Super Basic Mario Editor

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

Postby aero » Wed May 20, 2015 7:52 am

VSMBX Beta 1.0.2 is now available: https://www.sendspace.com/file/j56ppj

EXE download, if you already have all of the content from a previous version: https://www.sendspace.com/file/jsnpnw

Source Code will be out later. Enjoy!

Changelog:
Spoiler: show
1.0.2
* Fixed Mario getting stuck in blocks when jumping.
* Fixed Mario to prevent jumping through blocks randomly.
* Removed redundant code for player animation.
* Fixed stuttering movement of Mario when moving left and right while falling.
* Fixed viewport to display bottom of level after falling.
* Fixed problem with Mario appearing in top left corner of level when selecting 'Level Settings' tab.
* Default gravity level and jump speed has been increased slightly.
* Level background now moves in relation to the player.
* Fixed problem where the player would stop falling before hitting the ground.
* Fixed problem where Mario would come to a stop when attempting to jump while moving.
* Collision now checks tiles that are visible on the screen rather than the whole level.
* Optimized gravity collision, and several other collision bugs.
* Gravity levels can now be saved and loaded.
* Fixed problem with players hitting blocks from below before actually colliding with the block.
* Run speed has been increased.
* Fixed problem with the selected block being the last block placed in the level after loading a level.
* Block preview now stays correctly aligned when moving in a level.
* NPCs window no longer shows up when selecting the "Selection" button.
* Fixed major slowdown problem with loading player image files excessively.
* Fixed problem with object preview at mouse being drawn behind foreground BGOs.
* Last selected object is no longer drawn at the mouse when selecting "Level Settings" button.
* Fixed graphic problem when trying to walk while ducking.
* Invisible blocks now disappear when testing the level.
* Fixed more scrolling problems with level backgrounds.
+ Implemented animation of each Mario state.
+ Implemented preview of what state you will be testing the level as with Mario.
+ Implemented Luigi, with animations and higher jump height than Mario.
+ Implemented Peach, with animations.
+ Implemented Toad, with animations.
+ Added object counter to the Debug window to keep track of how many objects of each type are on-screen.
+ Brightness of the level background can now be toggled in the Level Settings window.
+ Implemented feature to change color of tiles.

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

Postby Wohlstand » Wed May 20, 2015 8:36 am

Ow, than creepy LQ musics... :P
I think, you can take this package: https://drive.google.com/open?id=0B3QNP ... authuser=0 It's a result of direct ripping, everything encoded into OGG and has true HQ and less size. [Each file from here is NOT copied from something, each file recorded from SPC emulator into wav file and compressed into ogg directly. Exception are musics from Smash Brothers, NSMB-Wii and Paper Mario which gotten from brawlcustommusic.com. SM64 and NSMB was captured from chip emulators too]

P.S> You must render grid relative to scrolling position!
Calculate offset of grid with formula:

Code: Select all

X = ScrollX % DefaultGrid
Y = ScrollY % DefaultGrid
Where ScrollX - X coordinate of left side of camera
Where ScrollY - Y coordinate of top side of camera
Where DefaultGrid - is a 32
Where "%" - modulo operation.

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

Postby paulyolo » Sat May 23, 2015 1:38 am

Are you going to be adding New NPC's and block's? If so i reccomend SML2 stuff. Also, Why not just call it SMBX 2.0

Thundaga_T2
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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby Thundaga_T2 » Sat May 23, 2015 2:46 pm

SnifitGuy wrote:
paulyolo wrote:Are you going to be adding New NPC's and block's? If so i reccomend SML2 stuff. Also, Why not just call it SMBX 2.0
Because the original SMBX is dead. 2.0 means an update, but this is something new entirely, hence the new name.
You can understand the confusion though since this still has SMBX in its name, it sort of implies that its a new version of it.

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

Postby aero » Sat May 23, 2015 10:29 pm

Wohlstand wrote:P.S> You must render grid relative to scrolling position!
Calculate offset of grid with formula:

Code: Select all

X = ScrollX % DefaultGrid
Y = ScrollY % DefaultGrid
Where ScrollX - X coordinate of left side of camera
Where ScrollY - Y coordinate of top side of camera
Where DefaultGrid - is a 32
Where "%" - modulo operation.
This is intentional. I don't see the need to have the grid move with the level scrolling.
paulyolo wrote:Are you going to be adding New NPC's and block's? If so i reccomend SML2 stuff. Also, Why not just call it SMBX 2.0
Once everything from 1.3 is implemented and running, new content will be added. I'm not working on the new until the old is done. I'm currently trying to figure out how to get NPCs working into the game engine, so it will be awhile.

