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aero
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Postby aero » Sun Feb 01, 2015 6:29 am
Hopefully not, in theory you could have as many new characters as you want without replacing old ones. That is at least what my concept is, I don't know how I would do that quite yet so you'll have to wait on that.
Also, thank you for that last part. :>
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andreepika11233
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Postby andreepika11233 » Sun Feb 01, 2015 9:14 am
will the .lvl files from smbx will be compatible with vsmbx?
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ShadowStarX
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Postby ShadowStarX » Sun Feb 01, 2015 9:21 am
andreepika11233 wrote:will the .lvl files from smbx will be compatible with vsmbx?
Nope, but there will be a converter which converts smbx level files to vsmbx level files. (reverse it won't work because vsmbx will have more options, obviously)
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andreepika11233
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Postby andreepika11233 » Sun Feb 01, 2015 9:28 am
SMBX-fan wrote:andreepika11233 wrote:will the .lvl files from smbx will be compatible with vsmbx?
Nope, but there will be a converter which converts smbx level files to vsmbx level files. (reverse it won't work because vsmbx will have more options, obviously)
Can it work with wld. files?
Also will it come after the events were implemented?
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ShadowStarX
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Postby ShadowStarX » Fri Feb 06, 2015 3:50 pm
andreepika11233 wrote:SMBX-fan wrote:andreepika11233 wrote:will the .lvl files from smbx will be compatible with vsmbx?
Nope, but there will be a converter which converts smbx level files to vsmbx level files. (reverse it won't work because vsmbx will have more options, obviously)
Can it work with wld. files?
Also will it come after the events were implemented?
I don't think world files will be compatibile but there's going to be a converter.
However maybe i misread something when i looked around in the topic but will this game use PNG, JPEG or GIF files. If use not gif, then where is a converter where you can convert 30-40 images at once. (i know that's long work for the pc but not too much clicks so it's actually shorter)
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aero
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Postby aero » Mon Feb 09, 2015 10:32 pm
GhostHawk wrote:SMBX-fan wrote:New powerups going to be awesome i think, but a Q:
Is that a problem just for me if the game lags hard (goes with 15-20 FPS) or it is for everyone? (sorry if already asked and thx if answer)
Post your specs. I worked awhile to maximize performance.
I did some more tests, and there's a bit of a dip in framerate when playing levels with backgrounds for some reason. It still looks like an issue with your hardware since it isn't going as low as you're saying, but it is there.
andreepika11233 wrote:SMBX-fan wrote:andreepika11233 wrote:will the .lvl files from smbx will be compatible with vsmbx?
Nope, but there will be a converter which converts smbx level files to vsmbx level files. (reverse it won't work because vsmbx will have more options, obviously)
Can it work with wld. files?
Also will it come after the events were implemented?
I'm thinking about making a converter between SMBX and VSMBX. I'm not sure when it will come out though.
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UnknownPlayer1068
- Guest
Postby UnknownPlayer1068 » Fri Feb 20, 2015 10:22 am
Sooooo..... I just downloaded this looked amazing editor,then a veeeeeerrrrrrrrrrrrrryyy bad thing happened,
I opened the editor,i didn't do anything ,and an error popped-up.
I was like 'OH NOO!!!! screw these UGLY dialog boxes!!!!"
I clicked the continue button,attempting to continue,but when I move the cursor to the Level Editor window,the error popped-up again.
Then i discovered that everytime when I move my cursor to the level editor window,it will just give me this stupid error.
Here is the error:
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this stupid dialog box.
************** Exception Text **************
System.InvalidOperationException: An error occurred creating the form. See Exception.InnerException for details. The error is: Cannot load Counter Name data because an invalid index '' was read from the registry. ---> System.InvalidOperationException: Cannot load Counter Name data because an invalid index '' was read from the registry.
