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Re: Alternate Editor for SMBX [Released!]

Posted: Thu Dec 18, 2014 10:30 am
by Wohlstand
smwmegafan3000 wrote:Hello Wohlstand,i don´t know how make this editor works and how place the ini files correctly,when i try to open a level appears a windows :Cannot open level fileC:/Users/x/Documents pge_editor_0.2.1.1_win32/foldername/test.lvl:
Object configurations are not loaded
Please Check that the config/SMBX directory exists and contains the *.INI files whit the object settings.

Really i´m a Noob if You can make a quick tutorial whit pics I will be very grateful,Thanks :)
Sorry for my Bad English i Speak Spanish.
Do you got "SMBX Integration" or "SMBX 1.3 Full" config pack?
If you got "SMBX Integration", you should put directory with original SMBX game together with PGE's folder:
Just an example:
Image

If you put editor into C:\Users\Hulio\Desktop\PGE Editor, you should put original SMBX into 'C:\Users\Hulio\Desktop\SMBX', or:
if PGE installed into C:\PGE, SMBX should be in the C:\SMBX.

BUT, you can download FULL SMBX 1.3 config pack which SMBX independent. It have 240 MB size, but you can simply install them into PGE and use them now

Here is information about "How to install config pack"
http://engine.wohlnet.ru/docs/_configs/ ... _pack.html

Re: Alternate Editor for SMBX [Released!]

Posted: Sat Dec 20, 2014 6:20 am
by underFlo
alti0204 wrote:This software will be a good choice for working on project.

I've just download the main zip file.
I have some questions to ask you:
1.What is in different from the Smbx that make the config pack is 240mb?? (I downloaded smbx for only 180mb)

2.What do the additional tools do when I use them?

3.How to use custom graphics with this editor ?
You use Custom GFX like you always do, by placing the GFX in a folder with the level name in the same directory as your level.

As for the additional tools, there are a lot of them and I feel like they're kinda self-explanatory for the most part. There's undo/redo, square fill, a tool to draw lines, custom tileset boxes and a lot more.

Re: Alternate Editor for SMBX [Released!]

Posted: Sat Dec 20, 2014 7:12 am
by Wohlstand
alti0204 wrote: 1.What is in different from the Smbx that make the config pack is 240mb?? (I downloaded smbx for only 180mb)
The differences between my "full" config pack and original SMBX's stuff:
- Music pack is TRUE HQ (Pure sound because I made direct RIP of each soundtrack and compressed with 320 Mbps of MP3) which have nearest to original games music playback (SMBX uses more compressed 128 Mpbs MP3 but quality is POOR, 'HQ' label is wrong for them). This making "Full" package more larger than even original SMBX. You just can copy musics from this pack into original SMBX's music directory and you will hear huge difference with music playback ;)
- Graphics are mixed: Redigit's SMBX 1.3 and Vallteri's SMBX 1.3.0.1, I applied some graphics of "SMBX 1.3.0.1" which only fixing mistakes (like SMW castle blocks) but doesn't fully replacing one type with another and also with additional fixed by me which aren't including into current SMBX's stuff (Fixed animation of Rocket Ripper, fixed wrong pixel on right-top corner of the SMB3 '?' block, fixed SMB2 red door corners, fixed SMB3 seaweed animation, etc) but you can copy those images into your SMBX's stuff to apply those fixes.
alti0204 wrote: 2.What do the additional tools do when I use them?
Here is a tools which is not required, but including into "PGE Project". There are:
PNG2GIFs, converter which convering normal PNG into SMBX-standarized GIF graphics with masks.
GIFs2PNG, opposite converter which making PNG from masked GIF sprites.
alti0204 wrote: 3.How to use custom graphics with this editor ?
Nickname already answered to this question ;-)

PGE uses SAME rules which SMBX. PGE Project - is an alternate advanced and exchanged implementation of SMBX's engine and fully compatible with them.

Re: Alternate Editor for SMBX [Released!]

