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Raster
- Banned
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Postby Raster » Sun May 25, 2014 3:47 pm
I think Redigit used 2x2 graphics to make the Level Editor window look good. If the game resized the graphics by itself it would take away more resources.
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Fuyu
- Fry Guy

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Postby Fuyu » Sun May 25, 2014 4:45 pm
One question, are you going to allow people to decide which BGO is placed in the back and which in front (background and foreground)?
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Raster
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Postby Raster » Sun May 25, 2014 4:51 pm
I think that will be up to the level creator. Implementing a foreground/background system shouldn't be hard.
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SMBXxer
- Fuzzy

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Postby SMBXxer » Sun May 25, 2014 4:52 pm
I just thought of something, can you add World Map Events? Please? That's a really wanted feature by the SMBX Community. I promise it will make VSMBX 11346483% better.
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Wohlstand
- Chargin' Chuck

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Postby Wohlstand » Sun May 25, 2014 5:03 pm
And...You forgot about main!
Visual Basic can't directly use GPU Acceleration, and without them, graphics in original SMBX too slow.
Why I select C++ for new engine project, because:
- Best optimization of binary code target application;
- Always know, why your program crashing (because error with class type, wrong pointer, wrong array's index, overflow memory, but NEVER because you put dot instead comma in text file!!!) (remember the decimals bug in NPX.txt for SMBX, and you will understand);
- Always possible use in other platforms (Windows, Linux, MacOS X, FreeBSD, etc...);
- Available to use hardware directly (with ASM includes, or with Hardware Libraries, like OpenGL, GLUT, SDL);
- Full support for dynamic memory using, this very useful for give unlimited sizes of arrays for items (example, class std::vector);
- full support for Object-oriented programming.
But, for something programming in C++ can be difficult, because it very strict in coding style and data types;
I don't deny opportunity to use different features for direct use hardware, but I can't grant stable of them.
If i did use .NET, i'd use the C# instead VB, because it have more possibles for use full Window's functional and hardware support.
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Raster
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Postby Raster » Sun May 25, 2014 5:09 pm
- full support for Object-oriented programming.
VB.NET is a fully OOP language.
If i did use .NET, i'd use the C# instead VB, because it have more possibles for use full Window's functional and hardware support.
Both are similar in functionality but have different syntax. Same results can be achieved with both.
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aero
- Palom

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Postby aero » Sun May 25, 2014 5:12 pm
Natsu wrote:One question, are you going to allow people to decide which BGO is placed in the back and which in front (background and foreground)?
All bgos are placed behind tiles. They will appear in the order you place them in, as I tried to demonstrate in the screenshot.
SMBXxer wrote:I just thought of something, can you add World Map Events? Please? That's a really wanted feature by the SMBX Community. I promise it will make VSMBX 11346483% better.
I'm not taking suggestions right now, but this is something I have considered.
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Wohlstand
- Chargin' Chuck

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Postby Wohlstand » Mon May 26, 2014 10:43 am
SnifitGuy wrote:So why exactly are you going with VB.NET over C++ / C#? I can see that it recreates the old interface, but C# / C++ have a lot more options and are easier to understand than VB.NET.
And... even MinGW's C++ faster that .NET's Visual C++ (I tested them)
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aero
- Palom

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Postby aero » Mon May 26, 2014 12:28 pm
SnifitGuy wrote:So why exactly are you going with VB.NET over C++ / C#? I can see that it recreates the old interface, but C# / C++ have a lot more options and are easier to understand than VB.NET.
For C#, VB.NET can create the same outcome as a project in C# and I'm better at programming in VB.NET than C# as it is. For C++, that's just a language I don't understand too well to make a game out of, let alone a "Hello World" program. I'm using VB.NET because I understand the syntax well, and I've had a few years of practice with it.
Wohlstand wrote:And... even MinGW's C++ faster that .NET's Visual C++ (I tested them)
I couldn't comment on either of those compilers for C++.
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Wohlstand
- Chargin' Chuck

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Postby Wohlstand » Mon May 26, 2014 12:40 pm
GhostHawk wrote:SnifitGuy wrote:So why exactly are you going with VB.NET over C++ / C#? I can see that it recreates the old interface, but C# / C++ have a lot more options and are easier to understand than VB.NET.
For C#, VB.NET can create the same outcome as a project in C# and I'm better at programming in VB.NET than C# as it is. For C++, that's just a language I don't understand too well to make a game out of, let alone a "Hello World" program. I'm using VB.NET because I understand the syntax well, and I've had a few years of practice with it.
Wohlstand wrote:And... even MinGW's C++ faster that .NET's Visual C++ (I tested them)
I couldn't comment on either of those compilers for C++.
I'm understand, who writes on C ++, who on Java, who on Paskal, who on VB/VB.NET, etc. I talking about efficiency of the compiler
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aero
- Palom

