Sorry for waiting, I have now much work.
And now I present the next developer build of my alternate SMBX editor, named as PlatGEnWohl Editor, or simply PGE-Editor:
Now available to move and delete objects on level map with collisions. But, just without saving, I will made support to save LVL file in next build, what make this program useful for small correctives of existing levels.
While I not start developing PGE-Engine, Editor can be useful as alternate editor for SMBX, but now only for previewing or fast save full section map to image (now without NPC, only with "Jackson the Ghost").
Changelog 0.0.7
-Added door points array-ID text
-Added player's points on level map
-Added support for move objects on level map, change properties by blocks with context menu
-Added blocks animation
-Optimized level data loading
-Added locks for objects by type
-Added support to change all properties for section, but without resizing and creation new section
-Fixed bug with silent music CPU overloading.
-Removed red borders on exported images (bug with current section border)
-Added objects collisions (for example, for protection for create blocks on blocks)
-Added support for editing tools: hand scrolling, objects selection, rubber for delete objects
-Fixed Z-Values in configuration
-Added "Reload file" option, for re-Open current file, if its data changed outside editor (for example, NPC.txt configs, added/removed/replaced user's sprites)
This option help with speed-up file saving. As we know, SMBX try to reload all data of current level file after saving. It is makes saving process slow. Real saving from data array into target file is almost instant operation.
-Full support for big backgrounds
-Added support for correctly aborting of the level loading process
-Support for hot-keys for tools:
D - hand scrolling
S - Selecting tool
E - Rubber tool
F5 - reload current file
F11 - play/stop music player
F12 - Export current section into image file
Ctrl+1...0 - set section 1...10
Ctrl+Alt+1...0 - set section 11...20
Alt+1 - set section 21
Ctlr+O - open file
Ctrl+S - save file (working only with NPC.txt config)
Ctrl+Alt+S - save file as.. (working only with NPC.txt config)
-And....Ghost, what temporary replacing all NPCs named as "Jackson the Ghost" by my brother.
Last edited by Wohlstand on Mon Apr 28, 2014 4:23 pm, edited 2 times in total.
Darkonius Mavakar wrote:i honestly think you should base it more upon the original engine's menus, because this looks like a Lunar magic clone
What menu you mean? Menubar, Toolbars, or toolboxes? Than you don't like Lunar Magic? I create all project from scratch, and I will use all better, what have SMBX and add new features and functions, what can allow more, that SMBX's editor.
I think, the child windows must used only for documents, but in SMBX child windows using for toolboxes. I use DockWidgets for toolboxes, and allows open many documents in one editor, makes available to edit levels and worlds together without mode switching.
And you can stretch a editing field on any size:
PlatGEnWohl Editor:
SMBX allows only 800x600 as size of editing field:
Don't forgot about movable DockWidgets:
(In this box I will create objects lists for you can drag it into level map, or select it here and click on level map for place):
You can place objects box into bottom, as SMBX, and you can set any size for it:
SaveGame File format specification already extracted!
This file contents the saved game settings. This allowing to transfer not only game episodes from SMBX into new engine, this allows to transfer EVEN SAVED GAMES. And.....It alowed to cheating with edit the saved game contents, for example, set "our friend" as hammer with lakitu's shoe, and continue game without using cheat codes
April 30 2014, small updates in Editor 0.0.7 alpha, build updated and placed on same links in main post
-Added background objects animation
-Added animation switch, for allow to off animation, if on map too many objects.
-Added background context menu with "remove" option
-Level data loading process optimized, speed-up
Just chiming in to say that this looks awesome so far. In particular, implementing anything close to backwards compatibility (it'll probably be hard to reverse-engineer some parts of the sprite code) with current episodes would be amazing. Additionally, keeping the project open source would be great because... well, we all know what happens when developers abandon their projects. I'm really looking forward to continued progress.
Darkonius Mavakar wrote:I hope smbx's levels will be compatible with this...
maybe a file converter would work
I making fully compatible with SMBX's levels, without converting, by directly using. As you see, all based on current SMBX's technologies:
Levels, Worlds, NPC's
And: In SMBX all NPCs have his working algorithm. And it integrated in SMBX engine. My idea - release them, and allow to make with npc.txt's configs free programming of his algorithm.
I later will use new file formats for allow to use new technologies of engine in games, but I will use SMBX level format for allow to use current SMBX's games and saving into them. At first, my editor will be used as alternate of internal SMBX editor with useful tools and features.
Just saw the 0.7.0 "review" and I've got a say Wohl, you're doing an amazing job with this. You've already surpassed what I expected this to be.
My next question is how hard will it be to make the MDI window view an option? The reason I ask is because I work on multiple monitors of different resolutions. And being able to have two levels open at once doubles the productivity, but is limited by the fact that MDI children can't be moved to another monitor.
Maybe adding an option to enable/disable MDI (because I'd love to have MDI when I'm working on a single monitor setup) would be amazing but I'm not sure how easy/hard it would be. The non-mdi could involve floating toolbars maybe? The best example I can think of is the Adobe suite on Mac
This would also be great for Mac as that better fits the Mac design doctrines and such. Whoever builds the OS X builds can make the non-mdi option enabled by default (I have no idea how this program operates or looks like on Mac since I don't have one)
Luigifan2010 wrote:Just saw the 0.7.0 "review" and I've got a say Wohl, you're doing an amazing job with this. You've already surpassed what I expected this to be.
