Topics that have reached 100 pages.
Moderator: Userbase Moderators
|
|
|
|
-
FanofSMBX
- Ludwig von Koopa

- Posts: 3878
- Joined: Sun Dec 22, 2013 12:01 pm
Postby FanofSMBX » Fri Sep 12, 2014 4:23 pm
So I was thinking what would be the best and greatest way to showcase PGW capabilities? I was thinking one of four things but you may have more ideas
1. A normal SMW type episode but with much more variety - more enemies, powerups, players, enhancements like autoscroll and checkpoints and bigger block limits, game wide variables, new bosses etc.
Capable in SMBX?: well you can do a basic version of this in SMBX, this is basically "take what SMBX does and ramp it up"
2. A Sonic Adventure type game where each player basically has their own game whose plot overlaps with the others, and a bigger focus on overarching plot. Think LFFTMK but for example you could play as both Luigi and Waluigi. Waluigi would go through the levels without certain storyline events happening and he would fight Luigi.
3. A Paper Mario style game with lots of persistent NPC events, a huge world, etc.
4. A 1:1 remake of a game like SMW to show off the raw power
|
|
|
|
|
|
|
|
|
-
MECHDRAGON777
- Pink Yoshi Egg

- Posts: 6422
- Joined: Fri Dec 20, 2013 6:40 pm
- Flair: Nuclear Queen of Reversion.
-
Contact:
Postby MECHDRAGON777 » Fri Sep 12, 2014 6:36 pm
Both 1 and 4!
|
|
|
|
|
|
|
|
|
-
zioy
- Reznor

- Posts: 2760
- Joined: Thu Jul 17, 2014 4:47 pm
- Pronouns: he/him
-
Contact:
Postby zioy » Fri Sep 12, 2014 6:39 pm
How about a new style altogether taking the concept of SMB5 but better.
|
|
|
|
|
|
|
|
|
-
zioy
- Reznor

- Posts: 2760
- Joined: Thu Jul 17, 2014 4:47 pm
- Pronouns: he/him
-
Contact:
Postby zioy » Fri Sep 12, 2014 7:18 pm
SnifitGuy wrote:KoolKat wrote:How about a new style altogether taking the concept of SMB5 but better.
Why would he create his own graphics? That's what the concept of a new SMB game is: different graphics and different-but-similar story and gameplay.
But that's what it should be.
|
|
|
|
|
|
|
|
|
-
Mista Epic
- Guest
Postby Mista Epic » Fri Sep 12, 2014 8:12 pm
I have a suggestion: Make a random egg, sort of like the random veggie or random powerup, but instead of veggies or powerups, it's a random Yoshi.
|
|
|
|
|
|
|
|
|
-
Shadow Yoshi
- Dark Knight

- Posts: 4291
- Joined: Sun Dec 01, 2013 12:56 pm
Postby Shadow Yoshi » Fri Sep 12, 2014 11:14 pm
Merged with the PGW topic.
|
|
|
|
|
|
|
|
|
-
Sednaiur
- Volcano Lotus

- Posts: 580
- Joined: Fri Dec 20, 2013 2:16 pm
Postby Sednaiur » Sat Sep 13, 2014 6:02 pm
Okay, I got your very nice editor last sunday and I can say, one of the best features of your editor is the "tileset-editor" which just got rid of my problems sorting the gpaohics in SMBX.
But in general the editor is very fine to use, since it even opens up the four in SMBX missing path-tiles.
I think you are already aware of the following things, but just in case I mention them:
1. The PGE-editor animates some NPCs strangely - the SMB3-conveyor belt for example. It animates the "right"-frameset backwards, which makes it hard to see in which direction the conveyor belt is facing really.
2. The "Tileset Item Box" resets every time, when you minimize/switch to another program, so you need to scroll and select the tile/NPC/BGO again before working.
3. The upside-down piranha plant in the SMB3-section is aligned wrong. It is aligned the same way, the "Piranhacus Giganticus" is aligned.
They are all not really a problem, of course.
I also have some suggestions for your editor, that you maybe like to implement someday:
1. Add a counter for placed tiles, levels, sceneries, paths, music boxes, and NPCs, so one can prevent to exceed the limits of SMBX, so it dosn't crashes.
2. Remove the tiles/NPCs/BGOs etc. after they got put into the tileset, that is worked on, at that time. It could prevent getting confused with things already put into the current tileset.
3. Make it possible, to have tiles/NPCs/BGOs in the same tileset, so one can for example make a "Cave Collection", or a "Overworld Collection" as tilesets.
4. Make it possible to have up to 15 tileslots in each direction, in the "Tileset Editor".
5. Add an indicator to the worldmap-section of the editor, that makes visible, what will be seen in the SMBX-worldmap window.
Of course they are not really vital, but just suggestions, that I came up with, while working with your editor :-)
Please keep working on this project. I wish you and the others all the best possible.
|
|
|
|
|
|
|
|
|
-
Dash
- Guest
Postby Dash » Sat Sep 13, 2014 6:10 pm
Wow, this looks awesome. The tileset editor will be very helpful to me.
|
|
|
|
|
|
|
|
|
-
Wohlstand
- Chargin' Chuck