at System.Diagnostics.PerformanceCounterLib.GetStringTable(Boolean isHelp)
at System.Diagnostics.PerformanceCounterLib.get_NameTable()
at System.Diagnostics.PerformanceCounterLib.get_CategoryTable()
at System.Diagnostics.PerformanceCounterLib.CounterExists(String category, String counter, Boolean& categoryExists)
at System.Diagnostics.PerformanceCounterLib.CounterExists(String machine, String category, String counter)
at System.Diagnostics.PerformanceCounter.InitializeImpl()
at System.Diagnostics.PerformanceCounter..ctor(String categoryName, String counterName, String instanceName, Boolean readOnly)
at System.Diagnostics.PerformanceCounter..ctor(String categoryName, String counterName)
at MarioEditor.Debug..ctor()
--- End of inner exception stack trace ---
at MarioEditor.My.MyProject.MyForms.Create__Instance__[T](T Instance)
at MarioEditor.My.MyProject.MyForms.get_Debug()
at MarioEditor.Debug.MouseLoc(Int32 X, Int32 Y)
at MarioEditor.Form2.Form2_MouseMove(Object sender, MouseEventArgs e)
at System.Windows.Forms.Control.OnMouseMove(MouseEventArgs e)
at System.Windows.Forms.Control.WmMouseMove(Message& m)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
at System.Windows.Forms.Form.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
************** Loaded Assemblies **************
mscorlib
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.18444 built by: FX451RTMGDR
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
MarioEditor
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Users/Zisac/Downloads/VSMBX%20Beta%201.0.1.3%20(1)/content/VSMBX.exe
----------------------------------------
Microsoft.VisualBasic
Assembly Version: 10.0.0.0
Win32 Version: 11.0.50938.18408 built by: FX451RTMGREL
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/Microsoft.VisualBasic/v4.0_10.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll
----------------------------------------
System
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.34238 built by: FX452RTMGDR
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Core
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.18408 built by: FX451RTMGREL
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------
System.Windows.Forms
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.18408 built by: FX451RTMGREL
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.18408 built by: FX451RTMGREL
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Runtime.Remoting
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.34245 built by: FX452RTMGDR
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Runtime.Remoting/v4.0_4.0.0.0__b77a5c561934e089/System.Runtime.Remoting.dll
----------------------------------------
System.Xml
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.34234 built by: FX452RTMGDR
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.
For example:
<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>
When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.
Fix it please!!
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Wohlstand
- Chargin' Chuck

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Postby Wohlstand » Fri Feb 20, 2015 10:37 am
UnknownPlayer1068 wrote:Here is the error:
Fix it please!!
I had this crap too, what Ghost Hawk told me about it:
GhostHawk wrote:
Wohlstand wrote:
........and crash on mouse over into graphic window detected:
Error on form creation: Can't load data of counter name because detected wrong registry index, etc.
System.InvalidOperationException: Ошибка при создании формы. См. Exception.InnerException. Ошибка: Не удается загрузить данные имени счетчика, поскольку в реестре обнаружен недопустимый индекс "". ---> System.InvalidOperationException: Не удается загрузить данные имени счетчика, поскольку в реестре обнаружен недопустимый индекс "".
в System.Diagnostics.PerformanceCounterLib.GetStringTable(Boolean isHelp)
в System.Diagnostics.PerformanceCounterLib.get_NameTable()
в System.Diagnostics.PerformanceCounterLib.get_CategoryTable()
в System.Diagnostics.PerformanceCounterLib.CounterExists(String category, String counter, Boolean& categoryExists)
в System.Diagnostics.PerformanceCounterLib.CounterExists(String machine, String category, String counter)
в System.Diagnostics.PerformanceCounter.InitializeImpl()
в System.Diagnostics.PerformanceCounter..ctor(String categoryName, String counterName, String instanceName, Boolean readOnly)
в System.Diagnostics.PerformanceCounter..ctor(String categoryName, String counterName)
в MarioEditor.Debug..ctor()
This seems like a problem between your registry and the .NET Framework 4's Performance Counter used to show the CPU and Memory usage. I don't think this is a problem with VSMBX, but I'll try and work around it just in case.
Try running a full repair on .NET Framework 4, then open command prompt and type "lodctr /r" (You need admin privileges for this), and reboot.
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UnknownPlayer1068
- Guest
Postby UnknownPlayer1068 » Fri Feb 20, 2015 10:53 am
it worked,but I will delete it for now,when a version with all the features of smbx 1.3.01 is released,
I will try it out,but i hope he add back the arrow keys scrolling feature,i used to use arrow keys.
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ShadowStarX
- Bronze Yoshi Egg

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Postby ShadowStarX » Sun Mar 01, 2015 6:42 am
My ideas are animal buddies or something like them. You can transform into them.
Yoshi the dinosaur
I'm not talking about the species, I'm talking about the character who appears in Mario spinoffs and SM64DS, not about SMW.
He can flutter jump unlike rideable Yoshis. Another advantage for he is the higher jump and better speed. (jumps as high as Luigi and runs as fast as Toad) Abilities are depends on who turns into Yoshi:
Mario -> nothing increase but can make every shell into fireballs, like Red Yoshi
Luigi -> jumps even higher
Toad -> runs even faster
Peach -> longer flutter jump
Link -> jumps higher, runs faster but shorter flutter jump
Fred the swordfish
When Mario turns into Fred, he can swim by using the arrow keys instead of the jump, which makes underwater navigate easier plus Fred can even pierce. If you can't imagine what am i talking about, just check Enguarde in Donkey Kong. Fred has same abilites for all characters.