Posted: Sat Dec 20, 2014 10:24 am
by DarkShadeX
for some reasons i cant choose the SMBX Config pack anymore...
The Config Pack menu will load but nothing to select.

Re: Alternate Editor for SMBX [Released!]

Posted: Sat Dec 20, 2014 10:26 am
by Wohlstand
DarkShadeX wrote:for some reasons i cant choose the SMBX Config pack anymore...
The Config Pack menu will load but nothing to select.
check configs/SMBX folder again, mb you was reinstalled incorrectly, also, did you installed them?

Re: Alternate Editor for SMBX [Released!]

Posted: Mon Dec 22, 2014 2:06 pm
by Wind
The PGE Editor Installer is pretty much finished, but it wouldn't hurt to have some people to test it first.
It has the ability to turn any component (except the editor) on and off, etc.
Click this if you want to learn more.

SMBX Integration config pack update

Posted: Mon Dec 22, 2014 7:01 pm
by Wohlstand
And my quick update of "SMBX Integration" config pack:
After some update which included into current lab build (which now in the Wind's installer), config pack have able to use data directory from ANY absolute path.

If you don't know, what is it:
"SMBX Integration" - is a special tiny configuration package (641 KB of ZIP) which will save your download time (unlike "full SMBX 1.3" config pack), it will make using of media which already including in your installed SMBX!

Now installation rules are NOT requiring to put SMBX and PGE directories together, you can leave SMBX and PGE in any folders which convenient for you.
Installation steps:
1) unpack zip-archive into configs/ directory of PGE
2) open configs/SMBXInt dir and run the "configure.exe" file which will ask path to the SMBX directory. Choice them and when you will get successful message box, you can start using of PGE now!

Download NEW "SMBX Integration" config pack you can here:
http://engine.wohlnet.ru/docs/_configs/ ... ration.zip

Note: it will NOT work with current stable build (0.2.1.1)

Re: Alternate Editor for SMBX [Released!]

Posted: Tue Dec 23, 2014 11:14 am
by h2643
Also, I just made a tutorial about Tileset Item Boxes in PGE Editor: http://engine.wohlnet.ru/forum/viewtopic.php?f=41&t=408
Hope it will help some people.

Re: Alternate Editor for SMBX [Released!]

Posted: Wed Dec 24, 2014 8:14 am
by Sednaiur
I found out about a strange graphics-related bug in PGE:
When you reskin NPC-131 (a snifit) then PGE shows it's GFX choppy, like in SMBX when you type in the wrong GFX-size parameters. In SMBX the GFX is all fine, but in PGE it get's displayed wrong (I didn't forget any files or anything).
Hopefully this helps a bit.

Re: Alternate Editor for SMBX [Released!]

Posted: Wed Dec 24, 2014 8:42 am
by Wohlstand
Sednaiur wrote:I found out about a strange graphics-related bug in PGE:
When you reskin NPC-131 (a snifit) then PGE shows it's GFX choppy, like in SMBX when you type in the wrong GFX-size parameters. In SMBX the GFX is all fine, but in PGE it get's displayed wrong (I didn't forget any files or anything).
Hopefully this helps a bit.
Hm, Default snifit's GFX is normal and no problems:
Image
This NPC defaultly having framestyle 2 (left-rught-upper) and size 32x32 pixels
Image
Did you took all fresh updates? (config packs should be updated too)
Is your new snifit have custom GFX size? I think, you simply forgot to put npc-131.txt (press "new NPC config" in the context menu on your wrong NPC)
Image


In next time please send screenshots with any wrongs

Re: Alternate Editor for SMBX [Released!]

Posted: Thu Dec 25, 2014 6:39 am
by Squishy Rex
Just take the custom sized block and add it as you would normally add custom graphics. PGE automatically uses the full size of the custom block. Beware that if any of the blocks that have custom sizes will change to their default sizes in SMBX if the block is interacted with (eg. gets hit by the player or another NPC).