My next question is how hard will it be to make the MDI window view an option? The reason I ask is because I work on multiple monitors of different resolutions. And being able to have two levels open at once doubles the productivity, but is limited by the fact that MDI children can't be moved to another monitor.
Maybe adding an option to enable/disable MDI (because I'd love to have MDI when I'm working on a single monitor setup) would be amazing but I'm not sure how easy/hard it would be. The non-mdi could involve floating toolbars maybe? The best example I can think of is the Adobe suite on Mac
This would also be great for Mac as that better fits the Mac design doctrines and such. Whoever builds the OS X builds can make the non-mdi option enabled by default (I have no idea how this program operates or looks like on Mac since I don't have one)
As you know, MDI - is a windows in window. I have second monitor, but now I don't using it (i temporary placed it in server room for watching my HDD's state, but now it free and i can return it to my PC and work with two monitors) And the problem of impossibility to expand a window more widely, than the monitor's width, is familiar to me
Good idea for multi-Monitor working, but, you can start second copy of editor (but I have plans to implement opening files from command line into the opened application without running of the second copy of editor app, but, you can drag files into stated application for open them).
But what for build for MacOS X: you can build from my source, all instructions to build from source here: http://engine.wohlnet.ru/forum/viewtopi ... p=176#p176
And you can try to run my fresh dev-build (I always pushing all sources into Git Hub)
Good idea for multi-Monitor working, but, you can start second copy of editor (but I have plans to implement opening files from command line into the opened application without running of the second copy of editor app, but, you can drag files into stated application for open them).
Implementing something like Gimp would work great actually, I completely forgot about Gimp.
I just hope you're up for some suggestions, since I've another one today:
- Layering (If you ever used RPG Maker you might know what I mean. Give people the will to place: Backgrounds, Midlegrounds and Foregrounds. Backgrounds are like the ones we can use on SMBX, Middlegrounds are solid blocks where playables and NPCs can walk on, and Foregrounds are Backgrounds that are infront of everything. RPG Makers makes good use of this featuer by letting you choose in which layer would you like to place stuff.)
I really do hope this works, so we can bring back Super Mario Brothers X. I grew up playing this game, and now I am teacher my 4 year old cousin how to play it.
I downloaded Alpha 0.007 or whatever the number is, and even though it's unfinished and in Alpha, is acts very similar to SMBx did.
-A TAD BIT OFF TOPIC-
I never really knew why Nintendo took it down. I mean, there are thousands of engines and SMW hacks out there using their sprites, which are classic. If they took it down because of the website's URL, then that would seem a bit legit. If they took it down because of what the words on SMBX's loading screen, that's bullshit, because it says "Not endorsed or owned by Nintendo" and "Show your support and buy a Wii (SMBX 1.3.0. WiiU). Heck the Wii thing they should be a bit thankful for, because of the many SMBX players out there, I'm sure a little bit of them bought a Wii thanks to the SMBX screen.
Smiley Jake, if you get sources from github and build them, you will get 0.0.8 Alpha before them released, and I have big surprise, but something is not made and we: me and Kevin (Kevsoft), have lot of work, for made them, and I must manually capture complete NPC's 59 parameters from 292 NPCs, and I will can add full support for display NPCs and working with them.
My project - the universal game engine, with creating new and using exists SMBX's episodes, users can made other games with this engine. I wanna made all by configurable, even playable sprite collisions boxes (in SMBX it strictly fixed and need to calibrate sprite for use them in SMBX), and you can made new configuration for new games, without difficult to objectID as in SMBX.
this engine will be useful not only for SMBX and ASMBXT (I have plan to integrate LunaDLL engine as internal engine's part for allow use them on any platforms), and I hope, SMBX's true idea will be released - give available to usual people create cool platformer games without specific programming skills. Only with configs, sprites and level editor. Even with slowly and bugged SMBX+LunaDLL we now can create any games, but, included SMBX64 standard is very strict, all NPC's algorithms and parameters have direct dependence with his ID.
For legal protection, I publishing engine (especially sources on GitHub) and SMBX's content separately (if content will be deleted, engine will be live). But if see on other Mario's fan projects: they is living, because they don't take money with copyright content.
Mario is a main Nintendo's brand, TM, mascot. And, if is this true, SMBX closed only because Redigit takes money by Nintendo's brand and contents: It spreaded advertizing, this is parasitism. I don't like any ads on sites and using AdBlock+ in FireFox
Do you wanna for something people gets money from your ideas? I will be say - NO! This is direct theft.
Try to sell the wife's cakes under brand "Snickers", and it is interesting to me, that Mars inc. will tell about them?
SMBX is a good support for Nintendo, helps him to find buyers of their production. But, AT ALL DON'T USE COPYRIGHT CONTENT FOR COMMERCIAL PURPOSES!
If SMBX's content can be legalized, we can freely use SMBX's contents without any threats.