Re: Alternate Editor for SMBX [Beta]
Posted: Mon Sep 15, 2014 11:08 pm
Is it possible to make the editor window the same resolution as SMBX's editor?
Forums for SMBX
https://www.smbxgame.com/forums/
you can switch into sub-wibdow mode in the "Window" menu and you have freedom to set window size, also you can use zoom if you have too small screen or you wanna put item more accurately in grid-less mode.FanofSMBX wrote:Is it possible to make the editor window the same resolution as SMBX's editor?
Check those things first:Sednaiur wrote:I think, I have found a rather huge bug, regarding the "lvl_blocks". When I added "grid=16" to some of the blocks, PGE suddenly cannot read all the SMBX-data anymore, what causes it to not work properly, or even crash when you try to make a new level.
I did not change anything else, just the mentioned "grid=16", which I placed just like it is placed at the metroid door-blocks.
I did that on all the ?-blocks, on the emptied ?-blocks, on the "on" and "Off"-switches, on all the destructable bricks, on the noteblock, on the playerblocks, and on the red SMB3-block that turns into red coins, when pushing a p-switch.
I hope this helps you in any way.
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Ouch, I will put this library into package now, and now you can took them here: http://engine.wohlnet.ru/docs/Software/libgcclibs.zipAvarice wrote:Just want to point out that I had to download libgcc_s_dw2-1.dll in order to open PGE.
You should associate files with editor application first:Avarice wrote:Also, for some reason whenever I open PGE by double-clicking a .lvl file, stuff doesn't show up.
It worked! It's odd, though, because The .lvl files have the icon, and I THOUGHT that I checked the Associate files thing in the installer.Wohlstand wrote:You should associate files with editor application first:Avarice wrote:Also, for some reason whenever I open PGE by double-clicking a .lvl file, stuff doesn't show up.
[Tools -> Application settings], and button in the bottom.
If you was used online installer, associate can be wrong. True association can be made via application settings dialog.
For shape collisions need only image with transparency, but in the editor I was switched by-shape collisions to the by-rectangle, because you can't select invisible items (this is important). You don't need for other images to make the by-shape collision, need only image with transparency layer. You can use semi-transparency pixels (AlphaChannel value ~1-10) to make invisible colliding pixels. Later I will add flag into global config which will enable by-shape collision type for target item. Collision boxex (I'm always call "hitboxes" as "Collision boxes") are editable by global configs, also blocks have configurable collision shape too (Look more above).Avarice wrote:It worked! It's odd, though, because The .lvl files have the icon, and I THOUGHT that I checked the Associate files thing in the installer.Wohlstand wrote:You should associate files with editor application first:Avarice wrote:Also, for some reason whenever I open PGE by double-clicking a .lvl file, stuff doesn't show up.
[Tools -> Application settings], and button in the bottom.
If you was used online installer, associate can be wrong. True association can be made via application settings dialog.
Also, I've noticed that there are some hardcoded gfx in the config, even the ones that were used for smbx's level editor. Do you plan on implementing the online, or are the colored gloves there for no reason whatsoever.
About what you said about making collision dependent on image shape, what if, in the new format, there was an optional image file that defined the hitbox stuff? Like, it could use different colors to define what weapons could hurt it, and whether it could hurt YOU, or even whether it's considered solid. Imagine A guy completely protected by a tank except for the head, which you have to jump on. In SMBX, this would be difficult, right? But with MY idea, you could make the area around the tank transparent, the tank, let's say, black, and the guy's head, white, and make the the tank treads red, and then you could define those colors as pass-through, solid, jumpable, and damaging respectively. Then you could play the level and you'd be hurt if the tank runs you over, but you could STAND on the tank no-problem, and you could jump on the guy. And these colors would be defineable in some way. (Using some sort of way to make it possible to stack effects, like if you wanted Link's sword and an ice flower to BOTH be able to hurt an area, but NOT Fire flowers, and only in that area.) You could also define how much damage is done.
I'm sure I could have explained that idea better. The collision image would have to be the same size, or the game would look for a npc-x file, and if it can't find THAT, it would use the npc's default values.
Hope you don't think my idea is TOO rediculous.
Yea, it is an old imperfection, but I was fixed them and this fix available in the laboratory, you can test them, or you can build editor from sources for Linux, but update: you should install SDL2 and SDL2_mixer libraries too (will better if you will build them yourself)Luigifan2010 wrote:i noticed sometimes the editor won't open .lvl files in explorer if pge is already open.
Hi,Nickname wrote:I got a problem: If I wanna create a custom tileset, everything works fine. But as soon as I wanna open it, it switches to the default graphics.
Edit: I jsut tried using it with the group tileset editor, and it says "%1" was alreeady in use and the tileset might have an error and afterwards the tileset got deleted.
Pencil icon you will see in the "Custom" tab, where is a level/world specific tilesets. I was told, if you create tileset via "Tools -> Tilesets and palletes -> Tileset editor", you will store your tileset into global tileset bank but it will not be used before you will add them into one of tileset groups.Nickname wrote:Umm... I don't really get it. How can I edit existing tilesets? There is no pencil icon. (And yes I'm using the newest lab version). Might you give an in-depth tutorial?
Wohlstand wrote:-> PGE Editor 0.2.1 Beta
This is mainly a bug fix and optimization update.
Also, we have great news: we are ready to start development of the PGE engine counterpart! :clapping:
New features will be added into the editor during the engine development process, including: a cross-process module which will allow level/world testing from the editor without using SMBX, and many other useful features!
Changelog 0.2.1ScreenshotsSpoiler: showSpoiler: show