Villager103 wrote:Hey, I love your editor, but how do you change the background of your level?
[View -> Section properties], and on section properties toolbox you will have a "background image" combo box where you have a lits of all available backgrounds. Veudekato was shown it in video
Here also you can set up music, flags like "connect sides (level warp)" or like "Underwater" and redefine a size of section (in the PGE it doing with interactive resizer box, so you need hit Enter key to apply new size)
MrPunchia wrote:How do you make the custom graphics custom instead of the default blocks they replace?
Same way which in SMBX, but size of images can be any.
I think he means adding new graphics without replacing the existing default blocks. If so, that cannot be done yet, however this will has been planned somewhat for SMBXtended for NPCs. Chances are this might be possible for blocks, BGOs etc. in the future.
MrPunchia wrote:How do you make the custom graphics custom instead of the default blocks they replace?
Same way which in SMBX, but size of images can be any.
I think he means adding new graphics without replacing the existing default blocks. If so, that cannot be done yet, however this will has been planned somewhat for SMBXtended for NPCs. Chances are this might be possible for blocks, BGOs etc. in the future.
Oh, another sense:
It possible to append new blocks/bgos/npcs/etc., you must edit ini file:
Lvl_blocks.ini, lvl_bgo.ini.....
First part of each file - header where presented some common params, such a total number.
1st step: increase it with same number of items which you want yo append.
2nd step: define those items in bottom of config file.
Blocks and Bgo's are flexible and there are doesn't have size values, the size will be always taken from your gfx (dependent to number of animation frames).
This will NOT be compatible with old smbx because you will violate SMBX64 standard with appending of items more than presented in the smbx.
Run native SMBX test from PGE Editor DIRECTLY
This is a small, but useful feature which giving able to run test in the running SMBX directly by alone click!
How to use:
1) Run both PGE Editor and SMBX (LunaLUA 0.5.3 should be installed!) (both applications should be running)
2) Leave SMBX Editor in default empty state and minimize it.
3) Switch to PGE Editor and open any level with it
4) Open in the PGE Editor a Test -> Run testing in the SMBX menuitem. Editor will be minimized and focus will be switched to SMBX Editor and testing will be launched.
Enjoy
I have got to say...this editor is amazing! Although awkward as hell to re-learn, it offers so many more shortcuts and allows you do to so many things that SMBX would make you spend hours to do. Kudos to you, Mr. Cat Face Guy McGee...for you have done us good.
Once I stop being lazy, I might start making Editor Tutorials too, since this editor is a lot easier to understand than SMBX...just need to find da buttons
Wohlstand wrote:Little set of title screens on difference config packs:
Later will be implemented:
- Credits screen and game over screen which will use scene programmed in LUA. This will be more flexible with more interactions.
- World map player which will have a walkable world map with ability to play episodes (even with WIP level player).
I have a suggestion, would it be possible to change the position of the selections with config packs, giving config pack creators more freedom/flexibility?
Sirmentio wrote:
I have a suggestion, would it be possible to change the position of the selections with config packs, giving config pack creators more freedom/flexibility?
What is you mean?
- Order of config packs in the selection list are in alphabetic sequence. Later I will redesign config pack selection dialog for engine.
- Position of menu box can be changed. I will add into engine.ini values which will give able to set position of menu box.
Sirmentio wrote:I refer to the Text on those screens such as "1 player", "2 player", etc, letting creators of configuration packs change the positions of them.
"1 player", "2 player"... this is a menu block. I will add position values to allow everybody change position of it: to give able set any coordinates of it on screen. While I debugging it, made static, but I will add values x and y to redefine them. Also you forgot something: you can display on screen ANY animated and non-animated image files:
Here is a working example of engine.ini, each image: curtain, title logo, www label - are difference images: https://github.com/Wohlhabend-Networks/ ... ne.ini#L43
to take animation, use the animated=true, frames=xxx (number of frames) and framespeed=yyy (delay in milliseconds) values.
Experiment with switches in the PGE Engine (0.0.6 pre-alpha)
Yea, everybody can set up any new switch blocks with lvl_blocks.ini in config pack What's need check:
- united switch ID number (in the SMBX 1.3 was made the 1,2,3,4 switch groups)
- 1 block which will be as "button" - block which will cause toggling of switch
- two or more blocks which will transformation into theme-selves when switch was toggled (chain should be connected! for example one of classic switches (red) are blocks 180<->181 which transforms into themeselves. Chain has two blocks, but you can make switch with more blocks. Each block should be transformed into next. If transform ID is wrong (transforms into 0 or into non-switchable block), next toggle will not give effect on this block).
Note: If you wish to take laboratory build to test them, don't forget main rule: you SHOULD update configuration packs too, because I was updated them with adding of switches settings for blocks.
PGE causes any custom music (if custom is used in SMBx natively) to go super super fast, like 30x speed even! What is causing that? Its not too much of an issue at the moment as the file plays normally in SMBX and elsewhere, but down the road when PGE may replace SMBX entirely, you may need to fix that issue.
Exiled Bowser wrote:PGE causes any custom music (if custom is used in SMBx natively) to go super super fast, like 30x speed even! What is causing that? Its not too much of an issue at the moment as the file plays normally in SMBX and elsewhere, but down the road when PGE may replace SMBX entirely, you may need to fix that issue.
Exiled Bowser wrote:Some of my files are 128 bit rate with 44100 some are 64 bit rate with 22050 dual channel stereo, yet it does it no matter what.
No matter which MP3 bit rate or channel number, the main thing is a sample rate (should be 44100 hz with ANY bitrate (I usually always make 320 Mbps because MP3 quality sucks if bitrate too small))
By anyway you will have same issue with LunaDLL+SDL, therefore you have ability to convert your files into OGG format both PGE and SMBX (with LunaDLL+SDL) will play them
Experimental Audio converting GUI over SoX console converter
This is a special feature which integrates SoX with PGE Editor: you will have ability to convert broken musics in three clicks:
- [ Tools -> External Tools -> Convert Audio ]
- Choice in the opened dialog a conversion settings (or simply press "Start" to re-sample music file of the current section)
- When you finished configuring of converter, press "Start" to begin conversion, and wait while process is going.
- When conversion will started, music will be paused, but when it will be finished, music will start playback again.
This feature available in the laboratory (and also SoX package)