- Posts: 2008
- Joined: Tue Feb 11, 2014 4:44 pm
- Flair: [ˈvoːlˌʃtant], 狐エンジニア
- Pronouns: he/him
-
Contact:
Postby Wohlstand » Sat Sep 13, 2014 6:44 pm
Sednaiur wrote:Okay, I got your very nice editor last sunday and I can say, one of the best features of your editor is the "tileset-editor" which just got rid of my problems sorting the gpaohics in SMBX.
But in general the editor is very fine to use, since it even opens up the four in SMBX missing path-tiles.
I think you are already aware of the following things, but just in case I mention them:
1. The PGE-editor animates some NPCs strangely - the SMB3-conveyor belt for example. It animates the "right"-frameset backwards, which makes it hard to see in which direction the conveyor belt is facing really.
2. The "Tileset Item Box" resets every time, when you minimize/switch to another program, so you need to scroll and select the tile/NPC/BGO again before working.
3. The upside-down piranha plant in the SMB3-section is aligned wrong. It is aligned the same way, the "Piranhacus Giganticus" is aligned.
They are all not really a problem, of course.
I also have some suggestions for your editor, that you maybe like to implement someday:
1. Add a counter for placed tiles, levels, sceneries, paths, music boxes, and NPCs, so one can prevent to exceed the limits of SMBX, so it dosn't crashes.
2. Remove the tiles/NPCs/BGOs etc. after they got put into the tileset, that is worked on, at that time. It could prevent getting confused with things already put into the current tileset.
3. Make it possible, to have tiles/NPCs/BGOs in the same tileset, so one can for example make a "Cave Collection", or a "Overworld Collection" as tilesets.
4. Make it possible to have up to 15 tileslots in each direction, in the "Tileset Editor".
5. Add an indicator to the worldmap-section of the editor, that makes visible, what will be seen in the SMBX-worldmap window.
Of course they are not really vital, but just suggestions, that I came up with, while working with your editor 
Please keep working on this project. I wish you and the others all the best possible.
About bugs:
1) SMB3-conveyor have the "directed by direction" animation algorithm. I.e. If direction is left, frames will going forward, but when you will set "right" direction, animation will be backward. Also, my mistake in the config, I was set too slow frameset, It fixing by INI file in the config pack, when I will fix them you can simply download "lite" version of SMBX config pack to apply this fix.
Or you can apply fix yourself: open the configs/SMBX/lvl_npc.ini and found section "[npc-57]", replace frame-speed= which is 128 milliseconds per frame to 32 milliseconds per frame, and animation should be correctly. Also you can edit aligns of any NPC's too.
2) Update should be (when you switching between difference levels, should be displayed custom graphics from opened level), but it shouldn't work on switching between difference applications, this will fixes in next time
3) Aligning defining by INI files of config pack too, I was made aligning to items same which in SMBX.
About suggestions:
1) This feature already planned, and you will see number of exist items on the map. This is simply to implement, because inside editor used dynamic arrays which always giving number of their items.
2) Will make this thing, but I think, we can put into one tileset multiple copies of one item, for example, make drawn which is composite object, and will make checkbox to show/hide already gotten items.
3) While we (Me and Kevin) worked with tileset editor, we thought about mixing in the tilesets which allow items by difference types in one tileset, but I think, we can make this possible.
4) This will be expanded  But before this fix, by .tileset.ini file edit you can make more slots
5) Is you mean world map navigator like this? :
|
|
|
|
|
|
|
|
|
-
Sednaiur
- Volcano Lotus

