General discussion about Super Mario Bros. X.
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RPG_Magician
- Snifit

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Postby RPG_Magician » Wed Nov 30, 2016 12:41 am
I've got a question, but it's probably somewhere in this thread, 30 pages though tl;dr
Is there an auto-refresher for the PGE? When I'm making custom graphics or testing it out, it bugs me that I have to restart the editor to see the changes.
Or is this already a thing? I haven't used PGE very much and I'm finding it a little hard to adjust to.
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Wohlstand
- Chargin' Chuck

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Postby Wohlstand » Wed Nov 30, 2016 1:43 am
RPG_Magician wrote:Is there an auto-refresher for the PGE? When I'm making custom graphics or testing it out, it bugs me that I have to restart the editor to see the changes.
You not need restart editor, just hit F8 or find "Reload" button on toolbar with green round arrows. Level will be reloaded with custom graphics and camera position will be kept.
PGE Editor doesn't reloads custom graphics on save because performance reasons, but provides ability to reload level (reset made changes to initial state or reload custom graphics) by easy hiting of F8 key
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RPG_Magician
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Postby RPG_Magician » Fri Dec 02, 2016 11:02 pm
Wohlstand wrote:RPG_Magician wrote:Is there an auto-refresher for the PGE? When I'm making custom graphics or testing it out, it bugs me that I have to restart the editor to see the changes.
You not need restart editor, just hit F8 or find "Reload" button on toolbar with green round arrows. Level will be reloaded with custom graphics and camera position will be kept.
PGE Editor doesn't reloads custom graphics on save because performance reasons, but provides ability to reload level (reset made changes to initial state or reload custom graphics) by easy hiting of F8 key
Ohhhh. Well that makes my game a little easier. Thanks alot.
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darkhog
- Buster Beetle

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Postby darkhog » Sun Dec 11, 2016 10:23 am
I have usability improvement request. How about making it so holding spacebar and dragging would ALWAYS pan the level/worldmap, regardless of whatever tool is selected. Because when I want to pan now I have to either use scrollbars (which from my experience aren't very precise, unless you click that little arrow button) or when placing blocks around I have first right click, then middle click and only THEN be able to pan (not to mention having to reselect that block afterwards because MAYBE, just MAYBE I wanted to keep placing it in a different part of the level).
Having space+drag or midlle button dragging work as panning without deselecting current object/block would be really useful and increase productivity.
//edit: Unrelated request: How about an option that would allow launching SMBX via Test menu when you're making a level for SMBX instead of PGE engine? Having to have SMBX2's folder opened and launching it really slows me down considerably, not to mention that I often accidentally close that folder.
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Wohlstand
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Postby Wohlstand » Sun Dec 11, 2016 10:33 am
darkhog wrote:I have usability improvement request. How about making it so holding spacebar and dragging would ALWAYS pan the level/world map, regardless of whatever tool is selected. Because when I want to pan now I have to either use scrollbars (which from my experience aren't very precise, unless you click that little arrow button) or when placing blocks around I have first right click, then middle click and only THEN be able to pan (not to mention having to reselect that block afterwards because MAYBE, just MAYBE I wanted to keep placing it in a different part of the level).
Having space+drag or the middle button dragging work as panning without deselecting current object/block would be really useful and increase productivity.
You have to use a wheel on the mouse to scroll up/down and Ctrl+Wheel to scroll left/right. Middle mouse already can toggle screen drag mode (if no selected elements) and right mouse button to turn "select mode" back. But yea, using a hotkey to temporary turn drag mode without switching edit mode (changing tool) seems useful, especially you have no wheel (especially on laptops with sensor panel instead mouse or touch screen combined with a keyboard). Now in the process a big reorganizing which has item to use new implementation of Item Scene (because current implementation of editing scene (QGraphicsScene) totally sucks, because non-optimal search processing, therefore lags when on the map a lot of elements. New ItemScen allows to hold over million elements with no lags. You even can try the working demo in the readme of it).
darkhog wrote:
//edit: Unrelated request: How about an option that would allow launching SMBX via Test menu when you're making a level for SMBX instead of PGE engine? Having to have SMBX2's folder opened and launching it really slows me down considerably, not to mention that I often accidentally close that folder.
"SMBX Integration" config pack already provides that. F5 key will be re-associated to LunaTester's launcher which starts a level test in the SMBX Engine. PGE Engine is used by default on most config packs. To use SMBX Engine you are required to use integration config pack to be able to point the folder of SMBX Engine.
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darkhog
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Postby darkhog » Sun Dec 11, 2016 11:07 am
I see. Well, the integration config pak isn't part of SMBX 2.0 beta 3 for sure then (even though it should be).
As for rewrite, yeah I know how it can be (dev myself). Take your time, though really appreciate if you could implement space+drag for panning. Had used this feature in several other editors (unrelated to Mario or SMBX) and it's real productivity saver while working with big map.
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Emral
- Cute Yoshi Egg

