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aero
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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby aero » Fri Oct 03, 2014 1:24 pm

Blck_Guy wrote:
GhostHawk
Blck_Guy wrote:I still just wondering...are you going to make limitations on Block, BGO's, Warps and NPC's placing?
Is there NOT?
Not yet. I've said this a few times now.

Wohlstand
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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby Wohlstand » Fri Oct 03, 2014 2:26 pm

VSMBX was started on my PC after update, and now I can test and review them.

And now I have:
1) Player point placing: you have bug with relativity Player point by map, and point isn't placing by click, you should move mouse and point will be forcedly placed.
Spoiler: show
Image
2) Animator: Boom Boom, propeller blocks, Metroid faced block, SMB2 vines, dragon coin and more other items using a bidirectional animation. This means: when animation loop will done, it will did reverse, and when it return back - loop reversing and doing normal. Also, some items have switchable animation direction. For example, conveyor, fire bar will change animation direction when you change physical direction (Left or right, animation will be forward or backword), etc. I was made a huge work to research them, and you can use them. Look more about in my INI files of items, you can make animator better. Also, Luigifan have my C#-port of my configurable NPC-Animator, you can take them and insert into your project ;-)
3) When I did testing: Oh, keyboard key repeat is a dreadful disease of operating systems, you should program key events more smarter:
When "Key Press" event was activated, you should reject repeats, and you will get "Key pressed" and "Key released" directly from key.
Here is my implementation of controllable scrolling, here I was rejecting repeated keys:
https://github.com/Wohlhabend-Networks/ ... e.cpp#L111
and when you press down key, "Key Press" signal will emitted once and "pressed" state will be leaved before you release up your key, and will be emitted "Key Release" signal.
Info for Visual Basic:
http://vb.net-informations.com/gui/key-press-vb.htm
4)NPC Placing: A lot of offsets and physical heights is not correctly even for SMBX All sizes, offsets, etc. of all available SMBX NPC's are defined by this INI file: https://github.com/Wohlhabend-Networks/ ... vl_npc.ini, use them to make NPC's more correctly. Also, Don't forgot about NPC GFX render formula: http://engine.wohlnet.ru/docs/_SMBX64/O ... ormula.pdf

Anyway you was made a huge job to make this, good luck ;)

P.S>
Also, I'm have a long time ago I was converted all SMBX graphics into PNG format without using of masks when I made my "GIFs2PNG" utility: http://engine.wohlnet.ru/docs/_Importan ... dstyle.zip You can use them, it will better than GIF with masks:
- you don't need to make mask
- you have full freedom for using a semi-transparency
- .NET is supports PNG graphics unlike drunken Visual Basic 6
- PNG package have <1/2 size of same GIF with masks package (proof: http://engine.wohlnet.ru/docs/_Important/)

aero
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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby aero » Fri Oct 03, 2014 2:45 pm

Wohlstand wrote:VSMBX was started on my PC after update, and now I can test and review them.

And now I have:
1) Player point placing: you have bug with relativity Player point by map, and point isn't placing by click, you should move mouse and point will be forcedly placed.
Spoiler: show
Image
2) Animator: Boom Boom, propeller blocks, Metroid faced block, SMB2 vines, dragon coin and more other items using a bidirectional animation. This means: when animation loop will done, it will did reverse, and when it return back - loop reversing and doing normal. Also, some items have switchable animation direction. For example, conveyor, fire bar will change animation direction when you change physical direction (Left or right, animation will be forward or backword), etc. I was made a huge work to research them, and you can use them. Look more about in my INI files of items, you can make animator better. Also, Luigifan have my C#-port of my configurable NPC-Animator, you can take them and insert into your project ;-)
3) When I did testing: Oh, keyboard key repeat is a dreadful disease of operating systems, you should program key events more smarter:
When "Key Press" event was activated, you should reject repeats, and you will get "Key pressed" and "Key released" directly from key.
Here is my implementation of controllable scrolling, here I was rejecting repeated keys:
https://github.com/Wohlhabend-Networks/ ... e.cpp#L111
and when you press down key, "Key Press" signal will emitted once and "pressed" state will be leaved before you release up your key, and will be emitted "Key Release" signal.
Info for Visual Basic:
http://vb.net-informations.com/gui/key-press-vb.htm
4)NPC Placing: A lot of offsets and physical heights is not correctly even for SMBX All sizes, offsets, etc. of all available SMBX NPC's are defined by this INI file: https://github.com/Wohlhabend-Networks/ ... vl_npc.ini, use them to make NPC's more correctly. Also, Don't forgot about NPC GFX render formula: http://engine.wohlnet.ru/docs/_SMBX64/O ... ormula.pdf

