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Re: Alternate Editor for SMBX [Beta]

Postby underFlo » Tue Oct 14, 2014 6:56 pm

On an addition, brawlcustommusic.com hosts a large number of BRSTMd from lotsa games, either directly from the game or Remixes, maybe evem unused stuff.

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Re: Alternate Editor for SMBX [Beta]

Postby Wohlstand » Tue Oct 14, 2014 7:30 pm

KoolKat, Nickname, I like this idea, but I need for BRSTM C/C++ library to decode this format into WAV stream (when you play MP3, OGG, etc, data always decoding by real-time into WAV-stream which sending into audio device to play it) to I can play this format. By hardcored way, I will need for file specification to I can write decoding library by myself. Easier way is a multiple OGG's or MOD/IT's with loop/switching config file, and BRSTM concept will be implemented by alternate available audio formats.

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Re: Alternate Editor for SMBX [Beta]

Postby Wohlstand » Tue Oct 14, 2014 7:30 pm

Tiny, but useful for LunaLUA developers update:

Is a "Show zone range data" for physical environment (water) zones:
Image

you can copy this string with range values and use inside your scripts to detect entering of player into this range and trigger event, for example
Image

Updated build is available in the laboratory!
http://engine.wohlnet.ru/docs/_laboratory/

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Re: Alternate Editor for SMBX [Beta]

Postby Frisktaker » Tue Oct 14, 2014 11:11 pm

Wohlstand wrote:
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.
You seem to be taking the water thing too seriously. It's just an example of how my suggestion could be useful. It could also be used for a level where you switch between ice and fire.

...here's an idea. I know Midi supposedly sucks, but is there any other music types where the file is split up into tracks? If so, then in the Yoshi example, it would be as simple as fading in (or more accurately, raising the volume to a certain point, right?) the bongoes when on yoshi, and fading out(lowering volume to silence?)when not on him. In the ice/fire example, the fire song would play by default, but when it changes to ice, the fire track fades out and the ice track fades in.(My trigger zone suggestion would be useful here. maybe use a selection-like tool and then having pge tell you the numbers for that selection?) For an ideavof what I'm talking about, look up Before the sequel lost levels act 3 on youtube. the level itself, not just the music.
In conclusion, I think you should be able to change the volume of tracks, as well as the tempo of the whole song(with 1 always acting as original speed, and .5 always being 1/2 original speed), with both volume and tempo having a don't change option.
It's probably a silly idea, but it would be great for dynamic music.

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Re: Alternate Editor for SMBX [Beta]

Postby Wohlstand » Wed Oct 15, 2014 1:10 am

Avarice wrote:
Wohlstand wrote:
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.
You seem to be taking the water thing too seriously. It's just an example of how my suggestion could be useful. It could also be used for a level where you switch between ice and fire.

...here's an idea. I know Midi supposedly sucks, but is there any other music types where the file is split up into tracks? If so, then in the Yoshi example, it would be as simple as fading in (or more accurately, raising the volume to a certain point, right?) the bongoes when on yoshi, and fading out(lowering volume to silence?)when not on him. In the ice/fire example, the fire song would play by default, but when it changes to ice, the fire track fades out and the ice track fades in.(My trigger zone suggestion would be useful here. maybe use a selection-like tool and then having pge tell you the numbers for that selection?) For an ideavof what I'm talking about, look up Before the sequel lost levels act 3 on youtube. the level itself, not just the music.
In conclusion, I think you should be able to change the volume of tracks, as well as the tempo of the whole song(with 1 always acting as original speed, and .5 always being 1/2 original speed), with both volume and tempo having a don't change option.
It's probably a silly idea, but it would be great for dynamic music.
SDL2_mixer library is support midi playback perfectly, try to play them via PGE editor. Also SDL2_mixer have internal fading module and we can fade in/out music playback. While I'm developing engine, I will test those gimmicks too: I will add fading of musics when level is starts and when you teleporting between sections with different musics.

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Re: Alternate Editor for SMBX [Beta]

Postby Frisktaker » Thu Oct 16, 2014 8:22 am

Wohlstand wrote:SDL2_mixer library is support midi playback perfectly, try to play them via PGE editor. Also SDL2_mixer have internal fading module and we can fade in/out music playback. While I'm developing engine, I will test those gimmicks too: I will add fading of musics when level is starts and when you teleporting between sections with different musics.
Ok, but I was thinking of something that could done with events. And I'd make a picture, but I'm at school.
Edit:The Physical environment thing? maybe make it doable when you are using selection tool instead?

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Re: Alternate Editor for SMBX [Beta]

Postby Sednaiur » Sun Oct 19, 2014 11:44 am

I have found out a crashing bug in the worldmap editor of PGE:
When you use the eraser, and then draw a selection-box, PGE likes to crash really easy by it, even if you only select a few tiles/scenes/levels/paths with it.
There is no problem, when you just draw a selection-box with the normal cursor, though.

Also, most of my custom music cannot be played correctly by PGE. It often plays it too slow, very bugged and lud, or even not at all.
PGE can even crash sometimes, when I try to play certain music.
Is this because of 44100 sampling rate? Most of my tracks have 48000. All the musics are completly fine and work, and they use 128Kbps.
Hopfully this helps you a bit.