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Postby aero » Fri May 30, 2014 7:24 pm
Just finished adding all of the current BGOs that are in SMBX to VSMBX. Tomorrow, I'll finish implementing the display mode and then get started on Level Settings and general bug fixes/performance fixes.
Here's a new screenshot showing the BGO window and a demonstration of layering with the SMB3 quick sand.
NOTE: I only implemented foreground/background layering for the sand as it is in SMBX. As I mentioned, this will be optional for the sand as well as any other background object you choose.
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Magna DominXus
- Spike

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Postby Magna DominXus » Fri May 30, 2014 7:30 pm
Good job, GhostHawk, you have finished all the bog's. Keep up the good work.
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FanofSMBX
- Ludwig von Koopa

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Postby FanofSMBX » Fri May 30, 2014 7:51 pm
Magna DominXus wrote:Good job, GhostHawk, you have finished all the bog's. Keep up the good work.
I could make a level "Boring *** Bog Slog" with them! Yahoo!
Could you please fix the SMB2 red door? Zant made one but it doesn't work in SMBX due to the masks.
https://www.mediafire.com/?ebhn1ezzzira2co
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aero
- Palom

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Postby aero » Fri May 30, 2014 9:00 pm
SnifitGuy wrote:Ghosthawk, do you have a planned release date for this? Also, I know you aren't taking suggestions, but could you possibly make the semi-transparent masks work like their supposed to? For example, when you have black background, and a grey mask, could the background make everything in it darker? Also, could you make masks for every graphic instead of the ones that aren't 32x32 squares?
I think the release date for the beta will be around Christmas. I'm not sure when the first actual version will be released. It's really too soon to say if it will be quicker than that or take longer.
For the masks, I could probably make transparency work correctly assuming you mean that lighter shades of gray are less transparent and darker are more transparent. I don't know why you would want masks for every graphic since they're not displayed if there aren't any transparent parts of the graphic though.
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FanofSMBX
- Ludwig von Koopa

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Postby FanofSMBX » Fri May 30, 2014 9:01 pm
It would be convenient for custom graphics. Everyone knows the problem with no rounded doors that have an effect existing right?
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aero
- Palom

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Postby aero » Fri May 30, 2014 9:06 pm
FanofSMBX wrote:It would be convenient for custom graphics. Everyone knows the problem with no rounded doors that have an effect existing right?
Custom graphics will have their own section. The way I planned it was to have a section in the Blocks and Tiles tab, the BGOs tab, and the NPCs tab devoted to custom graphics. For example, it would show: Tile Set A, Tile Set B, and Tile Set C in the Blocks and Tiles custom section where you could add your own graphics in and set properties to whether on not it has transparent parts for a mask.
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FanofSMBX
- Ludwig von Koopa

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Postby FanofSMBX » Fri May 30, 2014 9:19 pm
TBH I'd just prefer to have the regular tiles, but all of them have masks. Also wouldn't that mean you couldn't have bricks with masks?
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aero
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Postby aero » Fri May 30, 2014 11:09 pm
FanofSMBX wrote:TBH I'd just prefer to have the regular tiles, but all of them have masks. Also wouldn't that mean you couldn't have bricks with masks?
It's possible for every graphic to have a mask, I'm not sure what you're trying to ask here.
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Wohlstand
- Chargin' Chuck

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Postby Wohlstand » Sat May 31, 2014 5:56 am
FanofSMBX wrote:Magna DominXus wrote:Good job, GhostHawk, you have finished all the bog's. Keep up the good work.
I could make a level "Boring *** Bog Slog" with them! Yahoo!
Could you please fix the SMB2 red door? Zant made one but it doesn't work in SMBX due to the masks.
https://www.mediafire.com/?ebhn1ezzzira2co
Oh, thanks, I will add them in SMBX graphics pack for PGE
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aero
- Palom

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Postby aero » Sat May 31, 2014 5:30 pm
Here's a screenshot showing that all BGOs can now be layered the way you want to. I probably used the most out of place ones, but the point is that layering is now implemented along with more level backgrounds.
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