Re: Alternate Editor for SMBX [Released!]

Posted: Thu Dec 25, 2014 8:24 am
by h2643
alti0204 wrote:When I making on smbx editor, the ''Instance'' selection of warp can be make with different directions (up down left right). But when I use PGE, this kind of warp doesn't let me choose direction. Why??
I don't think it actually makes the game any different, because an "Instant" warp is an instant warp. It doesn't matter from which side you will touch it, it will still warp you to some place.
alti0204 wrote:And one more: I read somewhere that PGE can change size of blocks, bgos,... How can I do it?
For blocks, as Squishy Rexy said, your block image size must be bigger or smaller than the original block, that way it will work. However, if you will select the block in SMBX, it will shrink to its original size!
As for Background Objects, it's impossible to make their size bigger, instead you can make it smaller and it will work.

Re: Alternate Editor for SMBX [Released!]

Posted: Thu Dec 25, 2014 8:33 am
by Wohlstand
alti0204 wrote:Sorry Wohlstand, but I have another ask...

When I making on smbx editor, the ''Instance'' selection of warp can be make with different directions (up down left right). But when I use PGE, this kind of warp doesn't let me choose direction. Why??

And one more: I read somewhere that PGE can change size of blocks, bgos,... How can I do it?
1) Instance warps: Instance warps HAVEN'T directions, just when you will touch them, character will always teleported to middle of point independent to defined direction, just "direction" value will take no effect to instance warps.
2) Blocks with custom size: PGE automatically capturing size of non-sizable blocks directly from image size and you need to do nothing to get blocks with necessary size, just how sayd Squishy Rex, simply put your custom graphics and put block to the map, size will be equal to image size. BGOs too, but in the SMBX they will NOT be customized, PGE will show BGO's with new sizes, but SMBX will show their original size.

Re: Alternate Editor for SMBX [Released!]

Posted: Thu Dec 25, 2014 11:54 am
by Sednaiur
Wohlstand wrote:Hm, Default snifit's GFX is normal and no problems:
Image
This NPC defaultly having framestyle 2 (left-rught-upper) and size 32x32 pixels
Image
Yes, the normal Snifit makes no problems for mee too, but I use a reskin for the Snifit, that has the following parameters:

Code: Select all

height=44
width=48
gfxheight=44
gfxheight=48
gfxoffsety=2
playerblocktop=0
frames=4
framestyle=1
framespeed=8
nofireball=0
grabtop=0
Wohlstand wrote:Did you took all fresh updates? (config packs should be updated too)
Is your new snifit have custom GFX size? I think, you simply forgot to put npc-131.txt (press "new NPC config" in the context menu on your wrong NPC)
Image
I use your latest development version (I guess it's version was 2.3 or something like that). Also:
Sednaiur wrote:I found out about a strange graphics-related bug in PGE:
When you reskin NPC-131 (a snifit) then PGE shows it's GFX choppy, like in SMBX when you type in the wrong GFX-size parameters. In SMBX the GFX is all fine, but in PGE it get's displayed wrong (I didn't forget any files or anything).
I do have the necessary code in the folder, but it get's messed up (each frame moves it up a bit, like in SMBX, when you have different "gfxheight/gfxwidth" and "height/width" parameters).
Wohlstand wrote:In next time please send screenshots with any wrongs
I would do so, but since PGE always captures the first frame of everything on the screenshot, one simply cannot see the error. In SMBX there is no use of making a screenshot, since there it is all fine.

Re: Alternate Editor for SMBX [Released!]

Posted: Thu Dec 25, 2014 1:22 pm
by Wohlstand
I just made test:
1) Is your NPC sprite have height 704px? If it is true - you just mistaked with height: should be 44:
http://engine.wohlnet.ru/docs/_files_fo ... pc-131.zip
(Context menu on NPC -> "Edit NPC Configuration" if already made, or "New NPC Configuration" if not made)

Don't forget about interactive NPC Editor which displays, is your config wrong or right:
Spoiler: show
Image

Image
and your error is too simple:
height=44
width=48
gfxheight=44
gfxheight=48 <--- Duplicated value which in the PGE overwrites previous value!
gfxoffsety=2
playerblocktop=0
frames=4
framestyle=1
framespeed=8
nofireball=0
grabtop=0

Re: Alternate Editor for SMBX [Released!]