Edward the eagle
He's basically a blue shoe Mario but can spit rocks. Works similary to Squawks in Donkey Kong.
Maybe not these animals can be the best but the main idea is having something not right them. And sorry if i give too much ideas.
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Squishy Rex
- Tellah

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Postby Squishy Rex » Sun Mar 01, 2015 7:33 am
SMBX-fan wrote:My ideas are animal buddies or something like them. You can transform into them.
Yoshi the dinosaur
I'm not talking about the species, I'm talking about the character who appears in Mario spinoffs and SM64DS, not about SMW.
He can flutter jump unlike rideable Yoshis. Another advantage for he is the higher jump and better speed. (jumps as high as Luigi and runs as fast as Toad) Abilities are depends on who turns into Yoshi:
Mario -> nothing increase but can make every shell into fireballs, like Red Yoshi
Luigi -> jumps even higher
Toad -> runs even faster
Peach -> longer flutter jump
Link -> jumps higher, runs faster but shorter flutter jump
Fred the swordfish
When Mario turns into Fred, he can swim by using the arrow keys instead of the jump, which makes underwater navigate easier plus Fred can even pierce. If you can't imagine what am i talking about, just check Enguarde in Donkey Kong. Fred has same abilites for all characters.
Edward the eagle
He's basically a blue shoe Mario but can spit rocks. Works similary to Squawks in Donkey Kong.
Maybe not these animals can be the best but the main idea is having something not right them. And sorry if i give too much ideas.
I see your point, however, if something like this was to be added, I think something a lot more simpler would work better. Something like Kirby's "Stone Friends" ability from Kirby 64 is what I'm getting at. You can use the power of the item to transform into a "Friend" which allows the player to accomplish a task otherwise impossible to do without said power-up. An example from Kirby 64 would be where the Rick the Hamster "Stone Friend" allows Kirby to scale walls and reach a Crystal Shard that can only be reached by using Rick. This shard cannot be flown to by Kirby or by any other means. The "Stone Friends" ability also can cycle through Rick, Coo, Gooey and Kine without needing to ascertain a specific item for each "Stone Friend".
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aero
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Postby aero » Tue Mar 10, 2015 11:40 pm
Just fixed some of the bigger problems with the engine. You can now jump while moving so you don't make a dead stop and have a harder time jumping over obstacles, you no longer get stuck in blocks/jump through blocks as Mario while jumping, the level background now moves in relation to the player while testing, and there's a couple of graphical bugs that have been fixed. The gameplay is significantly improved, but it's not as fluid and stable as I would like it to be so, the next beta won't be for a little while. Right now I'm working on gameplay controls, the basic physics of the game, and implementing characters. So far I've implemented Peach and Luigi, and I'm about ready to add Toad. I'm not really happy with how long it has taken for these additions, but I will make up for it with the more free time I have available now that school is pretty much over for me until August/September.
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MECHDRAGON777
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Postby MECHDRAGON777 » Thu Mar 12, 2015 1:01 am
GhostHawk wrote:Just fixed some of the bigger problems with the engine. You can now jump while moving so you don't make a dead stop and have a harder time jumping over obstacles, you no longer get stuck in blocks/jump through blocks as Mario while jumping, the level background now moves in relation to the player while testing, and there's a couple of graphical bugs that have been fixed. The gameplay is significantly improved, but it's not as fluid and stable as I would like it to be so, the next beta won't be for a little while. Right now I'm working on gameplay controls, the basic physics of the game, and implementing characters. So far I've implemented Peach and Luigi, and I'm about ready to add Toad. I'm not really happy with how long it has taken for these additions, but I will make up for it with the more free time I have available now that school is pretty much over for me until August/September.
Yay, you added Peach! By any chance can you add Rosalina as in how she was in Super Mario 3D World after you get done with the classic part you are aiming for at first?
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aero
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Postby aero » Wed Mar 18, 2015 6:55 am
MECHDRAGON777 wrote:GhostHawk wrote:Just fixed some of the bigger problems with the engine. You can now jump while moving so you don't make a dead stop and have a harder time jumping over obstacles, you no longer get stuck in blocks/jump through blocks as Mario while jumping, the level background now moves in relation to the player while testing, and there's a couple of graphical bugs that have been fixed. The gameplay is significantly improved, but it's not as fluid and stable as I would like it to be so, the next beta won't be for a little while. Right now I'm working on gameplay controls, the basic physics of the game, and implementing characters. So far I've implemented Peach and Luigi, and I'm about ready to add Toad. I'm not really happy with how long it has taken for these additions, but I will make up for it with the more free time I have available now that school is pretty much over for me until August/September.
