Snessy the duck wrote: group Blocks, BGOs and NPCs together in the same custom tileset
I think that is possible (I.e. make a border around the group with a floating label), anyway, that would be done in the editor after it's reorganizing
Snessy the duck wrote:It's kinda weird only being able to make tilesets containing only one type of each
It's the same illness from Legacy Engine, but I completely agree for that and sub-groups thing is important to be implemented while editor reorganizing
Snessy the duck wrote:Also, the tileset creator is kinda clunky, as there isn't a search function, and the blocks are in a kinda weird order, making it kinda hard to make tilesets sometimes.
1) I think I'll add search on quick hand, it's not hard
2) All elements are ordered by ID, so, I'll add the ability to re-order by Id/name into everywhere.
[]Yaroslav269[] wrote:there is a misprint: must be "показaть" instead of "показть"
>Wohlstand
>location: Moscow, Russia
>so silly misprints in Russian translation
lol
<picture>
Snessy the duck wrote:I've run into a bug with the Tileset Item box, whenever I create a custom tileset, the other tabs dissapear.
That weird, and I think try the latest laboratory version and if bug is same, please tell me list of your actions you did to cause this?
Snessy the duck wrote:Also, I've heard a lot of people complain about the Events Window, specifically that the values change when you scroll with the mouse.
That because of controls by theme selves: there are designed to be changed by hovered mouse wheel. That convenient for other widgets when area isn't scrollable, but yeah, I think, for events toolbox I'll disable mouse tracking for those controls to avoid this accidental crap (which is mainly confuses newbies)
I think I have the newest version, and what I did was click New Tileset, then I either created a tileset or quit out of it, and suddenly the tabs were gone.
Snessy the duck wrote:I think I have the newest version, and what I did was click New Tileset, then I either created a tileset or quit out of it, and suddenly the tabs were gone.
1) where your level is located
2) Do you created episode or level-only tileset?
3) Any tileset causes this?
3) Carefully with naming of tilesets (anyway, it must ask if some is already exists)
Wohlstand wrote:Is that folder has write access for users? (usually writing ProgramFiles requires admin rights)
I don't really know what that means, but I'm using a computer which requires admin rights to do stuff in the C: folder.
Try that:
1) Click SMBX 2.0 folder with Right-mouse, properties
2) Goto "Permissions" (if you not see that tab, close this, goto Control panel / Folder properties, and in the "view" tab disable "Shared folders wizard" or "Simple shared folders", and ok. Then goto SMBX20's properties back, you must see "Permissions" tab)
3) Click "Modify/Change"
4) Add the "Users" group, and give it full rights, then ok, ok
Contents
- Introduction
- Technical details
- Development plan
- Researching the original SMBX fangame
- Download Editor and experimental Engine! Introduction
Hi there!
This is a major revision to this topic's main post to announce my project called "Platformer Game Engine Project" (short is PGE Project),
the code-name being "PlatGenWohl".
So what exactly is this? this is a free and open source alternative, advanced and exchanged implementation of SMBX's game engine which 100% compatible with them. The main parts of it contain would be a game engine and a toolkit for creating games.
One of the purposes of the project is a giving to SMBX game a new technical platform which should continue SMBX life after abandonment with giving able to add new stuff: new playable characters, new NPC's, new blocks, new BGO, more progressive backgrounds and more freedom with customization. The second purpose is giving able to use this SMBX-like game engine more useful to creating other non-Mario games.
I've been working on this project since at least December 2013, and after lots of hours spent in researching of SMBX 1.3 mechanics, I've figured out a way to retain compatibility with SMBX. This, in my opinion, is very significant as there are a lot of episodes and levels made for SMBX out there. And having a better implementation of that we can open/play/save in the original SMBX64 format is very much in need.
Currently only the editor is available. And you can actually already use this as an alternative (and much better) editor for creating/editing levels for SMBX 1.3/1.3.0.1 Technical details
I'm quite aware of the fact that VisualBasic (in which SMBX is written) is too slow for the type of purpose SMBX is created for. That's one of the reasons I'm creating my engine in C++ along with OpenGL, which means it should have much more productivity. And with the Qt library, the new engine should be able to have itself compiled on different platforms (such as Windows, MacOS, Linux, etc.).
While it would have been ideal if the source code for SMBX was available, we're working on adding support for SMBX via reverse engineering instead.
1) [completed] The reverse engineering phase, which is researching the original SMBX engine, is almost complete.
2) [released] Developing the the level/world editor - Periodically I upload updated alpha versions for everyone to test new features and give feedback or report bugs.
