Super Basic Mario Editor

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zioy
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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby zioy » Fri Oct 31, 2014 5:26 pm

First off, I'd like to say that the hype is imaginary.

OK just kidding I can't keep my hype to myself, its so real!

Good luck VSMBX-Chan!

Lnik3500
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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby Lnik3500 » Fri Oct 31, 2014 9:49 pm

I'm sorry it was my mistake (I'm a noob lol) but the only thing that is bugging me is that your backgrounds doesn't enlarge in the editor (above and below) so it make it weird personnaly I would have keep the background system and the level window (that has the background and tiles) exactly like in SMBX but it's your choice. What do you think GhostHawk?

aero
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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby aero » Fri Oct 31, 2014 9:54 pm

Lnik3500 wrote:I'm sorry it was my mistake (I'm a noob lol) but the only thing that is bugging me is that your backgrounds doesn't enlarge in the editor (above and below) so it make it weird personnaly I would have keep the background system and the level window (that has the background and tiles) exactly like in SMBX but it's your choice. What do you think GhostHawk?
Backgrounds have been a real pain with the scrollbars, so I just might replicate SMBX on that front.

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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby Thundaga_T2 » Fri Oct 31, 2014 10:48 pm

I have an idea relating to backgrounds, can you make it so that the user can actually see the edges/borders of the background image, so that they dont accidentally go too far when creating levels? Instead of it being invisible like in SMBX and causing glitches.

aero
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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby aero » Sat Nov 01, 2014 12:22 am

Thundaga_T2 wrote:I have an idea relating to backgrounds, can you make it so that the user can actually see the edges/borders of the background image, so that they dont accidentally go too far when creating levels? Instead of it being invisible like in SMBX and causing glitches.
What do you mean by this?

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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby Thundaga_T2 » Sat Nov 01, 2014 4:09 am

GhostHawk wrote:
Thundaga_T2 wrote:I have an idea relating to backgrounds, can you make it so that the user can actually see the edges/borders of the background image, so that they dont accidentally go too far when creating levels? Instead of it being invisible like in SMBX and causing glitches.
What do you mean by this?
You know how if you make levels too large in SMBX how the level background and npcs will start glitching? Make it so that when resizing the level, if its larger than the level background size allows then it would show, as in the level's background image wouldnt glitch out, and instead just end so that the player knows not to extend the section longer than that. Im really not good at explaining things sometimes :)

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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby Lnik3500 » Sat Nov 01, 2014 8:53 am

Thundaga_T2 wrote:
GhostHawk wrote:
Thundaga_T2 wrote:I have an idea relating to backgrounds, can you make it so that the user can actually see the edges/borders of the background image, so that they dont accidentally go too far when creating levels? Instead of it being invisible like in SMBX and causing glitches.
What do you mean by this?
You know how if you make levels too large in SMBX how the level background and npcs will start glitching? Make it so that when resizing the level, if its larger than the level background size allows then it would show, as in the level's background image wouldnt glitch out, and instead just end so that the player knows not to extend the section longer than that. Im really not good at explaining things sometimes :)
I approve the idea because now you can know when to stop and I think GhostHawk should just restore the way it was for the level window (no scrolling bar) but with a few fixes like the glitch with the background.

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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby Wohlstand » Sat Nov 01, 2014 9:03 am

He-he, it's started after that command, also I was disable UIC on my Windows 7 and I always have admin rights without than stinky "sequrity" which need only as noob-protection :D

Also I have new review:
- When player jump up, he will stuck in a ceiling :D :D :D
Spoiler: show
Image
- Impossible to scroll horizontal on mouse wheel (even with CTRL or Alt keys) and even you put cursor over horizontal scroll bar.
For example, I have scrollbars in my PGE Editor, but they used only to scroll via mouse clicking or by mouse wheel and scrolling always possible by arrow keys and by mouse wheel.
- When testing is started, you should grab all keyboard events into gameplay window to prevent wrong sub-windows switch and to allow using arrow keys in game process.
- With your concept impossible put items out of level section and if you wanna implement multi-section system, you need re-init all items when you switch between sections which is not good for performance. Also, when you write this into file, you will should add section ID into each item which will increase size of target file.
In the SMBX all items placed in the united space and 'sections' is limiting rectangles only. All items initializing on level load and when you switching between sections you only jump into other position.
- When you start game, you should switch into "camera" mode:
--Draw on viewport which have size of window, but not on large scene which you used to make scrollable space
--draw on screen only 'visible', when player moves on section, camera will moved together with them.
Also, don't use scrollable 'scene' in testing mode, you should draw graphics by yourself.