Posted: Thu Dec 25, 2014 6:29 pm
by Sednaiur
Okay, I have checked the code again, and I found out that there is two "gfxheight=" codes in them, which caused the trouble in PGE.
But still very confusing for me is, how it can be working in SMBX with such an big error :-/
So everything is solved now (silly me again -.-) Sorry about that but I thought I checked it good enough.

EDIT: You found the error too, as I see. Yes it was simple but for some reason it didn't screw up the NPC in SMBX, which caused the confusion for me.

But to have at least anything constructive to contribute, I have something I forgot to mention before.
It is somekind of bug related to big NPCsand making them generators. When you make an warp or an projectile generator with them (no matter what direction the generator and/or NPC is facing), and place them, the generator gets aligned 16 pixels to the right and/or down of the position where you placed the generator, which seems odd to me. It happens no matter if you use custom GFX and NPC-text, or not.

The NPCs where this happens, are:

SMB1 Bowser (16 pixels lower)
SMB2 Wart (16 pixels to the right)
SMB3 Gargantua Koopa (16 pixels to the right)
SMB3 Gargantua Koopas Shell (16 pixels lower and also 16 pixels to the right)
SMB3 Grand Goomba (16 pixels lower and also 16 pixels to the right)
SMB3 Jumping Toad (16 pixels to the right)
SMW Mega Mole (16 pixels to the right)
SMW Bowser Statue (16 pixels lower and also 16 pixels to the right)
SMW Firelotus (16 pixels to the right)
SMW Blaarg (16 pixels to the right)
SMW Flamethrower (16 pixels lower)
SMW Bubble (16 pixels to the right)
SMW Ludwig von Koopa (16 pixels to the right)
SMW Lakitu (16 pixels to the right)
Misc Mr. Saturn (walking grabable pink thingy) (16 pixels lower)
Misc Ladybomb (pink bob omb with winder key) (16 pixels lower)

That are all the misaligned NPC generators I could find. Hopefully this will help :-)

Re: Alternate Editor for SMBX [Released!]

Posted: Thu Dec 25, 2014 6:34 pm
by Wohlstand
Sednaiur wrote:Okay, I have checked the code again, and I found out that there is two "gfxheight=" codes in them, which caused the trouble in PGE.
But still very confusing for me is, how it can be working in SMBX with such an big error :-/
So everything is solved now (silly me again -.-) Sorry about that but I thought I checked it good enough.

But to have at least anything constructive to contribute, I have something I forgot to mention before.
It is somekind of bug related to big NPCsand making them generators. When you make an warp or an projectile generator with them (no matter what direction the generator and/or NPC is facing), and place them, the generator gets aligned 16 pixels to the right and/or down of the position where you placed the generator, which seems odd to me. It happens no matter if you use custom GFX and NPC-text, or not.

The NPCs where this happens, are:

SMB1 Bowser (16 pixels lower)
SMB2 Wart (16 pixels to the right)
SMB3 Gargantua Koopa (16 pixels to the right)
SMB3 Gargantua Koopas Shell (16 pixels lower and also 16 pixels to the right)
SMB3 Grand Goomba (16 pixels lower and also 16 pixels to the right)
SMB3 Jumping Toad (16 pixels to the right)
SMW Mega Mole (16 pixels to the right)
SMW Bowser Statue (16 pixels lower and also 16 pixels to the right)
SMW Firelotus (16 pixels to the right)
SMW Blaarg (16 pixels to the right)
SMW Flamethrower (16 pixels lower)
SMW Bubble (16 pixels to the right)
SMW Ludwig von Koopa (16 pixels to the right)
SMW Lakitu (16 pixels to the right)
Misc Mr. Saturn (walking grabable pink thingy) (16 pixels lower)
Misc Ladybomb (pink bob omb with winder key) (16 pixels lower)

