but i still can't open the test engine....
when i click "test", a message appear :
"Error : Mixer not build with MP3 support"
also i need to re-download PGE again D:


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