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Wohlstand
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Re: PGE Project thread (Editor v0.3.1.10, Engine v0.2.5.1)

Postby Wohlstand » Wed Aug 31, 2016 5:29 pm

PGE Engine: Twillight Fortress
A test of the updated physical engine in the PGE Engine.


Original link: https://www.youtube.com/watch?v=WqVw3Uz0eDM

Wohlstand
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NEW UPDATE! PGE Editor 0.3.1.11 and PGE Engine 0.2.6-alpha

Postby Wohlstand » Mon Sep 05, 2016 12:12 pm

PGE Editor 0.3.1.11 and PGE Engine 0.2.6-alpha
This is a big update for the PGE Project, which contains a reorganizing of the config pack management system and lot of other bug fixes. Configure tools in the config packs like "SMBX Integration" now are working with JavaScript, which allows them be platform-independent and more secure! The PGE Engine got a huge improvement recently and now has an upgraded physical engine which fixes most of the bugs with slopes and with moving blocks (however, there is still improvement for layer move system to be made)!
More detail info in the change logs!

Small and good news for users with portable packages (.ZIP): settings will no longer be lost when you are doing an update, because all settings will be saved into the new-created "settings" folder, which will never be replaced on an update with a ZIP-Package!

A big update is done for the OS X users, which will be able associate LVL/WLD/LVLX/WLDX-files with PGE Editor and PGE Engine by simple placing the PGE Project-folder into the "Applications" directory. In addition many other fixes were made, including the fix for interprocess testing!

All downloads are have been updated!

Note: Old config packs are no more compatible with this version, and lot of glitches are possible with them. Therefore, you must download the new config packs from a main page.

In next time I'll release updates more often ;-)

Editor 0.3.1.11 changelog
Spoiler: show
- Added Polish translation of the editor
- Optimized performance and memory usage
- Fixed some inabilities to show custom graphics in the item selection dialogs
- Flood fill will never fill out of section by default (to allow filling out of section, need to uncheck a special flag in the "Edit" menu)
- Fixed empty category entry width appears on some groups in blocks and BGO lists
- Added ability to show default only elements in the tile-sets editor box
- Added "Top-Right" and "Right-Bottom" section sides for camera position reset
- Test are finally working
- Fixed frame-sequence based animator for the blocks
- Fixed junk element entries on damaged or absence of the image file
- Added support of the automatically running of the configure utilities in the config packs. Now configure utilities are working in JavaScript instead of executables!
- Fixed log level management
- Better validating of configuration package INI-files in the editor (to avoid future crashes because damaged config pack)
- Experimental plugins system
- Fixed menubar confusion while loading, and fixed confusion between settings and quit menu actions on Mac OS X
- Fixed stability of LunaTester to don't freeze/crash PGE Editor if crashes/failures on side of SMBX Engine
- Settings are will be saved into separated "settings" directory to have convenient way to update portable PGE package
- Fixed config reloading crash on Windows
- Implemented full support for custom config files for all elements: block-*.ini, background-*.ini, tile-*.ini, scene-*.ini, path-*.ini, level-*.ini
- Removed a useles auto-script generation thing
- Added auto-crearing/opening for lunadll.lua/lunaworld.lua/lunaoverworld.lua files and configurable PGE-Specific level/world script names
- Fully implemented support of split configurations for level backgrounds, blocks, BGOs, NPCs, terrain tiles, sceneries, paths and level tiles
Engine 0.2.6-alpha
Spoiler: show
- Improved testing of the renderers support to avoid accidental running of the unsupported renderer
- Added software renderer support for video cards which are not supports OpenGL
- Added ability to manually choice a renderer (by --render-gl3, --render-gl2 or by --render-sw arguments)
- Added graphical API to load external graphic files with lua scripts
- Added Paths functions to get full path to media folders
- Added event to draw HUD with binding of the camera metrics and player state
- Added binding to playOnceAnimation for playable character API
- Added support of more advanced effects for lua API
- Fixed sprite warping for NPCs, now there are correctly warping from warp generators with any sizes of sprites
- Fixed inter-processing on Mac OS X, and no more requires manual event processing to accept IPC messages
- All debug keys (such as 1, 2, 3, 4, 5, 7, 8, 9, 0 and F5, F6, F7, F8) are now disabled by default and can be re-enabled with "takesecretkeychain" cheat command
- Fixed path-opener wired vision bug on the world map
- Enabled ability to spawn effects on the world map (one effect is spawning a smoke when level or path enabling)
- Fixed exit code management in the path opener processor
- Implemented full support for custom config files for all elements: block-*.ini, background-*.ini, tile-*.ini, scene-*.ini, path-*.ini, level-*.ini
- Fully implemented support of split configurations for level backgrounds, blocks, BGOs, NPCs, terrain tiles, sceneries, paths and level tiles

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Re: PGE Project thread (Editor v0.3.1.11, Engine v0.2.6)

Postby Sednaiur » Sat Oct 08, 2016 11:18 am

I think I have found a bug regarding the grid-alignment of any scenery of the worldmap.