Anyway you was made a huge job to make this, good luck ;)

P.S>
Also, I'm have a long time ago I was converted all SMBX graphics into PNG format without using of masks when I made my "GIFs2PNG" utility: http://engine.wohlnet.ru/docs/_Importan ... dstyle.zip You can use them, it will better than GIF with masks:
- you don't need to make mask
- you have full freedom for using a semi-transparency
- .NET is supports PNG graphics unlike drunken Visual Basic 6
- PNG package have <1/2 size of same GIF with masks package (proof: http://engine.wohlnet.ru/docs/_Important/)
Thanks Wohlstand. I'm well aware of all these things but thanks for point all of them out together. Right now I'm working on animation code optimization, but player and object are on top of my to-do list along with a proper game engine.

Blck_Guy
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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby Blck_Guy » Sat Oct 04, 2014 2:41 am

GhostHawk wrote:
Blck_Guy wrote: GhostHawk
Blck_Guy wrote:I still just wondering...are you going to make limitations on Block, BGO's, Warps and NPC's placing?
Is there NOT?
Not yet. I've said this a few times now.

Not yet?? So you are in the future. Why?

aero
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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby aero » Sat Oct 04, 2014 3:21 am

Blck_Guy wrote: Not yet?? So you are in the future. Why?
Because it's minor and I have things to fix right now.

Blck_Guy
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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby Blck_Guy » Sun Oct 05, 2014 8:45 pm

GhostHawk wrote:
Blck_Guy wrote: Not yet?? So you are in the future. Why?
Because it's minor and I have things to fix right now.

"Because it minor." - What? there shouldn't be any limitation except for the free space you have left on your PC/Hard Drive.

Why would you want to have limitations? - That's one of the reasons why people asked for 'Multiple Checkpoints'. But If this is going to happened for some stupid reason I'll just edit the source then, no offence, and just have fun Non-playable levels that other people can't play unless they have the source.

FanofSMBX
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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby FanofSMBX » Sun Oct 05, 2014 8:49 pm

I thought he said there were none. That's weird because he'd have to make a slot for each block in the level format. 20000 blocks = 20000 slots. With stuff like block type, coordinates, slippery yes or no, what it contains, invisible yes or no, etc

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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby Fuyu » Sun Oct 05, 2014 9:10 pm

@Blck_Guy: For fuck sake can you calm the fuck up? He's got a lot to do and certainly has no time to read your whinnings. He already has to fix what he has been notified by some people who tested the engine's Beta and by some Beta Testers. Programming isn't that easy either, so if you have nothing supportive to add to your rather annoying posts for the love of god please shut up.

aero
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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby aero » Sun Oct 05, 2014 10:30 pm

A majority of the bugs have been cleared for Beta 1.0.0.9, and the first new feature is coming with it this Monday - Gravity Settings.

Image

Note: There's no such thing as negative gravity, and gravity levels above 30 can start breaking the game. For perspective, 16 is overkill.

zioy
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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby zioy » Sun Oct 05, 2014 10:35 pm

So 0 gravity will exist?

AMAZING

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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby aero » Sun Oct 05, 2014 10:38 pm

KoolKat wrote:So 0 gravity will exist?

AMAZING
It will exist for levels that take advantage of it, but it's literally 0 gravity as in the player will never fall back down.

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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby TangledLion » Sun Oct 05, 2014 10:45 pm

GhostHawk wrote: Note: There's no such thing as negative gravity, and gravity levels above 30 can start breaking the game. For perspective, 16 is overkill.
What is the default Gravity level?

