PGE thread [Archive 2015-07-31]

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Wohlstand
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Re: Alternate Editor for SMBX [Beta]

Postby Wohlstand » Sun Sep 07, 2014 2:33 pm

Christian07 wrote:
Wohlstand wrote:
Christian07 wrote:I downloaded the lastest version, but I can't find the configs folder (where I have to put the SMBX configuration pack) anywhere inside the editor's folder. Why?
Create them ;-) By Default it was absence, but when you run editor without this folder, empty directory will be created by editor
Oh, I see now, thanks. I have an another question: I saw some people who made huge screens with PGE. How can I make them?
[ File -> Export to image ] menuitem, or simply F12 key
Last edited by Wohlstand on Sun Sep 07, 2014 3:21 pm, edited 1 time in total.

Wohlstand
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Re: Alternate Editor for SMBX [Beta]

Postby Wohlstand » Sun Sep 07, 2014 2:45 pm

Middle mouse button features

To enable these features open the [Tools -> Application] settings menu and open the "Editing" tab.
Duplicated items will be placed relative to left-top corner under mouse cursor

Murphmario
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Re: Alternate Editor for SMBX [Beta]

Postby Murphmario » Sun Sep 07, 2014 3:20 pm

Christian07 wrote:
Wohlstand wrote:
Christian07 wrote:I downloaded the lastest version, but I can't find the configs folder (where I have to put the SMBX configuration pack) anywhere inside the editor's folder. Why?
Create them ;-) By Default it was absence, but when you run editor without this folder, empty directory will be created by editor
Oh, I see now, thanks. I have an another question: I saw some people who made huge screens with PGE. How can I make them?
Press f12.

Veudekato
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Re: Alternate Editor for SMBX [Beta]

Postby Veudekato » Mon Sep 08, 2014 4:37 am

press file - export to image

xxxzzz1
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Re: Alternate Editor for SMBX [Beta]

Postby xxxzzz1 » Mon Sep 08, 2014 10:07 am

Since this is already in BETA, when do you recon the editor will be 100% finished?

Wohlstand
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Re: Alternate Editor for SMBX [Beta]

Postby Wohlstand » Mon Sep 08, 2014 10:48 am

xxxzzz1 wrote:Since this is already in BETA, when do you recon the editor will be 100% finished?
We need do some features and fix issues which exists now before editor will have "Release" state.
And some updates will going together with engine part, because a lot features is not possible in the SMBX engine, and limits of LVL format going to compatible with them. But In next builds I will do the LVLX format which will be like PSD in the Photoshop before engine (game play) part will be created.

Also we have a lot of ideas for future:
http://engine.wohlnet.ru/forum/viewtopic.php?f=5&t=309
http://engine.wohlnet.ru/forum/viewtopic.php?f=5&t=278
and you can put your ideas too ;-)

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Re: Alternate Editor for SMBX [Beta]

Postby Frisktaker » Mon Sep 08, 2014 2:11 pm

So I heard that Lunadll will be compatible. Will memory addresses be the same? Doubt it, so are you keeping track of them?

Wohlstand
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Re: Alternate Editor for SMBX [Beta]

Postby Wohlstand » Mon Sep 08, 2014 2:27 pm

Avarice wrote:So I heard that Lunadll will be compatible. Will memory addresses be the same? Doubt it, so are you keeping track of them?
Because my engine is application written by other language and have difference binary format, it will have difference memory addresses and difference API.
I will make internal imterpreter which will use LunaDLL's scripts as internal script language together with Lua. In the my engine you will use full application's API by script files (lua/LunaDLL.txt) directly instead of memory hacking.

FanofSMBX
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Re: Alternate Editor for SMBX [Beta]

Postby FanofSMBX » Mon Sep 08, 2014 3:19 pm

I'd suggest to make one last SMBX compatible version and have all versions from there on out only accept lvl files instead of saving.

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Re: Alternate Editor for SMBX [Beta]

Postby Axiom » Mon Sep 08, 2014 3:23 pm

FanofSMBX wrote:I'd suggest to make one last SMBX compatible version and have all versions from there on out only accept lvl files instead of saving.
what

Wohlstand
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Re: Alternate Editor for SMBX [Beta]

Postby Wohlstand » Mon Sep 08, 2014 3:24 pm

FanofSMBX wrote:I'd suggest to make one last SMBX compatible version and have all versions from there on out only accept lvl files instead of saving.
Is you mean "save into any versions of LVL/WLD"?
My editor can READ any versions of LVL, but writing only into LVL64 and WLD64 (SMBX64 standard).
I can make the selection of target LVL version (SMBX10, SMBX2, SMBX1, SMBX58, etc.)