- Posts: 580
- Joined: Fri Dec 20, 2013 2:16 pm
Postby Sednaiur » Sat Sep 13, 2014 7:45 pm
Wohlstand wrote:
About bugs:
1) SMB3-conveyor have the "directed by direction" animation algorithm. I.e. If direction is left, frames will going forward, but when you will set "right" direction, animation will be backward. Also, my mistake in the config, I was set too slow frameset, It fixing by INI file in the config pack, when I will fix them you can simply download "lite" version of SMBX config pack to apply this fix.
Or you can apply fix yourself: open the configs/SMBX/lvl_npc.ini and found section "[npc-57]", replace frame-speed= which is 128 milliseconds per frame to 32 milliseconds per frame, and animation should be correctly. Also you can edit aligns of any NPC's too.
Okay, I think I understand that. I have fixed it now, and I could also find some other interesting things there too. I think I can then fix the upside-down pranha plant- alignment too, by doing a change to the "grid-offset"-settings. You are really great, man ^^. Finally there is no anger with the 32x32 alignment of SMBX anymore. You just thought about all of it.
Wohlstand wrote:
About suggestions:
2) Will make this thing, but I think, we can put into one tileset multiple copies of one item, for example, make drawn which is composite object, and will make checkbox to show/hide already gotten items.
I think this is a good idea. Thanks for taking it into consideration :-).
Wohlstand wrote:4) This will be expanded ;-) But before this fix, by .tileset.ini file edit you can make more slots
I think, this I got too, but it seems it is swapped around, as "rows=" goes vertical, while "cols=" (columns ?) goes horizontal (isn't it supposed to be the other way around ?). Not a big problem, but just mentioning it.
Wohlstand wrote:
5) Is you mean world map navigator like this? :
This is a cool nd really helpful idea too, but I meant, when you play an episode with a worldmap in SMBX, and when you are on the worldmap there, the area you can see then, I would make something like an indicator, that shows around the cursor in the editor, that marks the area, that would be visible, when you are on the worldmap in SMBX. This way, one could prevent any visible cutoff at the worldmap visible in SMBX. Sorry for explaining this bad, but I don't know how to put it better.
If this is still too bad explained, I could try to explain with a screenshot.
|
|
|
|
|
|
|
|
|
-
Wohlstand
- Chargin' Chuck

- Posts: 2008
- Joined: Tue Feb 11, 2014 4:44 pm
- Flair: [ˈvoːlˌʃtant], 狐エンジニア
- Pronouns: he/him
-
Contact:
Postby Wohlstand » Sun Sep 14, 2014 4:45 am
Oh, Now I'm understand what you mean:
Size which have gameplay viewport of worldmap:
can be used to check what will be in the gameplay viewzone:
I will make the viewcheck tool which will switch cursor into big rectangle and you will see this.
Also, what about alignment of piranga plants:
Currently they have original (I tested And in the SMBX, and in the PGE - same):

But note for using of alignment options:
Code: Select all grid=32
grid-offset-x=-8
grid-offset-y=4 ;should have value less than (grid/2) size. I.e. if grid is 16, the grid offset should have max size -7....7, and using of value 8 causing wrong offset to right (if X) or up (if Y).
also:
grid-attachement-style=0 - is a special value, it is offset relative to edge of grid or relative to center. Value 1 for thwomps-like NPC's
|
|
|
|
|
|
|
|
|
-
Sednaiur
- Volcano Lotus