When you select any scenery in the editor, you can move it at a 16x16 grid but when you place it, it only gets placed onto a 32x32 grid. You also can move placed sceneries around only on a 32x32 grid.
I am partly able to fix this bug by inserting a "grid = 16" into each scene-INI-file.
In the older version this bug was not present, so I assume it got inside when you made any changes to the global INI-files.

Hopefully my description is sufficent to find the bug. :-/

Wohlstand
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Re: PGE Project thread (Editor v0.3.1.11, Engine v0.2.6)

Postby Wohlstand » Sat Oct 08, 2016 11:27 am

Sednaiur wrote:I think I have found a bug regarding the grid-alignment of any scenery of the worldmap.

When you select any scenery in the editor, you can move it at a 16x16 grid but when you place it, it only gets placed onto a 32x32 grid. You also can move placed sceneries around only on a 32x32 grid.
I am partly able to fix this bug by inserting a "grid = 16" into each scene-INI-file.
In the older version this bug was not present, so I assume it got inside when you made any changes to the global INI-files.

Hopefully my description is sufficent to find the bug. :-/
I fixed that recently, same bug reported by Bossedit, try the laboratory version, and when I'll fix also another bug (ignoring changed visibility/geometry/floating state for level item box), I'll push update of official release

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Re: PGE Project thread (Editor v0.3.1.11, Engine v0.2.6)

Postby Sednaiur » Sat Oct 08, 2016 11:47 am

Ah, I understand. ^^

Also, I already asked you about this but I assume I could not explain myself good enough. It is a suggestion about a global setting for different items, like sceneries, blocks BGOs, etc.

It would be great if you could add functionality for flags like "grid =" etc in the global INI-file for the different categories, like this:
Image
This way some changes for the different items would be a matter of seconds instead of needing to edit all the different items one by one.

And if one likes to have most but not all items with the same grid (like I do with some NPCs or BGOs) he could define that in the specific INI-file of the desired item, like this:
Image
I think this makes the overall settings more organized and more like already existing settings, like the NPC-codes do.

Would or could you like to make this possible?

Wohlstand
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Re: PGE Project thread (Editor v0.3.1.11, Engine v0.2.6)

Postby Wohlstand » Sat Oct 08, 2016 11:50 pm

Sednaiur wrote:Ah, I understand. ^^

Also, I already asked you about this but I assume I could not explain myself good enough. It is a suggestion about a global setting for different items, like sceneries, blocks BGOs, etc.

It would be great if you could add functionality for flags like "grid =" etc in the global INI-file for the different categories, like this:
Image
This way some changes for the different items would be a matter of seconds instead of needing to edit all the different items one by one.

And if one likes to have most but not all items with the same grid (like I do with some NPCs or BGOs) he could define that in the specific INI-file of the desired item, like this:
Image
I think this makes the overall settings more organized and more like already existing settings, like the NPC-codes do.

Would or could you like to make this possible?
I think, you still need take laboratory build ;)
https://github.com/WohlSoft/PGE-Project ... 313879bb5d

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Re: PGE Project thread (Editor v0.3.1.11, Engine v0.2.6)

Postby Sednaiur » Mon Oct 10, 2016 6:51 am

Wohlstand wrote:I think, you still need take laboratory build ;)
https://github.com/WohlSoft/PGE-Project ... 313879bb5d
Judging from the github source you linked, that could be true. ^^
Or in other words - thank you so much for this. I am sure it will save so much time for people to set up the grid sizes now. :-D

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Re: PGE Project thread (Editor v0.3.1.11, Engine v0.2.6)

Postby fireflower30 » Wed Oct 12, 2016 1:32 pm

Unrelated, but How do I move Mother Brain so she can Face me depending on direction? This is kind of hard, since there aren't any tutorials to do it on PGE

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Re: PGE Project thread (Editor v0.3.1.11, Engine v0.2.6)

Postby Wohlstand » Wed Oct 12, 2016 1:40 pm

fireflower30 wrote:Unrelated, but How do I move Mother Brain so she can Face me depending on direction? This is kind of hard, since there aren't any tutorials to do it on PGE
In the properties box a "doesn't moving" flag? (Same available from context menu of every NPC)?
What you mean "direction"? Direction where playable character faced (boo moves when playable character faced to boo with it's back), or "direction" a side at npc where player is located? Every NPC with "not movable" flag are facing to playable character position.