I'm not calling it SMBX 2.0 because this isn't SMBX. It's a new and different program that will expand upon what SMBX has, and will likely only keep the appearance of SMBX while having major differences in the future. Check out PGE for something that stays more true to a continuation of SMBX.

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

Postby aero » Tue May 26, 2015 8:08 pm



Added.

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

Postby XerX » Tue May 26, 2015 8:09 pm

Starman or ri-

Oh would you look at that! Nice!

...

Frogsuit or riot!

Thundaga_T2
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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby Thundaga_T2 » Wed May 27, 2015 3:44 am

Awesomeness, it just needs some particle effects, or not, but I think it will look better if it does have it. Also how is that going to work with custom playables? I mean with the palette changes and all. You dont have to answer that now if you're not thinking about it, just curious.

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

Postby aero » Wed May 27, 2015 8:31 am

Thundaga_T2 wrote:Awesomeness, it just needs some particle effects, or not, but I think it will look better if it does have it. Also how is that going to work with custom playables? I mean with the palette changes and all. You dont have to answer that now if you're not thinking about it, just curious.
Atm, it just changes the color matrix of the current player. It's not player specific, should work work fine with custom playables.

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

Postby Wohlstand » Wed May 27, 2015 9:16 am

AeroMatter wrote:
Thundaga_T2 wrote:Awesomeness, it just needs some particle effects, or not, but I think it will look better if it does have it. Also how is that going to work with custom playables? I mean with the palette changes and all. You dont have to answer that now if you're not thinking about it, just curious.
Atm, it just changes the color matrix of the current player. It's not player specific, should work work fine with custom playables.
I think, you need to have small magic with sin() and cos() functions:

Code: Select all

int ticks=0;
...
void loopGame()
{
...
float R=1.0;
float G=1.0;
float B=1.0;
R=fabs(sin(ticks/75));
G=fabs(cos(ticks/90));
B=fabs(sin(ticks/50));
ticks += 1;
...
}
Where "fabs" is geting of absolute number value. I.e. where was -3, will be 3, but where 3 will be same 3.

then use R, G and B values as-is, or if your RGB levels from 0 to 255, do multiplication: Red = 255*R, Blue = 255*B, Green*255*G

Pilzinsel64
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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby Pilzinsel64 » Sat May 30, 2015 8:12 am

Always If i move the curser above the level windows then vsmbx show up a messagebox with an Error.

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

Postby aero » Sat May 30, 2015 11:18 am

Pilzinsel64 wrote:Always If i move the curser above the level windows then vsmbx show up a messagebox with an Error.
Make sure you have all of the content in the same directory as the EXE, it should work fine then.

andreepika11233
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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby andreepika11233 » Sat May 30, 2015 3:38 pm

AeroMatter wrote:

Added.
Hey, can the starman power up music be changed without replacing the original sound file? And also, can you make a setting for starman power up that allows to set the speed of the player when he or she uses the power up and the ability to turn on or off the flip animation when player jumps, just like in smb3.

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

Postby aero » Sat May 30, 2015 8:16 pm

Yes, this is all possible. Idk about the flipping animation though,

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

Postby paulyolo » Sat May 30, 2015 9:27 pm

AeroMatter wrote:

Added.
Thanks alot, Now i have this stuck in my head: https://www.youtube.com/watch?v=V8UQJR0WtMo

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

Postby Pilzinsel64 » Sun May 31, 2015 3:15 am

AeroMatter wrote:
Pilzinsel64 wrote:Always If i move the curser above the level windows then vsmbx show up a messagebox with an Error.
Make sure you have all of the content in the same directory as the EXE, it should work fine then.


Yes! All files in the same folder. But it does't works.

...

I redownloadet it and now it works fine. Thanks :D

Pilzinsel64
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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby Pilzinsel64 » Sun May 31, 2015 12:59 pm

Okay, If i move above the Level windows, then i have a realy nice error:
http://i.gyazo.com/d38e9679fa84fbf3ba0d87f3f5dfc4cc.png

andreepika11233
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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby andreepika11233 » Sun May 31, 2015 3:22 pm

Pilzinsel64 wrote:Okay, If i move above the Level windows, then i have a realy nice error:
http://i.gyazo.com/d38e9679fa84fbf3ba0d87f3f5dfc4cc.png
Just press continue, and it will work as fine.

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

Postby aero » Mon Jun 01, 2015 11:16 am

Pilzinsel64 wrote:Okay, If i move above the Level windows, then i have a realy nice error:
http://i.gyazo.com/d38e9679fa84fbf3ba0d87f3f5dfc4cc.png
Could you copy and paste then post the actual error here?