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Re: Alternate Editor for SMBX [Beta]

Postby Wohlstand » Sun Oct 19, 2014 12:16 pm

Sednaiur wrote:I have found out a crashing bug in the worldmap editor of PGE:
When you use the eraser, and then draw a selection-box, PGE likes to crash really easy by it, even if you only select a few tiles/scenes/levels/paths with it.
There is no problem, when you just draw a selection-box with the normal cursor, though.

Also, most of my custom music cannot be played correctly by PGE. It often plays it too slow, very bugged and lud, or even not at all.
PGE can even crash sometimes, when I try to play certain music.
Is this because of 44100 sampling rate? Most of my tracks have 48000. All the musics are completly fine and work, and they use 128Kbps.
Hopfully this helps you a bit.
1) I will check for this bug and will fix them
EDIT: Ouch!, you right, will fix now

2) I was noticed about SDL2_mixer features:
Unlike SMBX which create a lot of copies of "Windows Media Player" which causing system tray flood with audio-codecs icons, SDL2_mixer play anything inside united stream. This giving better and faster playback of music and sounds in games. Also, SDL2_mixer use internal decoding of music inside them. Because all musics and sounds should have same sample rate to be played in one stream, they should be re-sampled. This operation in real-time takes more CPU load and result can be is not good like this. You can try to change in the pge_editor.ini file the "sdl-sample-rate=" value to 48000 (close editor before edit this file), and start editor again, stream will have 48000 Hz. But I'm recommend to resample your musics into 44100 Hz. Also, I'm recommend use more larger birtate (>200 instead of 128 Kbps) to save more good quality. Don't forget, when you re-saving MP3 files, quality will be worse because MP3 encoder will reduce more audio-data, and I don't recommend encode into 128 Kbps, because this will make audio worse, I'm always encode my files into 320 Mbps even if filesize will be larger. But even 320 Mbps reducing audiodata too. Because I don't like lossy compression audio formats (but OGG Vorbis in some things have better playback quality of audio even with lossy compression).

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Re: Alternate Editor for SMBX [Beta]

Postby Wohlstand » Sun Oct 19, 2014 1:13 pm

Sednaiur, just fixed, try the laboratory build:
http://engine.wohlnet.ru/docs/_laboratory/

Also, I was made some organizing:
- Help documents (~13 MB uncompressed data) now is separately
- Additional tools (PNG2GIFs, GIFs2PNG, LazyFixTool, Calibrator) now is separately (18.7 MB compressed size)
- Base Editor application archive now is 14.7 MB compressed size
- In the laboratory added "SMBX Integration" config pack fast guide (using of them will save a lot of time to download (instead of 245 MB of full config pack you need to download only 200 Kb and will be used SMBX's content data directly)).

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New Update! (Editor 0.2.1.1)

Postby Wohlstand » Sun Oct 19, 2014 7:06 pm

-> PGE Editor 0.2.1.1 Release!
After some bug fixing works, we can say: It is a first stable version of alternate editor for SMBX!
Fixed artifacts bugs, fixed multi-line messages of NPC's which allow to use "NewLine" character instead of extra spaces, etc.

We already started the development of engine counterpart and with them will be available internal level testing and playing games with better system.

Changelog 0.2.1.1
Spoiler: show
- Fixed zoom icons customization
- Fixed tiny mouse events of locked items bug
- Fixed mouse wheel artifacts while placing mode is enabled
- Added "Show zone range data" which will show X, Y, Width and Height of physical environment zone
- Fixed multi-line messages of NPC and events parsing error for SMBX64 level file format (found in Talkhaus's levels)
- Fixed crash on range erasing on world map
Screenshots
Spoiler: show
Image

Image

"Super Mario" UI theme by Squishy Rex is including with editor build
Image

Fixed artifacts and displaying of target layer in placing mode was improved!
Image

Image

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Re: Alternate Editor for SMBX

Postby Squishy Rex » Mon Oct 20, 2014 6:46 am

Nearly a year on from this being started, the amount of progress made is astounding. The first stable build available is great news, and it means we're one step closer to making a long-time dream into reality.

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Re: New Update! (Editor 0.2.1.1)

Postby Frisktaker » Wed Oct 22, 2014 8:36 am

Wohlstand wrote:-> PGE Editor 0.2.1.1 Release!
After some bug fixing works, we can say: It is a first stable version of alternate editor for SMBX!
Fixed artifacts bugs, fixed multi-line messages of NPC's which allow to use "NewLine" character instead of extra spaces, etc.

We already started the development of engine counterpart and with them will be available internal level testing and playing games with better system.

Changelog 0.2.1.1
Spoiler: show
- Fixed zoom icons customization
- Fixed tiny mouse events of locked items bug
- Fixed mouse wheel artifacts while placing mode is enabled
- Added "Show zone range data" which will show X, Y, Width and Height of physical environment zone
- Fixed multi-line messages of NPC and events parsing error for SMBX64 level file format (found in Talkhaus's levels)
- Fixed crash on range erasing on world map
Screenshots
Spoiler: show
Image

Image

"Super Mario" UI theme by Squishy Rex is including with editor build
Image

Fixed artifacts and displaying of target layer in placing mode was improved!
Image

Image
Why not just use the selection tool to select an area, and have a way to tell from that?