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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby aero » Sun Oct 05, 2014 10:51 pm

TangledLion wrote:
GhostHawk wrote: Note: There's no such thing as negative gravity, and gravity levels above 30 can start breaking the game. For perspective, 16 is overkill.
What is the default Gravity level?
9. This means the player will fall 9 pixels every 10 milliseconds. I plan on adding a block based system, and a configurable timer for more control over how the player is affected by gravity.

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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby aero » Mon Oct 06, 2014 1:18 pm

VSMBX Beta 1.0.0.9 is available now:

EXE Download 1: https://www.sendspace.com/file/5231ar
Just replace the old EXE with this one and view the changelog, then you should be good to go.

If you DO NOT have VSMBX's content installed, use the download below:

Installer Download 1: https://www.sendspace.com/file/e4d9sd

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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby Lnik3500 » Mon Oct 06, 2014 5:24 pm

are you going to post a changelog for your main post? oh and by the way i have (again) a new suggestion, how about being able to switch gravity.like a event that let you change the direction the player will fall (turns the character so their feets match the direction of the gravity) thanks for your consideration and keep going for your game (it's awsome)

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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby zioy » Mon Oct 06, 2014 5:25 pm

So will events be able to include fluxuating gravity levels?

Blck_Guy
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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby Blck_Guy » Tue Oct 07, 2014 3:28 am

Lnik3500 wrote:are you going to post a changelog for your main post? oh and by the way i have (again) a new suggestion, how about being able to switch gravity.like a event that let you change the direction the player will fall (turns the character so their feets match the direction of the gravity) thanks for your consideration and keep going for your game (it's awsome)
KoolKat wrote:So will events be able to include fluxuating gravity levels?

fluctuating


Events should be able to a lot things like this. ^^

List:
  • Change Gravity
  • Change Time Limit
  • Change What controls you can use with the playable character
  • Invert Controls* (That's a good Idea! *Can we have it GhostHawk?)
  • Change Custom Music to another Custom Music*
Etc, Etc.

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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby aero » Tue Oct 07, 2014 5:00 pm

Wohlstand wrote: 4)NPC Placing: A lot of offsets and physical heights is not correctly even for SMBX
Spoiler: show
Image
This has been fixed for Beta 1.0.1 which will be coming out in a week or two. A surprisingly easy fix to be honest.
Blck_Guy wrote:
  • Change Gravity
  • Change Time Limit
  • Change What controls you can use with the playable character
  • Invert Controls* (That's a good Idea! *Can we have it GhostHawk?)
  • Change Custom Music to another Custom Music*
Etc, Etc.
I will make an option to add a time limit to levels, but not a function to where the time can be changed during the level with events. If I did, I really wouldn't be looking forward to levels abusing this and making them purposefully unplayable.

I plan on the minimum time for levels to be 99 which is when the music speeds up in Mario Games, to 500 for castles, or disabling the timer entirely for infinite play. Gravity will be able to be changed with events, but that's just me saying it since I haven't event started implementing events. I don't know about what I'll do with Custom Music, but I will be considering a small music settings section for hop effects like in NSMB and for music effects in zones, or on time triggers. Lastly, under what circumstances would inverted controls be needed in a Mario platformer?

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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby Lnik3500 » Tue Oct 07, 2014 5:06 pm

I think the timer should be in the settings so you could set your own time limit. because maybe you can be able to do a speed level (like you have a very limited time and you have to collect timers to gain more time like in present mario games) so yeah maybe you can set like a minimum time limit so people wont be able to abuse it.

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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby aero » Tue Oct 07, 2014 5:17 pm

Lnik3500 wrote:I think the timer should be in the settings so you could set your own time limit. because maybe you can be able to do a speed level (like you have a very limited time and you have to collect timers to gain more time like in present mario games) so yeah maybe you can set like a minimum time limit so people wont be able to abuse it.
This sounds like a better idea, because it allows people to expand in the time trials genre of level design. Although there still may be an issue with this since it could be a major pain to either incorporate this into online play or preventing it from being used online. What I mean is, keep clients and servers synced is challenging enough but if there's timers floating around in a level this could probably cause a lot more bugs for online mode than there are in SMBX.


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