That are all the misaligned NPC generators I could find. Hopefully this will help :-)
SMBX just loading only first value and ignore all next, PGE finding ALL values and if same value was found, it will overwrite previous. All is simple ;-)

What about generators: it's a system overwriting of grid size: SMBX usually overwriting the grid size to generating NPC's and I made same thing which overwriting grid size of NPC's to 16x16 where generator is enabled. Grid offsets aren't overwriting.

EDIT: just tested placement, you right, you found bug with wrong placing offsets when some NPC's having enabled generator flag. Will fix them ;)

Re: Alternate Editor for SMBX [Released!]

Posted: Thu Dec 25, 2014 6:47 pm
by Sednaiur
Wohlstand wrote:SMBX just loading only first value and ignore all next, PGE finding ALL values and if same value was found, it will overwrite previous. All is simple ;-)
Ah, I understand. Thanks for clearing this up :-)
Wohlstand wrote:What about generators: it's a system overwriting of grid size: SMBX usually overwriting the grid size to generating NPC's and I made same thing which overwriting grid size of NPC's to 16x16 where generator is enabled. Grid offsets aren't overwriting.

EDIT: just tested placement, you right, you found bug with wrong placing offsets when some NPC's having enabled generator flag. Will fix them ;)
xD I was just about to post some screens about it, but you did the ninja on me now ^^.
Nice to be of help with that :-)

Re: Alternate Editor for SMBX [Released!]

Posted: Thu Dec 25, 2014 9:18 pm
by Wohlstand
Sednaiur wrote:
Wohlstand wrote:SMBX just loading only first value and ignore all next, PGE finding ALL values and if same value was found, it will overwrite previous. All is simple ;-)
Ah, I understand. Thanks for clearing this up :-)
Wohlstand wrote:What about generators: it's a system overwriting of grid size: SMBX usually overwriting the grid size to generating NPC's and I made same thing which overwriting grid size of NPC's to 16x16 where generator is enabled. Grid offsets aren't overwriting.

EDIT: just tested placement, you right, you found bug with wrong placing offsets when some NPC's having enabled generator flag. Will fix them ;)
xD I was just about to post some screens about it, but you did the ninja on me now ^^.
Nice to be of help with that :-)
Bug was fixed:
https://github.com/Wohlhabend-Networks/ ... d89fcf2171
Generators now placing correctly ;-)

And also my experimental thing which calling as "Custom Counters":
You can make your own counter yourself for any items: (each counter contain a list of ID's which you can edit)
Now while it experimental, list will be empty, but you can manually add new counters which will be saved in your config. Later I will add "pre-defined" counters which will be default (but you always can customize: remove something, add another, but when you will clean counters list, default counters will be re-added again after restart of editor):
Note: don't forget to refresh them when you wanna know fresh information, I was made manual refreshing just by performance reasons.
Spoiler: show
Image

Image
Laboratory builds was updated. You can use tb1024'th installer or download manually from http://engine.wohlnet.ru/docs/_laboratory/

Re: Alternate Editor for SMBX [Released!]

Posted: Fri Dec 26, 2014 7:12 am
by Sednaiur
Ot, this was a quick update ^^.

And finally the customizable debugger is here too :-D. So there is finally no more coin-counting or counting of special NPCs anymore. Thank you for doing that.

EDIT: How to use the counter correctly?
I first put some NPCs (all types of coins) in the counter, named it "Coin counter", but now only the "Coin counter" with a "0" in front shows up in the debugger, but nothing else.

Another EDIT: I found out, that one should only put one NPC into the list, or it dosn't count anything (don't worry, as I pressed "refresh"). I now put only the SMW blue con and it now works :-).