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Re: New Update! (Editor 0.2.1.1)

Postby Wohlstand » Wed Oct 22, 2014 10:24 am

Avarice wrote:
Wohlstand wrote:-> PGE Editor 0.2.1.1 Release!
After some bug fixing works, we can say: It is a first stable version of alternate editor for SMBX!
Fixed artifacts bugs, fixed multi-line messages of NPC's which allow to use "NewLine" character instead of extra spaces, etc.

We already started the development of engine counterpart and with them will be available internal level testing and playing games with better system.

Changelog 0.2.1.1
Spoiler: show
- Fixed zoom icons customization
- Fixed tiny mouse events of locked items bug
- Fixed mouse wheel artifacts while placing mode is enabled
- Added "Show zone range data" which will show X, Y, Width and Height of physical environment zone
- Fixed multi-line messages of NPC and events parsing error for SMBX64 level file format (found in Talkhaus's levels)
- Fixed crash on range erasing on world map
Screenshots
Spoiler: show
Image

Image

"Super Mario" UI theme by Squishy Rex is including with editor build
Image

Fixed artifacts and displaying of target layer in placing mode was improved!
Image

Image
Why not just use the selection tool to select an area, and have a way to tell from that?
Is you mean selecting without dragging?
- Hold Shift key: this will give able to select items without dragging (you will can't move items), and also you will append items to selection.
- You can use Also "Select only" ('W' hot key) tool which will switch to selection mode without dragging.

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Re: New Update! (Editor 0.2.1.1)

Postby Frisktaker » Wed Oct 22, 2014 1:23 pm

Wohlstand wrote:
Avarice wrote:
Wohlstand wrote:-> PGE Editor 0.2.1.1 Release!
After some bug fixing works, we can say: It is a first stable version of alternate editor for SMBX!
Fixed artifacts bugs, fixed multi-line messages of NPC's which allow to use "NewLine" character instead of extra spaces, etc.

We already started the development of engine counterpart and with them will be available internal level testing and playing games with better system.

Changelog 0.2.1.1
Spoiler: show
- Fixed zoom icons customization
- Fixed tiny mouse events of locked items bug
- Fixed mouse wheel artifacts while placing mode is enabled
- Added "Show zone range data" which will show X, Y, Width and Height of physical environment zone
- Fixed multi-line messages of NPC and events parsing error for SMBX64 level file format (found in Talkhaus's levels)
- Fixed crash on range erasing on world map
Screenshots
Spoiler: show
Image

Image

"Super Mario" UI theme by Squishy Rex is including with editor build
Image

Fixed artifacts and displaying of target layer in placing mode was improved!
Image

Image
Why not just use the selection tool to select an area, and have a way to tell from that?
Is you mean selecting without dragging?
- Hold Shift key: this will give able to select items without dragging (you will can't move items), and also you will append items to selection.
- You can use Also "Select only" ('W' hot key) tool which will switch to selection mode without dragging.
No i mean using the selection tool to get trigger zone values.

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Re: New Update! (Editor 0.2.1.1)

Postby Wohlstand » Wed Oct 22, 2014 3:56 pm

Avarice wrote: No i mean using the selection tool to get trigger zone values.
Is you mean 'X,Y,Width,Height' rectangle values? (or Left-Top-Right-Bottom)

Few times ago I was made trigger zone capturing tool which you can use by any water/quicksand zone. i.e.
- draw water/quicksand, resize them to necessary zone which you wanna use as 'trigger zone',
- Open it's context menu item "Show zone range data"
- copy string like [X=-199360; Y=-200336; W=192; H=272; Right: -199168; Bottom -200064;] into clipboard and use them in your scripts
- remove placed water/quicksand by DEL key

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Re: Alternate Editor for SMBX [Released!]

Postby Veudekato » Sun Oct 26, 2014 5:49 am


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Re: Alternate Editor for SMBX [Released!]

Postby Squishy Rex » Sun Oct 26, 2014 5:53 am

Oh sweet Jesus, have I missed an engine update or something? It's nice to see the engine coming along so quickly. At this rate, there'll be an Engine Beta by Christmas.

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Re: Alternate Editor for SMBX [Released!]

Postby Veudekato » Sun Oct 26, 2014 11:35 am

Squishy Rex wrote:Oh sweet Jesus, have I missed an engine update or something? It's nice to see the engine coming along so quickly. At this rate, there'll be an Engine Beta by Christmas.
Im download latest versions from laboratory
I dont know when will be beta. but engine in progress.(Fast progress)

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Re: Alternate Editor for SMBX [Released!]

Postby h2643 » Sun Oct 26, 2014 11:41 am

The engine's always available in laboratory.

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Re: Alternate Editor for SMBX [Released!]

Postby Wohlstand » Sun Oct 26, 2014 12:57 pm

PGE Engine 0.0.2 pre-alpha: little travel into "Sarasaland Adventure 2" by Otabo


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