As trick you can make... Invisible boo (with custom graphics) which on the own layer and attach mother brain to book's position. But keep "not movable" flag. In result mother brain will follow to playable character because boo. In PGE Engine case you just add "script=boo.lua" into NPC.txt to get mother brain react like boo :-P

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Re: PGE Project thread (Editor v0.3.1.11, Engine v0.2.6)

Postby PixelPest » Sat Oct 15, 2016 12:59 pm

I've found placing firebars in PGE to be quite an issue lately; they no longer align to the middle of the block so Snap to Grid has to be turned off and it takes quite a lot of effort to fix this. Could that be fixed possibly?

Wohlstand
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Re: PGE Project thread (Editor v0.3.1.11, Engine v0.2.6)

Postby Wohlstand » Sat Oct 15, 2016 1:06 pm

PixelPest wrote:I've found placing firebars in PGE to be quite an issue lately; they no longer align to the middle of the block so Snap to Grid has to be turned off and it takes quite a lot of effort to fix this. Could that be fixed possibly?
That because their grid now is equal 16x16. You still be able select your firebar and move it to right place (multi-selection is your friend!). If you toggled on the grid overriding, you must set "Default by item" grid align size always you want align items by their default grid size

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Re: PGE Project thread (Editor v0.3.1.11, Engine v0.2.6)

Postby Violince » Sun Oct 16, 2016 4:55 pm

Greetings guys! I have been out of for while now, but I am tempted to get back ! One thing I didn't like doing in PGE was searching my graphics packs, and put the file in the root folder of the levels to get my custom box and graphics to work. Are we now more easily able to have tons of custom graphics and assets without replacing files? It would be awesome if I could load, eg, different colors for the same NPC without overriding or taking the place of another asset. It be also super cool to see all my downloaded NPC listed, even if I did sometime had to make a choice for each ID! Is it still the same as before or do we have newer NPC choices for smbx2.0??

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Re: PGE Project thread (Editor v0.3.1.11, Engine v0.2.6)

Postby PixelPest » Sun Oct 16, 2016 5:20 pm

There are a few new NPCs in 2.0. However, you still have to replace a current graphic if you want to use custom graphics, however you can just create a folder with the same name as your .lvl file in the same folder as that file and put your graphics in there. (That feature's been around for a while now)

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Re: PGE Project thread (Editor v0.3.1.11, Engine v0.2.6)

Postby Alucard648 » Mon Oct 17, 2016 5:41 am

PixelPest wrote:There are a few new NPCs in 2.0. However, you still have to replace a current graphic if you want to use custom graphics, however you can just create a folder with the same name as your .lvl file in the same folder as that file and put your graphics in there. (That feature's been around for a while now)
I am guessing, it`s best to create a new SMBX 2.0 Integration config pack to work with SMBX2.0 engine.

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Re: PGE Project thread (Editor v0.3.1.11, Engine v0.2.6)

Postby Wohlstand » Mon Oct 17, 2016 5:54 am

Alucard648 wrote:
PixelPest wrote:There are a few new NPCs in 2.0. However, you still have to replace a current graphic if you want to use custom graphics, however, you can just create a folder with the same name as your .lvl file in the same folder as that file and put your graphics in there. (That feature's been around for a while now)
I am guessing, it`s best to create a new SMBX 2.0 Integration config pack to work with SMBX 2.0 engine.
It is already pre-included with SMBX 2.0 packages, and was never distributed outside and has no configure tool. Anyway, is possible to copy it and use "SMBX 1.3 Integration"'s configure.js to allow reconfiguring. But note: script itself tries to copy dummy images (to have correct work of SMBX's dummy images set, there are must be copied into default folder), but it will don't override it if another existed others.

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New Update!

Postby Wohlstand » Tue Nov 29, 2016 3:59 pm

New Update!

This is a bugfix release which also contains editor and engine side improvements like coin counter per every block, fixed-size screenshots (custom fixed size can be declared in the application settings, in the view tab), and added greeting dialog which will ask a user which interface is preferred for convenience. Classic GUI style now has a toolbar which is similar to the toolbar which was in the legacy editor!

All downloads are have been updated!

Next works will hard, and would take a time because it's huge reorganizing is planned. Please don't worry, If you will find some minor or crashing bugs, feel free report me to let me emergency release a patch for it. Good Luck ;-)

Editor changelog 0.3.1.12
* Added draggable splitter in the events toolbox
* Added ability to define fixed size for exportable section piece
* Fixed crash, caused by very small pictures (1 px height)
* Added preview counter of coins in the blocks
* Added direction arrows for warp points of pipe type
* Fixed in-bounds of section detection used by flood-fill algorithm
* Added ability to override grid size with custom
* Added ability to delete all elements of specified ID
* Fixed toolboxes visibility management
* Fixed bug in default grid snapping value applying
* Added a vanilla-like toolbar which will be shown when SMBX-Like GUI will be requested
* Added item type global grid field in the lvl_blocks, lvl_bgo, lvl_npc, wld_levels, wld_paths, wld_scenery and wld_tiles INIs
* Added welcome dialog for newbies
* Get characters information from lvl_characters.ini instead of main.ini!
* Fixed missed "modified" mark on elements deleting
* Fixed the focus stealing in the "don't show properties box" mode
* Better nearest section detection calculation by position bookmarks
* Fixed some missed "file modified" triggers
* Fixed confused events history tracking
* Added a scroll area into "Warps and Doors" toolbox