Yay, you added Peach! By any chance can you add Rosalina as in how she was in Super Mario 3D World after you get done with the classic part you are aiming for at first?
Not really looking into it, but I have said in the past that I plan on adding cuztomizable playable characters.
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John The White Yoshi
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Postby John The White Yoshi » Wed Mar 18, 2015 11:49 am
I hope development on this engine will finish with a complete product, not unfinished like most engines that came before this.
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aero
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Postby aero » Wed Mar 18, 2015 6:15 pm
SuperWhiteYoshi64 wrote:I hope development on this engine will finish with a complete product, not unfinished like most engines that came before this.
Me too. So far 1.0.1.4 is going to be the biggest update in terms of changes and right once I finish adding the playable characters it should be the biggest update in terms of implementations as well. The project is open for everyone to mod and build on their own if for whatever reason I have to stop working on it so it's not like it dies when I give up on it either.
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Wohlstand
- Chargin' Chuck

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Postby Wohlstand » Thu Mar 19, 2015 1:26 am
GhostHawk wrote:SuperWhiteYoshi64 wrote:I hope development on this engine will finish with a complete product, not unfinished like most engines that came before this.
Me too. So far 1.0.1.4 is going to be the biggest update in terms of changes and right once I finish adding the playable characters it should be the biggest update in terms of implementations as well. The project is open for everyone to mod and build on their own if for whatever reason I have to stop working on it so it's not like it dies when I give up on it either.
Therefore version should be the 1.1.0.0. Also before you will implement full basic tech stuff version should has 0.*.*.* numbers.
Few info about version numbers
A.B.C.D
A - Major version. Has huge changes and has huge difference between previous and may by not compatible. If your software hasn't full planned stuff, should be started from 0. When you will finish all planned basic stuff, you can change it to 1.
B - Minor version. Has big improved/updated, but not so huge than major version
C - Revision. When you made not many changes: bug fixes, add off some small features
D - tiny bug fixes
Pre-Alpha - work in process
Alpha - debug work
Beta - debug work almost done, release almost ready to take "release" status.
EDIT: " version should has 0.*.*.* numbers."
Last edited by Wohlstand on Fri Mar 20, 2015 2:02 pm, edited 1 time in total.
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aero
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Postby aero » Thu Mar 19, 2015 2:32 pm
Wohlstand wrote:
Few info about version numbers
A.B.C.D
A - Major version. Has huge changes and has huge difference between previous and may by not compatible. If your software hasn't full planned stuff, should be started from 0. When you will finish all planned basic stuff, you can change it to 1.
B - Minor version. Has big improved/updated, but not so huge than major version
C - Revision. When you made not many changes: bug fixes, add off some small features
D - tiny bug fixes
Pre-Alpha - work in process
Alpha - debug work
Beta - debug work almost done, release almost ready to take "release" status.
The thing with version numbers is I wouldn't increase the Revision or Minor counts unless something somewhat big in terms of content is implemented like a new NPCs tab or something like that. Right now 1.0.1.4 has a lot of bug fixes and small changes in count compared to previous versions, however there has only been 4 major implementations so I wouldn't call it a "Revision." That being said, if I'm able to get a few things done by a deadline I made for myself, 1.0.1.4 could become 1.0.2.
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John The White Yoshi
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Postby John The White Yoshi » Fri Mar 20, 2015 1:49 pm
GhostHawk wrote:Me too. So far 1.0.1.4 is going to be the biggest update in terms of changes and right once I finish adding the playable characters it should be the biggest update in terms of implementations as well. The project is open for everyone to mod and build on their own if for whatever reason I have to stop working on it so it's not like it dies when I give up on it either.
Mod and build, huh? That sounds like my kind of shit, I love being creative! So, I can.....add the timer, make more playables, and create custom bosses? Right?
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aero
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Postby aero » Fri Mar 20, 2015 4:16 pm
SuperWhiteYoshi64 wrote:GhostHawk wrote:Me too. So far 1.0.1.4 is going to be the biggest update in terms of changes and right once I finish adding the playable characters it should be the biggest update in terms of implementations as well. The project is open for everyone to mod and build on their own if for whatever reason I have to stop working on it so it's not like it dies when I give up on it either.
Mod and build, huh? That sounds like my kind of shit, I love being creative! So, I can.....add the timer, make more playables, and create custom bosses? Right?
Well yeah the source has been open for awhile now for 1.0.1.3. You'll need to know how to program in VB.net to make any changes though.
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