3) [In process] Developing the engine part for play games and allow test levels in the editor.
"SMBX64" Standard: research works of the original SMBX fangame
All the documents on what I've researched, are available on this page Download Editor!
This is a new, more advanced and featured editor which you can use for SMBX. This editor giving more flexible interface, a more smart system with bug protections, with Multi-File support, with customizable tilesets and counters, with multi-selecting, copy-pasting, context menu, exporting of huge screenshots of whole sections or world maps, etc...
Editor
Get current version: Note: If you looking up for engine controlling, read this text file. In next builds of engine I will add ability to set up custom control keys.
Online installer Get Online Installer for Windows. Online installer will download and install all necessary stuff automatically!
Portable packages
Standalone archives are including Editor, Engine, Playable Character Sprite Calibrator, GIFs2PNG, PNG2GIFs and LazyFix Tool. To get PGE working you must download one of configuration packages here
==============================================
Defautl controlls: <can be cusetomized in the controllers menu>
==============================================
Arrows:
--------------------
left-right - walk
Up/Down - enter into door/pipe
--------------------
Z - (jump) / enter to level from world map [on German keyboard will work Y key instead by unknown for me reasons ]
X - (run)
A - (alt-jump) (Temporary, fly up, use it to get inaccessible heights without vines!)
S - (alt-run) (Temporary, tail-whipping to destroy any blocks over face,
S+UP - destroy blocks over head,
S+Down - destroy blocks under self)
"~" - opens text input box in the levels where you can type special commands:
------------------
==Level specific commands:==
donthurtme - enable/disable god mode (the player will don't get from dangerous surfaces and will dont burn in lava)
iamsuperman - player has ability to fly up via alt-jump key
chucknorris - player via alt-run key will be able destroy any nearest object except BGO's, warps and other playable characters
iwishexitas X - exit from level with code X (replace X with unsigned integer
(usually from 1 to 8. Exit code hints you can take from a world map editor))
takesecretkeychain - enable/disable debug keys
==World specific commands:==
illparkwhereiwant - allows walking anywhere on world map
==Common commands==
redigitiscool - spawns a dummy message box, doing nothing. Try to type same command in the SMBX engine!
wohlstandiscool, kevsoftiscool, raocowiscool, joeyiscool - same as redigitiscool, but with another messages.
----------------------------------------------------------------------------------------------------------
Enter, Esc - pause/resume game, show pause menu
F2 - enable/disable drawing a debug rectangles of physical engine (render all hitboxes)
F3 - enable/disable printing of debug information
F12 - take screenshot (will be saved in the 'screenshots' folder which will be in PGE folder or in the %UserProfile%\.PGE_Project).
Screenshots will be written into PNG format and will have timedate based filename.
=======Debug keys=(disabled by default, to enable them, press "~" key and type 'takesecretkeychain')=======
F5 - pause/resume physical loopsteps. Used while collisions are debugged
F6 - enable slow mode of physical loopsteps. Everything will go slow. Used while collisions are debugged.
1, 2, 3, 4, 5 degits keys - spawn something effect (made temporary while effects system are debugged)
7, 8, 9, 0 - Toggle playable character and it's state:
- 7 decrease character ID
- 8 increase character ID
- 9 decrease character state ID
- 0 increase character state ID
Notes:
If you have problems with graphics render, please, see this topic first: http://wohlsoft.ru/forum/viewtopic.php?f=40&t=142
...or write (post here, on our forum, or PM to me) to me about found bugs, this is most important
If you have problem with music playback, please, read this:
2) If some MP3 files don't wanna play, please, check playable by your player, have you all necessary codecs?
If you haven't some codecs, please, install them (for Windows systems I recommend the K-Lite Mega pack, or you can install other).
- Will be better, if you reconvert your MP3 files with poor codecs to standard MP3-format (MPEG Layer III, 320 Mbps Voice Quality, [don't use 128 Mbps, don't kill audio quality!])
- you also can reconvert to WAV. WAV will be played by ANY players (Only if uncompressed format. If did applied codec, need to install them!).
3) [For PGE Editor 0.2.0 and newer] If music playing is noisy and buggy, please check sample rate of this file (should be 44100 Hz), because all musics to be played in the united audio stream should be re-sampled into uniform sample rate, if sample rate is not same, music will be re-sampled in real time mode. Real-time re-sampling is not good for CPU and can cause noises or wrong playback. Re-sample your music into 44100 Hz and retry to add them into PGE.
Bugs:
No spinjumping with A (it just jumps)
Mario with mushroom collects mushroom but it doesn't go in the box
'Chase' koopas don't chase but fly there