Engine 0.2.6-patch-1
* Fixed some NPC-AI API properties
* Added GIF recorder (working everywhere, by F11 key press)
* Fixed rendering of lua-rendered stuff hidden by message boxes
* Added support of Z-Index for image and text rendering from lua code
* Config pack selection dialog has been reorganized into a scene (that allows using a joystick in it, making screenshots from it and even recording GIFs from it!). It's one of the steps to reducing Qt usage on the engine side. Target is using QCoreApplication only to reduce the size of engine's static build.
* Font manager has been improved and fixed
* Special pause menu for the level testing mode with ability to restart the level!
* Don't close IPC-ran level on restarting

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Re: New Update!

Postby ElectriKong » Tue Nov 29, 2016 4:43 pm

Wohlstand wrote:New Update!

This is a bugfix release which also contains editor and engine side improvements like coin counter per every block, fixed-size screenshots (custom fixed size can be declared in the application settings, in the view tab), and added greeting dialog which will ask a user which interface is preferred for convenience. Classic GUI style now has a toolbar which is similar to the toolbar which was in the legacy editor!

All downloads are have been updated!

Next works will hard, and would take a time because it's huge reorganizing is planned. Please don't worry, If you will find some minor or crashing bugs, feel free report me to let me emergency release a patch for it. Good Luck ;-)

Editor changelog 0.3.1.12
* Added draggable splitter in the events toolbox
* Added ability to define fixed size for exportable section piece
* Fixed crash, caused by very small pictures (1 px height)
* Added preview counter of coins in the blocks
* Added direction arrows for warp points of pipe type
* Fixed in-bounds of section detection used by flood-fill algorithm
* Added ability to override grid size with custom
* Added ability to delete all elements of specified ID
* Fixed toolboxes visibility management
* Fixed bug in default grid snapping value applying
* Added a vanilla-like toolbar which will be shown when SMBX-Like GUI will be requested
* Added item type global grid field in the lvl_blocks, lvl_bgo, lvl_npc, wld_levels, wld_paths, wld_scenery and wld_tiles INIs
* Added welcome dialog for newbies
* Get characters information from lvl_characters.ini instead of main.ini!
* Fixed missed "modified" mark on elements deleting
* Fixed the focus stealing in the "don't show properties box" mode
* Better nearest section detection calculation by position bookmarks
* Fixed some missed "file modified" triggers
* Fixed confused events history tracking
* Added a scroll area into "Warps and Doors" toolbox


Engine 0.2.6-patch-1
* Fixed some NPC-AI API properties
* Added GIF recorder (working everywhere, by F11 key press)
* Fixed rendering of lua-rendered stuff hidden by message boxes
* Added support of Z-Index for image and text rendering from lua code
* Config pack selection dialog has been reorganized into a scene (that allows using a joystick in it, making screenshots from it and even recording GIFs from it!). It's one of the steps to reducing Qt usage on the engine side. Target is using QCoreApplication only to reduce the size of engine's static build.
* Font manager has been improved and fixed
* Special pause menu for the level testing mode with ability to restart the level!
* Don't close IPC-ran level on restarting
Have you fixed the snap-to-grid issues regarding player start points and sceneries? Also is it possible to get a patch for this?

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Re: PGE Project thread (Editor v0.3.1.12, Engine v0.2.6)

Postby Alagirez » Tue Nov 29, 2016 4:58 pm

Finally anothe update :D
Gonna update my pge

Wohlstand
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Re: New Update!

Postby Wohlstand » Tue Nov 29, 2016 5:14 pm

King of Eterity wrote:Have you fixed the snap-to-grid issues regarding player start points and sceneries? Also is it possible to get a patch for this?
Carefully read changelog before ask ;-)
Wohlstand wrote: * Fixed bug in default grid snapping value applying
New default grid snap for player start point is 4x4 instead 2x2 in previous versions.

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Re: New Update!

Postby ElectriKong » Tue Nov 29, 2016 5:16 pm

Wohlstand wrote:
King of Eterity wrote:Have you fixed the snap-to-grid issues regarding player start points and sceneries? Also is it possible to get a patch for this?
Carefully read changelog before ask ;-)
Wohlstand wrote: * Fixed bug in default grid snapping value applying
New default grid snap for player start point is 4x4 instead 2x2 in previous versions.
I didn't think it was specific enough ;-)


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