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!
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!
- Added support for multi-selection by holding the shift key
- Added new PGE-only file formats LVLX and WLDX, which support more features and have fewer limitations than the SMBX formats, such as the maximum number of items
- Improved overall performance
- Smarter grid snapping of the selected items group
- Clicking a layer from the list will select which layer new items will be placed on
- Added SDL library to give better music and sound playback
- Fixed grid alignment after duplicating/pasting
- Added semi-transparent paths view for world map
- Added displaying of the items statistics to the debugger box
- Fixed config directory path on Mac OS X
- Fixed bug with item boxes updating when you switch between other applications
- Added SMBX64 standard validator which prevents you from saving a file that would cause SMBX to crash, such as exceeding SMBX's maximum level size, etc.
- Added ability to export images of only a selected portion of a level
- Added support for a Themes system. You can customize the UI and GFX of editor on your own!
Semi-transparent paths
You can use them together with "lock paths" flag to work with scenery more convenient
Added new file formats (PGE internal)
LVLX - the future successor of SMBX LVL format. The LVLX file format is flexible and will always be backwards-compatible (can be opened in old versions of the PGE editor).
The file format is highly optimized and organized:
data values are separated by sections which you can place in any order
each value has its own marker/header which connects the data field with its array variable, you can even create new data fields or exclude unnecessary fields (unknown fields/markers are ignored, undefined fields/markers are set to their default values).
equal to default or unused data is never written into the file, which reduces its size to about half the size of a LVL file, even with data-markers.
more data types, such as strings which can hold special characters like line feed characters (for example, you can use NPC's messages with just a NewLine character instead of extra spaces)
file data is more readable via Notepad
Themes System
Allows you to change not just the editor icons, but even cursors and player spawn-point images:
(you can use any image for the player spawn-point, it will be attached to bottom-center of the cursor automatically)
This is sure a very nice news ^^
Finally the bug with resetting the windows in PGE editor is gone.
About the problem that I mentioned last time (editing lvl_blocks and then PGE not finding the configs anymore), I only could fix it by redownloading the config pack again.
Strangely this problem dosn't occur, when I edit lvl_npc the same way, as lvl_blocks.
About "Clicking a layer from the list will select which layer new items will be placed on", this does not work for me, for some reason. I first select the layer (like in SMBX) but the properties-window still says it is in "default"...edit:It just dosn't update the properties-window, but it still attaches it to the desired layer. So it works, it is just confusing :-P.
How to do this "Added support for a Themes system. You can customize the UI and GFX of editor on your own!" ?.
I know there is a folder for "themes" but how to use/set up the GFX or whatever I need to put there, and how to customize it?
I have a suggestion for "Added displaying of the items statistics to the debugger box".
Would you be able to add indicators for "coins", "mushrooms", "fireflowers", "iceflowers", "super leaves", "tanuki suits", "hammer suits", "1-ups", and "yoshies" ?
This would be very helpful, so one dosn't need to check these values in the SMBX-editor everytime.
Also, what is "physical environment zones" for ?
Also, a really nice update in general. Finally we can make tilesets with a total of 20 tiles per row, which is espcially useful for the worldmap editor :-).
Thank you for doing this, and please keep it up like that ^^.
EDIT: Why is this thread still not a sticky? It is very useful, in my opinion :-/
Sednaiur wrote:
How to do this "Added support for a Themes system. You can customize the UI and GFX of editor on your own!" ?.
I know there is a folder for "themes" but how to use/set up the GFX or whatever I need to put there, and how to customize it?
Yes, you understood right
Here is a basic structure of theme and references of theme.ini file. This must help you with a creation of themes. http://help.engine.wohlnet.ru/customizi ... hemes.html
Don't forget, you can sort your images by folders to make your theme is more organized.
Note: theme are loading dynamically, and you can after create or edit open the application settings and change your theme or simply press Ok to reload edited theme.
Sednaiur wrote:edit:It just dosn't update the properties-window, but it still attaches it to the desired layer. So it works, it is just confusing .
It's temporary, later I will done this
Sednaiur wrote:Would you be able to add indicators for "coins", "mushrooms", "fireflowers", "iceflowers", "super leaves", "tanuki suits", "hammer suits", "1-ups", and "yoshies" ?
This will be additional tool which will count items by selected ID. This tool is a useful but it shoudn't capture performance, or I will make editable and you can make your own item counters.