I will save support of saving SMBX LVL/WLD files, but when will release engine part, I will set default format LVLX/WLDX, but will save possible read/write SMBX LVL/WLD formats

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Re: Alternate Editor for SMBX [Beta]

Postby Frisktaker » Mon Sep 08, 2014 5:17 pm

Wohlstand wrote:
Avarice wrote:So I heard that Lunadll will be compatible. Will memory addresses be the same? Doubt it, so are you keeping track of them?
Because my engine is application written by other language and have difference binary format, it will have difference memory addresses and difference API.
I will make internal imterpreter which will use LunaDLL's scripts as internal script language together with Lua. In the my engine you will use full application's API by script files (lua/LunaDLL.txt) directly instead of memory hacking.
Lua? Wow that will be awesome. Thanks to Sonic Robo Blast 2, I've seen what Lua is capable of. I imagine that all the stuff Lunadll would need memory addresses for, Lua could do easily.

Wohlstand
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Re: Alternate Editor for SMBX [Beta]

Postby Wohlstand » Tue Sep 09, 2014 11:53 am

Just added a Special configuration pack!
With then you no more need to download additional ~240 MB of main config pack for use editor, you can use your SMBX's media DIRECTLY!

Download link was added to main post (find the "Important to download")

How to use SMBX Integration config pack:
1) Put Editor's and SMBX's directories together
Image
2) Install SMBX Integration config pack into the editor
3) Run the PGE Editor and select "SMBX Integration" config if it was asked, Or choice the [Tools -> Global configuration -> Switch Configuration...] menu to switch configuration.

SMBX 1.3.0.1's data pack using directly from SMBX's folder:
Spoiler: show
Image
Data paths:
Spoiler: show
Image

Elevory
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Re: Alternate Editor for SMBX [Beta]

Postby Elevory » Wed Sep 10, 2014 3:57 am

I registered to say how awesome this program is. Better than the original editor in just about every way.

Quick question: is it possible to launch SMBX level files without starting the official level editor? It would definitely speed up my workflow.

Wohlstand
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Re: Alternate Editor for SMBX [Beta]

Postby Wohlstand » Wed Sep 10, 2014 4:28 am

Elevory wrote:I registered to say how awesome this program is. Better than the original editor in just about every way.

Quick question: is it possible to launch SMBX level files without starting the official level editor? It would definitely speed up my workflow.
Hi, SMBX is not support opening of files by command line and you can't run level test directly and you need to start its editor at parallel :P and you should use special gimmick for run test of level which just saved via PGE Editor (don't save opened by smbx level while you run test and don't reopen file on each pge's savings)
I think to solve this in my engine part: you will can run level test from your file manager directly.

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Re: Alternate Editor for SMBX [Beta]

Postby Nexia » Wed Sep 10, 2014 9:32 am

Elevory wrote:I registered to say how awesome this program is. Better than the original editor in just about every way.

Quick question: is it possible to launch SMBX level files without starting the official level editor? It would definitely speed up my workflow.
The counterpart to the editor, the PGE Engine itself, is exactly going to do what you mean. Thing is, the engine is in a very early development stage right now.

Edit: I think I may have mis-understood your question, in that case, Wohlstand's post is the right reply to your question.

Veudekato
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Re: Alternate Editor for SMBX [Beta]

Postby Veudekato » Wed Sep 10, 2014 10:19 am

PlatGenWohl editor is separate part not related to engine SMBX.
http://engine.wohlnet.ru/docs/_sources/ ... _with_SMBX

Mista Epic
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Re: Alternate Editor for SMBX [Beta]

Postby Mista Epic » Fri Sep 12, 2014 7:01 am

Wohlstand wrote:- Custom graphics will display even if they are not in a "Custom" category
I love you, kitty!

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Re: Alternate Editor for SMBX [Beta]

Postby FanofSMBX » Fri Sep 12, 2014 3:47 pm

Would I be possible to create open world games like Paper Mario? I.E. where NPCs will know what events you did even if you go to another level. Also able to start the game at more than one place like if you were last in "Ice Land" you'd start at beginning of Iceland.lvl

Wohlstand
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Re: Alternate Editor for SMBX [Beta]

Postby Wohlstand » Fri Sep 12, 2014 4:08 pm

FanofSMBX wrote:Would I be possible to create open world games like Paper Mario? I.E. where NPCs will know what events you did even if you go to another level. Also able to start the game at more than one place like if you were last in "Ice Land" you'd start at beginning of Iceland.lvl
Hi, was planned global events and switches which will apply states for all levels on the episode, and with them will be available RPG-like platform games and will be available non-linear games. I.e. for example, if you wanna continue one level, you should open switch in the another level.
http://engine.wohlnet.ru/forum/viewtopic.php?f=5&t=310

Also I'm recommend to read "markers" part of LVLX specification:
http://engine.wohlnet.ru/docs/_PGE/File ... iption.pdf
This is a planned features which will be implemented into the new engine. And now I'm working with some basics with LVLX support. At first you will have native Z-layering feature of BGO's:
http://engine.wohlnet.ru/forum/viewtopi ... 1992#p1992


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