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.
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
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?
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.
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 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
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.
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
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:
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 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.
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.
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
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