Sednaiur wrote:Also, what is "physical environment zones" for ?
It is a common name of "Waters" and "Quicksands" zones. I was used common name because this more correctly and later I will make a new types of physical environment zones like gravity changer, directed air stream, directed water stream, etc, and call those items by "water" will be wrong.
Sednaiur wrote:
EDIT: Why is this thread still not a sticky? It is very useful, in my opinion :-/
Sednaiur wrote:
How to do this "Added support for a Themes system. You can customize the UI and GFX of editor on your own!" ?.
I know there is a folder for "themes" but how to use/set up the GFX or whatever I need to put there, and how to customize it?
Yes, you understood right ;-)
Here is a basic structure of theme and references of theme.ini file. This must help you with a creation of themes. http://help.engine.wohlnet.ru/customizi ... hemes.html
Don't forget, you can sort your images by folders to make your theme is more organized.
Note: theme are loading dynamically, and you can after create or edit open the application settings and change your theme or simply press Ok to reload edited theme.
Thank you very much for your assistance. I will play around with the themes and see, what I can create.
Wohlstand wrote:
Sednaiur wrote:Would you be able to add indicators for "coins", "mushrooms", "fireflowers", "iceflowers", "super leaves", "tanuki suits", "hammer suits", "1-ups", and "yoshies" ?
This will be additional tool which will count items by selected ID. This tool is a useful but it shoudn't capture performance, or I will make editable and you can make your own item counters.
This would be very nice, in my opinion :-). Thank you.
Wohlstand wrote:
Sednaiur wrote:Also, what is "physical environment zones" for ?
It is a common name of "Waters" and "Quicksands" zones. I was used common name because this more correctly and later I will make a new types of physical environment zones like gravity changer, directed air stream, directed water stream, etc, and call those items by "water" will be wrong.
Ah - this makes sense then, now I understand ^^. Also a nice addition.
KoolKat wrote:Wait, Wohlstand, will there eventually be an option to have custom water shapes, such as circles?
Yea, this will possible to implement into engine, because with Box2d easier to make shape-type collisions, and you can define rectangles, circles, polygons, etc.
KoolKat wrote:Wait, Wohlstand, will there eventually be an option to have custom water shapes, such as circles?
Yea, this will possible to implement into engine, because with Box2d easier to make shape-type collisions, and you can define rectangles, circles, polygons, etc.
KoolKat wrote:Wait, Wohlstand, will there eventually be an option to have custom water shapes, such as circles?
Yea, this will possible to implement into engine, because with Box2d easier to make shape-type collisions, and you can define rectangles, circles, polygons, etc.
Simple dummy application which a developing engine:
This is a basic physics and rendering experiment. It give nothing gameplay features: only walk/jump. It will render all blocks and BGO's at dummy images without any stuff GFX. NPC's are not displayed. http://engine.wohlnet.ru/docs/EXE_tests ... engine.zip
It can:
- tiny CPU load because used OpenGL which calculate and draw graphics via GPU.
- load any SMBX's .lvl file (drag and drop file into application file to open by them this file)
- single-row background parallax
- move player to opposite side of section when enabled "connect sides" flag (warp section)
- when player fall under section, it will be returned to it's start position
- limiting camera to section (now working only first section, when I will make warps system, I will make support of other sections)
- no any GFX (config manager is not made), for blocks, bgo and background used BMP files which you will found with application.
Notes:
Before I will organize render algorithms, I'm not recommend to open large levels which contain a lot of blocks and BGO's, create any test levels with minimal using of blocks.
Left-right - walk
Space - jump
T - toggle fullScreen/Window
Esc - close dummy application
(Copypasta from Wohlnet)
The Super Mario UI Theme Pack
Here it is ready to use! Feel free to change this one out with the current default one and tell me what you think. Icons can still be changed if some are not "liked". Enjoy.
How to change to the Super Mario Theme:
Just unpack the zip file in your themes folder of PGE. IMPORTANT: Currently works only in the latest Laboratory Build released 8/10/14.
1. Go to Tools - Application Settings
2. Select the View Tab
3. Select the Super Mario Theme and press OK
Squishy Rex wrote:(Copypasta from Wohlnet)
The Super Mario UI Theme Pack
Here it is ready to use! Feel free to change this one out with the current default one and tell me what you think. Icons can still be changed if some are not "liked". Enjoy.