Pilzinsel64
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Re: Visual Super Mario Bros. X (VSMBX) Thread

Postby Pilzinsel64 » Wed Jun 03, 2015 6:54 am

AeroMatter wrote:
Pilzinsel64 wrote:Okay, If i move above the Level windows, then i have a realy nice error:
http://i.gyazo.com/d38e9679fa84fbf3ba0d87f3f5dfc4cc.png
Could you copy and paste then post the actual error here?
Error-Message:
Fehler beim Erstellen des Formulars. Weitere Informationen finden Sie in
Exception.InnerExcemption. Fehler: Indikatomamensdaten können nicht geladen werden, da ein
ungültiger Index "" aus der Registrierung gelesen wurde.


Details:
Informationen über das Aufrufen von JIT-Debuggen
anstelle dieses Dialogfelds finden Sie am Ende dieser Meldung.

************** Ausnahmetext **************
System.InvalidOperationException: Fehler beim Erstellen des Formulars. Weitere Informationen finden Sie in Exception.InnerException. Fehler: Indikatornamensdaten können nicht geladen werden, da ein ungültiger Index "" aus der Registrierung gelesen wurde.. ---> System.InvalidOperationException: Indikatornamensdaten können nicht geladen werden, da ein ungültiger Index "" aus der Registrierung gelesen wurde.
bei System.Diagnostics.PerformanceCounterLib.GetStringTable(Boolean isHelp)
bei System.Diagnostics.PerformanceCounterLib.get_NameTable()
bei System.Diagnostics.PerformanceCounterLib.get_CategoryTable()
bei System.Diagnostics.PerformanceCounterLib.CounterExists(String category, String counter, Boolean& categoryExists)
bei System.Diagnostics.PerformanceCounterLib.CounterExists(String machine, String category, String counter)
bei System.Diagnostics.PerformanceCounter.InitializeImpl()
bei System.Diagnostics.PerformanceCounter..ctor(String categoryName, String counterName, String instanceName, Boolean readOnly)
bei System.Diagnostics.PerformanceCounter..ctor(String categoryName, String counterName)
bei MarioEditor.Debug..ctor()
--- Ende der internen Ausnahmestapelüberwachung ---
bei MarioEditor.My.MyProject.MyForms.Create__Instance__[T](T Instance)
bei MarioEditor.My.MyProject.MyForms.get_Debug()
bei MarioEditor.Debug.MouseLoc(Int32 X, Int32 Y)
bei MarioEditor.Form2.Form2_MouseMove(Object sender, MouseEventArgs e)
bei System.Windows.Forms.Control.OnMouseMove(MouseEventArgs e)
bei System.Windows.Forms.Control.WmMouseMove(Message& m)
bei System.Windows.Forms.Control.WndProc(Message& m)
bei System.Windows.Forms.ScrollableControl.WndProc(Message& m)
bei System.Windows.Forms.Form.WndProc(Message& m)
bei System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
bei System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
bei System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Geladene Assemblys **************
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/Pascal%20Schedel/Desktop/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: 4.0.30319.34251 built by: FX452RTMGDR.
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.Configuration
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.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.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.
----------------------------------------
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.resources
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.resources/v4.0_4.0.0.0_de_b77a5c561934e089/System.resources.dll.
----------------------------------------
mscorlib.resources
Assembly-Version: 4.0.0.0.
Win32-Version: 4.0.30319.18408 built by: FX451RTMGREL.
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/mscorlib.resources/v4.0_4.0.0.0_de_b77a5c561934e089/mscorlib.resources.dll.
----------------------------------------
Microsoft.VisualBasic.resources
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.resources/v4.0_10.0.0.0_de_b03f5f7f11d50a3a/Microsoft.VisualBasic.resources.dll.
----------------------------------------
System.Windows.Forms.resources
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.resources/v4.0_4.0.0.0_de_b77a5c561934e089/System.Windows.Forms.resources.dll.
----------------------------------------

************** JIT-Debuggen **************
Um das JIT-Debuggen (Just-In-Time) zu aktivieren, muss in der
Konfigurationsdatei der Anwendung oder des Computers
(machine.config) der jitDebugging-Wert im Abschnitt system.windows.forms festgelegt werden.
Die Anwendung muss mit aktiviertem Debuggen kompiliert werden.

Zum Beispiel:

<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>

Wenn das JIT-Debuggen aktiviert ist, werden alle Ausnahmefehler an den JIT-Debugger gesendet, der auf dem
Computer registriert ist, und nicht in diesem Dialogfeld behandelt.


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