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Postby Emral » Sun Dec 11, 2016 11:31 am
"SMBX Integration" or "SMBX 2.0" is the default PGE config pack for SMBX 2.0 Beta 3.
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Wohlstand
- Chargin' Chuck

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Postby Wohlstand » Sun Dec 11, 2016 11:36 am
darkhog wrote:I see. Well, the integration config pak isn't part of SMBX 2.0 beta 3 for sure then (even though it should be).
PGE package included with SMBX 2.0 uses own targeted to 2.0 integration config pack already, therefore using F5 will start a LunaTester's test. LunaTester is the alone testing engine which uses testing on legacy SMBX Engine.
darkhog wrote:
As for rewrite, yeah I know how it can be (dev myself). Take your time, though really appreciate if you could implement space+drag for panning. Had used this feature in several other editors (unrelated to Mario or SMBX) and it's real productivity saver while working with the big map.
Any new features will be applied to ItemScene implementation I was refered in the previous post which I will use in PGE Editor after reorganizing.
PGE itself is developing as generic platform game engine, therefore together with giving to SMBX a new life, I giving the ability to create any new game from scratch on it (by using PGE Engine's API and own creativity) without targeting to SMBX Engine.
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darkhog
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Postby darkhog » Mon Dec 12, 2016 9:06 pm
Yeah, so if SMBX integration is included with SMBX 2.0, then why after clicking Test>Uruchom test (sorry, don't know how it is in the English version because for some reason PGE editor starts with Polish locale, most likely based on system one) it runs with PGE Engine instead of LunaTester? IMO it should replace all test commands if SMBX pack is installed with those that will launch SMBX. If one would want to make new game from scratch with PGE, he or she would download PGE proper. Moreover, SMBX distribution should even include the engine part of PGE, since it's inconsequential to SMBX (at least until it gets so good that SMBX engine can be replaced with PGE one without losing compatibility - SMBX is full of bugs, some similar to even ones in original Mario games, e.g. glitching through walls like in SMB1 by turning back at the right moment).
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Wohlstand
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Postby Wohlstand » Tue Dec 13, 2016 8:28 am
darkhog wrote:Yeah, so if SMBX integration is included with SMBX 2.0, then why after clicking Test>Uruchom test (sorry, don't know how it is in the English version because for some reason PGE editor starts with Polish locale, most likely based on system one) it runs with PGE Engine instead of LunaTester? IMO it should replace all test commands if SMBX pack is installed with those that will launch SMBX. If one would want to make new game from scratch with PGE, he or she would download PGE proper. Moreover, SMBX distribution should even include the engine part of PGE, since it's inconsequential to SMBX (at least until it gets so good that SMBX engine can be replaced with PGE one without losing compatibility - SMBX is full of bugs, some similar to even ones in original Mario games, e.g. glitching through walls like in SMB1 by turning back at the right moment).
I think, you may redownload PGE, because I just sent new update with few fixes and adding alternate menu for Integration config packs which are requesting usage of SMBX Engine as testing platform. Check out please 
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darkhog
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Postby darkhog » Thu Dec 15, 2016 7:33 pm
Okay. Where to download it to as to replace one bundled with SMBX 2.0 beta 3? So I can load it via smbx2 launcher.
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Wohlstand
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Postby Wohlstand » Fri Dec 16, 2016 1:16 am
darkhog wrote:Okay. Where to download it to as to replace one bundled with SMBX 2.0 beta 3? So I can load it via smbx2 launcher.
Download it into any folder. You just must open downloaded archive, open folders PGE_Project inside, at same time open "data/PGE" folder of SMX 2. Select all files in the archivator and drop into SMBX2's PGE folder and rreplace everything.
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darkhog
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Postby darkhog » Sat Dec 17, 2016 9:46 am
Great. Just bricked my smbx 2.0b3:
Thanks, Obama!
Fortunately I know how to fix it, just redownload 2.0b3, but...
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Wohlstand
- Chargin' Chuck