How to change to the Super Mario Theme:
Just unpack the zip file in your themes folder of PGE. IMPORTANT: Currently works only in the latest Laboratory Build released 8/10/14.
1. Go to Tools - Application Settings
2. Select the View Tab
3. Select the Super Mario Theme and press OK
SnifitGuy wrote:Ok, I need to ask this; what platform (OS) are you building this program on (I don't know if this has been stated)? I can't seem to get the music working. I did all the steps you ask, and I even saved a dummy level in my PlatGenWohl folder. Am I doing something wrong? Thx in advance.
I'm use the Windows XP to build for Windows and CentOS to build for Linux, for Mac OS James building on his Mac OS X.
What program you mean which is not play music? Now engine part is dummy, and it have nothing yet, physics and basic drawing only. When I will make the main classes and working data structure, I will add music playback, sound and normal graphics loading. To increase performance, I will load only graphics which using on this level instead of full load of whole graphics pack into memory. System will load necessary gfx by request (for example, level have blocks with id 34, and into texture buffer will be loaded the block-34 graphics. And when you was add some item which is new in this level (by editor while testing in process), the necessary texture will be requested and loaded.
SnifitGuy, yea, because I was replaced QMediaPlayer which play music by installed codecs to SDL2_mixer which play by internal playback libraries, but don't forget to re-sample all your musics which more than 44100 into 44100 (SDL2_mixer play musics and sounds in the united stream, and all if sounds is not re sampled, will be re-sampled at real time, but this operation take more CPU load and result can be glitchy).
The one of SMBX stupids is opening copies of hidden Windows Media Player for each music and sound because system tray was spammed by codec icons.
Wohlstand wrote:
This also includes an update with the music player. Now it uses the SDL2_mixer library, which will be used in the engine part.
This library allows playing the WAV, MID, OGG, MP3 (if you've built the SDL2_mixer with a libMAD library), FLAC formats, and also a lot of Tracker Music formats: *.mod, *.it, *.s3m, *.669, *.med, *.xm, *.amf, *.apun, *.dsm, *.far, *.gdm, *.imf, *.mtm, *.okt, *.stm, *.stx, *.ult and *.uni.
You can use Tracker Music formats like *.mod or *.it which support integrated loop points (you can insert into games high quality music which will have a smaller filesize unlike MP3's or WAV's, also a lot of possibles to convert *.spc format into *.it format which is easy to use). This library also supports fading of music, which means: it's possible to make a smooth music change between sections and when a level is starting.
So would it be possible to do something like Galaxy, where the Chorus comes in? Or most mario games now, where the music gets more soothing when you enter water.
While I'm on the subject, you know how Lunadll has Trigger zones? It would be rather useful If you could actually place them in the level rather than trying to find coordinates with the mouse.
Avarice wrote:So would it be possible to do something like Galaxy, where the Chorus comes in?
As one of gimmicks which I can apply: is a changing of musics with saving of play position: http://stackoverflow.com/questions/1469 ... d-position
For example, SMW play music without bongo when Mario walks, but when Mario sits on Yoshi, music switching to with bongo background. It is a difference SPC tracks of equal length which switching by among themselves with saving of playback current time position.
Avarice wrote:Or most mario games now, where the music gets more soothing when you enter water.
It will be physical environment events for playable character scripts which will switch music when he was entered into other physical environment. This thing usually using to switch animation "swimming" and apply new physics of environment to character.
Avarice wrote:While I'm on the subject, you know how Lunadll has Trigger zones?
Kevin was tested the coordinate detection with LUA. This possible write by LUA. I can add special option for water zones "Add LunaDLL trigger zone" which will generate coordinates of this water zone sides (for example, -212100,51,1525,1554) which will save a lot of time to find this zone.
It'd be pretty cool if you'd support BRSTMs, this is the Wii's audio type. They loop and also BRSTMs w/ multiple Streams are possible, so the alternating music like Galaxy is possible. O have most music in BRSTM form anyways
The program BrawlBox can convert WAV/BRSTM if you'd need that, can't find a link for thid tho.
Nickname wrote:It'd be pretty cool if you'd support BRSTMs, this is the Wii's audio type. They loop and also BRSTMs w/ multiple Streams are possible, so the alternating music like Galaxy is possible. O have most music in BRSTM form anyways
The program BrawlBox can convert WAV/BRSTM if you'd need that, can't find a link for thid tho.