- Posts: 580
- Joined: Fri Dec 20, 2013 2:16 pm
Postby Sednaiur » Sun Sep 14, 2014 9:25 am
Wohlstand wrote:Oh, Now I'm understand what you mean:
Size which have gameplay viewport of worldmap:
can be used to check what will be in the gameplay viewzone:
I will make the viewcheck tool which will switch cursor into big rectangle and you will see this.
Yes, this is what I meant. Maybe you know it already, but when SMBX opens up a new path on the worldmap, the viewpoint shifts down one square (32 pixels) as long as it opens up a path, so you may like to take that into consideration too ^^.
Wohlstand wrote:Also, what about alignment of piranga plants:
Currently they have original (I tested And in the SMBX, and in the PGE - same):

On your screenshot it is how it should be, but for me it is wrong for some reason. It is aligned 16 pixels more right/left, so it wasn't centered below a pipe, but on it's edge.
Wohlstand wrote:
But note for using of alignment options:
Code: Select all grid=32
grid-offset-x=-8
grid-offset-y=4 ;should have value less than (grid/2) size. I.e. if grid is 16, the grid offset should have max size -7....7, and using of value 8 causing wrong offset to right (if X) or up (if Y).
also:
grid-attachement-style=0 - is a special value, it is offset relative to edge of grid or relative to center. Value 1 for thwomps-like NPC's
So this means, I need to use the "grid-attachement-style=1", to align the piranha plant into the center then? Because it would need 16 pixels to get aligned right, but you say I cannot use more than half of the "grid=32"-value, which would be a "grid-offset-x=16". Am I right, or do I still misunderstand that?
|
|
|
|
|
|
|
|
|
-
Wohlstand
- Chargin' Chuck

- Posts: 2008
- Joined: Tue Feb 11, 2014 4:44 pm
- Flair: [ˈvoːlˌʃtant], 狐エンジニア
- Pronouns: he/him
-
Contact:
Postby Wohlstand » Sun Sep 14, 2014 9:31 am
Wohlstand wrote:So this means, I need to use the "grid-attachement-style=1", to align the piranha plant into the center then? Because it would need 16 pixels to get aligned right, but you say I cannot use more than half of the "grid=32"-value, which would be a "grid-offset-x=16". Am I right, or do I still misunderstand that?
I think, I will make easer:
I will set grid size 16x16 AND to upside piranha, and to Piranhacus Giganticus.
Before fix:
After config update to grid=16, grid offset x=8 for Piranhacus Giganticus (upside piranga I was leave with current)

|
|
|
|
|
|
|
|
|
-
Sednaiur
- Volcano Lotus

- Posts: 580
- Joined: Fri Dec 20, 2013 2:16 pm
Postby Sednaiur » Sun Sep 14, 2014 9:48 am
Wohlstand wrote:Wohlstand wrote:So this means, I need to use the "grid-attachement-style=1", to align the piranha plant into the center then? Because it would need 16 pixels to get aligned right, but you say I cannot use more than half of the "grid=32"-value, which would be a "grid-offset-x=16". Am I right, or do I still misunderstand that?
I think, I will make easer:
I will set grid size 16x16 AND to upside piranha, and to Piranhacus Giganticus.
Before fix:
After config update to grid=16, grid offset x=8 for Piranhacus Giganticus (upside piranga I was leave with current)

Yes, I just did that by myself too, but for all the piranha plants, and the fire lotus too.
I would like to ask you one more thing, though ^^.
You said, we can edit the blocks size to any desired size (not just sizables, but question blocks etc. too). Where do I do that, other than hack the .lvl-file?
|
|
|
|
|
|
|
|
|
-
DarkShadeX
- Volcano Lotus

- Posts: 535
- Joined: Sat Jan 18, 2014 11:34 am
Postby DarkShadeX » Sun Sep 14, 2014 9:50 am
Just make the block as big as you want,and place them in the levels folder.
|
|
|
|
|
|
|
|
|
-
Wohlstand
- Chargin' Chuck

- Posts: 2008
- Joined: Tue Feb 11, 2014 4:44 pm
- Flair: [ˈvoːlˌʃtant], 狐エンジニア
- Pronouns: he/him
-
Contact:
Postby Wohlstand » Sun Sep 14, 2014 9:51 am
Blocks with custom size with PGE is simple and easy! You need only put custom block's image with any size and simply place this block on the map via editor, size of them will be captured AUTOMATICALLY from imagesize  and when you will save LVL file and open by SMBX, you will see the block with this size
|
|
|
|
|
|
|
|
|
-
Sednaiur
- Volcano Lotus