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Postby Wohlstand » Sat Dec 17, 2016 10:00 am
darkhog wrote:Great. Just bricked my smbx 2.0b3:
Thanks, Obama!
Fortunately I know how to fix it, just redownload 2.0b3, but...
Just don't delete "configs" folder which exists in SMBX 2.0 Beta 2. Don't delete it, don't change location of PGE itself. If you changed location of PGE folder (or even renamed something), you breaking integration config pack's settings manually written as relative path (look into main.ini of 2.0 integration's pack included with SMBX 2.0's PGE)
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darkhog
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Postby darkhog » Sat Dec 17, 2016 10:03 am
Didn't do either of those. Did as you told - unpacked directly into PGE folder overwriting files that were there.
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Wohlstand
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Postby Wohlstand » Sat Dec 17, 2016 10:06 am
darkhog wrote:Didn't do either of those. Did as you told - unpacked directly into PGE folder overwriting files that were there.
Oh, I think, because some reorganizing was did. Wait a sec I'll send you my updated version of that config pack! (that already in working repo, but very outdated in published release)
EDIT: get updated config pack here: http://wohlsoft.ru/docs/_laboratory/con ... ration.zip (it must work with updated version!)
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DubbleSnup
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Postby DubbleSnup » Mon Jan 02, 2017 3:12 am
Please help me. I'm trying to run the Android version. No matter what config pack I put in the /configs/ folder, it would just say "Configuration package is loaded with errors" and then it won't work. Please help me - what could be going wrong?
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Wohlstand
- Chargin' Chuck

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Postby Wohlstand » Mon Jan 02, 2017 3:27 am
DubbleSnup wrote:Please help me. I'm trying to run the Android version. No matter what config pack I put in the /configs/ folder, it would just say "Configuration package is loaded with errors" and then it won't work. Please help me - what could be going wrong?
Sorry, Android version is VERY outdated... After some recent updates, new config packs are no more compatible with older versions (like this android app). I think, I'll rebuild it and reupload. However, I still need to disable an attempts to use the sound if Android build has been detected.
It was a small experiment to building a desktop version of the editor into Android. And the result is: it sucks: no way to open context menu; UI looks ugly and elements a bit overlapped; sound doesn't work, because SDL and Qt are not friendly on Android (attempt to manually initialize SDL under Qt application is failing and produces a crash in future). Therefore I plan to have an engine implementation only for Android and in future, editor for Android I'll build from scratch with completely independent UI implementation.
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DubbleSnup
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Postby DubbleSnup » Mon Jan 02, 2017 7:31 am
Wohlstand wrote:DubbleSnup wrote:Please help me. I'm trying to run the Android version. No matter what config pack I put in the /configs/ folder, it would just say "Configuration package is loaded with errors" and then it won't work. Please help me - what could be going wrong?
Sorry, Android version is VERY outdated... After some recent updates, new config packs are no more compatible with older versions (like this android app). I think, I'll rebuild it and reupload. However, I still need to disable an attempts to use the sound if Android build has been detected.
It was a small experiment to building a desktop version of the editor into Android. And the result is: it sucks: no way to open context menu; UI looks ugly and elements a bit overlapped; sound doesn't work, because SDL and Qt are not friendly on Android (attempt to manually initialize SDL under Qt application is failing and produces a crash in future). Therefore I plan to have an engine implementation only for Android and in future, editor for Android I'll build from scratch with completely independent UI implementation.
Oh okay... Hope you can update it. I understand it would suck but still, I'd like to try it out at least.
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Hernan23Pro
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Postby Hernan23Pro » Mon Jan 09, 2017 11:31 pm
Hello,i downloaded PGE but this happens when i try to open it.
What i do?
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