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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby Anphiba » Thu Nov 06, 2014 9:51 pm

Umm... I kinda can't run the program for some reason...
It looks cool though!

EDIT: I got it to work, but It's a bit laggy, and the testing is terrible.
It can't open .lvl files, and it feels a little unstable...
Oh well.
It's only a beta version, right?

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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby Julia Pseudo » Thu Nov 06, 2014 11:12 pm

^
VSMBX will never be able to open SMBX .lvl files. I think GhostHawk said he would eventually release a converter though, but that might've only been Wohlstand.

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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby Blck_Guy » Fri Nov 07, 2014 2:02 am

Pseudo-dino wrote:^
VSMBX will never be able to open SMBX .lvl files. I think GhostHawk said he would eventually release a converter though, but that might've only been Wohlstand.


GhostHawk, Asked Wohlstand for the Script showing how SMBx writes the .sav .lvl and .wld files. So To me he wants it for a converter, or to add .lvl support to the Programe

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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby mariogeek2 » Sat Nov 08, 2014 7:23 pm

Honestly, I'd like to see more features with the world maps. There's tons of stuff you can do with the level editor in SMBX right now, but little you can do with the World Map. I'd like to see Custom World Map music and world map events.

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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby Blck_Guy » Sat Nov 08, 2014 7:34 pm

mariogeek2 wrote:Honestly, I'd like to see more features with the world maps. There's tons of stuff you can do with the level editor in SMBX right now, but little you can do with the World Map. I'd like to see Custom World Map music and world map events.

Custom Music for me, I don't mind how long World Events takes to get added

aero
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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby aero » Tue Nov 18, 2014 1:35 am

This Christmas look forward to the first implementations of the fill tool, level scrolling when walking/running, a more detailed debugger, bug fixes, and a death system. Everything listed is a WIP atm and more is to come until the next release.

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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby Sir Swerving » Mon Nov 24, 2014 2:45 pm

Not sure if this was brought up before, But what about shared graphic folders for sharing the same assets between similar themed levels without having to duplicate the same graphics for the individual level and wasting hard drive space.

For example

Episode\Snow would be for both the levels Snow-1 and Snow-2

aero
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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby aero » Sat Nov 29, 2014 6:09 pm

Sir Swerving wrote:Not sure if this was brought up before, But what about shared graphic folders for sharing the same assets between similar themed levels without having to duplicate the same graphics for the individual level and wasting hard drive space.

For example

Episode\Snow would be for both the levels Snow-1 and Snow-2
This has been brought up before, and will be implemented eventually.

Sound files will now be using the OGG format to avoid licensing issues if they should ever come about.

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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby Thundaga_T2 » Sat Nov 29, 2014 11:03 pm

SnifitGuy wrote:What exactly is OGG format?
Ogg Vorbis, its an audio encoding format like WAV, and MP3.

http://www.vorbis.com/

also: http://en.wikipedia.org/wiki/Vorbis
Last edited by Thundaga_T2 on Sat Nov 29, 2014 11:04 pm, edited 1 time in total.

aero
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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby aero » Sat Nov 29, 2014 11:03 pm

SnifitGuy wrote:What exactly is OGG format?
https://en.wikipedia.org/wiki/Ogg

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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby Wohlstand » Sun Nov 30, 2014 7:22 am

Don't forget about tracker music: IT, MOD, XM, etc.

Quick example:
http://engine.wohlnet.ru/docs/_files_fo ... a3_SNES.it

You can take and use this library: http://www.ambiera.com/irrklang/features.html

I used SDL2_mixer library for my project

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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby Blck_Guy » Sun Nov 30, 2014 5:19 pm

Wohlstand wrote:Don't forget about tracker music: IT, MOD, XM, etc.

Quick example:
http://engine.wohlnet.ru/docs/_files_fo ... a3_SNES.it

You can take and use this library: http://www.ambiera.com/irrklang/features.html

I used SDL2_mixer library for my project


Wohlstand, it's like you have thought of EVERYTHING already, and have (or nearly :P) whatever GhostHawk needs!!! Excellent Job!!! And Sharing!!!


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