- Posts: 580
- Joined: Fri Dec 20, 2013 2:16 pm
Postby Sednaiur » Sun Sep 14, 2014 9:57 am
Darkchaox100 wrote:Just make the block as big as you want,and place them in the levels folder.
Wohlstand wrote:Blocks with custom size with PGE is simple and easy! You need only put custom block's image with any size and simply place this block on the map via editor, size of them will be captured AUTOMATICALLY from imagesize ;-) and when you will save LVL file and open by SMBX, you will see the block with this size
So this is it...^^. This is just GREAT then xD. Thank you very much for your help. Then I think, I have some nice ideas with the left free blocks in SMBX then :-P.
EDIT: Another question: Will you give the blocs also a grid-alignment data, like with the NPCs? I know you can zoom in, but i just like to know that, since it would be nice too, I guess ^^.
|
|
|
|
|
|
|
|
|
-
Squishy Rex
- Tellah

- Posts: 1986
- Joined: Sat Dec 21, 2013 4:30 am
- Pronouns: he/him
-
Contact:
Postby Squishy Rex » Mon Sep 15, 2014 1:19 am
I have a very small suggestion in regards to NPCs. What about being able to set the number of NPCs that come out of the Block like Coins. Say you place five bombs in a block, you then can hit the block five times to dispense 1 bomb per hit. Basically the same principle of choosing how many coins are inside a block, except this supports every other NPC as well. OR be able to place two different items in one block. Example: A Poison Mushroom and a 1-Up.
|
|
|
|
|
|
|
|
|
-
Wohlstand
- Chargin' Chuck

- Posts: 2008
- Joined: Tue Feb 11, 2014 4:44 pm
- Flair: [ˈvoːlˌʃtant], 狐エンジニア
- Pronouns: he/him
-
Contact:
Postby Wohlstand » Mon Sep 15, 2014 7:26 am
Squishy Rex wrote:I have a very small suggestion in regards to NPCs. What about being able to set the number of NPCs that come out of the Block like Coins. Say you place five bombs in a block, you then can hit the block five times to dispense 1 bomb per hit. Basically the same principle of choosing how many coins are inside a block, except this supports every other NPC as well. OR be able to place two different items in one block. Example: A Poison Mushroom and a 1-Up.
Good idea  Will add into plans
I think, I will make new value which will be array with NPC list.
When you hit block will be spawned NPC from list and removed from them. And when you hit block again, will be appeared next NPC from list, and before list will be empty. This will be additional value which will append exist, but will have high priority, and when NPC list will be empty, block will work by his old algorithm - by coins/singleNPC.
|
|
|
|
|
|
|
|
|
-
Wohlstand
- Chargin' Chuck

- Posts: 2008
- Joined: Tue Feb 11, 2014 4:44 pm
- Flair: [ˈvoːlˌʃtant], 狐エンジニア
- Pronouns: he/him
-
Contact:
Postby Wohlstand » Mon Sep 15, 2014 5:36 pm
SnifitGuy wrote:Could you add a feature that tests for transparency on blocks and npcs to detect hitboxes? It would be better to work with rather than the default of everything.
Is you mean shape collision detection?
I.e. collision will be passed if drawn images was collided like this:
The default is rectangle collision boxes:
This already planned for engine part, and you can check the config directory
When you will open the configs/SMBX folder with a bunch of INI-files you will found the PNG image. It is an example of collision shapes for blocks. This is a definition of collision shape of blocks (is a fixture-type= values of each block in the lvl_blocks.ini config file)

This means, when you will set value "3", the block's physical shape will repeat the image, and you can make block with any physical shape.
Also will planned customizing of item configs like npc.txt but for blocks, BGOs, backgrounds, etc. This will help to define custom animation frames or define the custom image file, and also physical shape value
|
|
|
|
|
Return to “Pit of 100 Pages”
Users browsing this forum: No registered users and 2 guests
|