PGE thread [Archive 2015-07-31]

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Trace
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Re: PGE (Alternate Editor for SMBX) [0.3.0.1]

Postby Trace » Sat Jun 13, 2015 10:12 am

heres something id LOVE to see: easier moving layers! i imagine it being like that you just set how long it should take or the speed of it, and you just set to what block it should go. you cant use both time and speed. with speed you could recreate stuff like the screws in nsmbw, with generators and spin jumping, and every time you kill a screw it moves for a short second, wait that actually would be when you use both time and speed lol. but if you could add that it would make many level designers life easier, so i hope that you could add that.

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Re: PGE (Alternate Editor for SMBX) [0.3.0.1]

Postby Squishy Rex » Sun Jun 14, 2015 4:00 am

Trace42 wrote:heres something id LOVE to see: easier moving layers! i imagine it being like that you just set how long it should take or the speed of it, and you just set to what block it should go. you cant use both time and speed. with speed you could recreate stuff like the screws in nsmbw, with generators and spin jumping, and every time you kill a screw it moves for a short second, wait that actually would be when you use both time and speed lol. but if you could add that it would make many level designers life easier, so i hope that you could add that.
Moving layers, plus Layers and Events in general will more than likely change in the future with the creation of the SMBXtended config. Why? Well basically, with the new things that will be added such as Global Events for example, there could be a chance to essentially revise the Event functions, not only to make new elements fit with existing ones, but also to possibly make them easier to use. Bear in mind however, Event Systems will never be completely straightforward due to the mechanics involved, despite the fact that the SMBX system is in today's standards, pretty well out-dated. Also coupled with the fact that everything will be, as Wohlstand has previously said, completely customizable, adding those things wouldn't be too hard to do in theory.

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Re: PGE (Alternate Editor for SMBX) [0.3.0.1]

Postby Ecruteak » Sun Jun 14, 2015 6:39 am

So I finally installed PGE (the Mac version) and I have to say, it's pretty good! I installed the Raocow/Talkhaus config thing, and it looks nice. When I first found out that it played music, I was switching through my tabs and desktops to find the music source, so I saved my project, closed PGE and the music stopped. Now I feel dumb.

When I try to set warps, I get confused. First, the window is too small to see everything, but when I try to move it somewhere else, it snaps back to the area it was, effectively re-squishing the stuff. And even if I get it to work, how do I set the warp to be a door instead of a pipe? These are all my noob questions, but hopefully you guys can answer them. Although keep in mind that this is the Mac OS X version, so it may not have a fix, but I'd still like some help. Thanks.

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Re: PGE (Alternate Editor for SMBX) [0.3.0.1]

Postby RudeGuy » Sun Jun 14, 2015 7:29 am

ShyGuy37 wrote:how do I set the warp to be a door instead of a pipe?
There should be a "warp type" section inside the window of the warps. There you can change what kind of warp is (instant, pipe or door) the warp you are gonna put.

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Re: PGE (Alternate Editor for SMBX) [0.3.0.1]

Postby Squishy Rex » Sun Jun 14, 2015 8:33 am

ShyGuy37 wrote:So I finally installed PGE (the Mac version) and I have to say, it's pretty good! I installed the Raocow/Talkhaus config thing, and it looks nice. When I first found out that it played music, I was switching through my tabs and desktops to find the music source, so I saved my project, closed PGE and the music stopped. Now I feel dumb.

When I try to set warps, I get confused. First, the window is too small to see everything, but when I try to move it somewhere else, it snaps back to the area it was, effectively re-squishing the stuff. And even if I get it to work, how do I set the warp to be a door instead of a pipe? These are all my noob questions, but hopefully you guys can answer them. Although keep in mind that this is the Mac OS X version, so it may not have a fix, but I'd still like some help. Thanks.
1. The Windows can be docked to prevent window squishing as you call it. Simply grab the Warps window and drag it to the edge of the right side of the screen. The border should expand at which time you can drop the window there and it will remain docked there. You can cycle through the Tabs at the bottom of the dock to choose which window you want after that. This is in the Windows version, I'm not too sure if this is the same for Mac, but give it a go and see what happens.

2. Warps: Firstly you'll need to click the + button at the top to make a new warp, then select which type of warp you want and the entry/exit directions. After that click set the Entry/Exit and place the entry warp/exit warp.

3. Music: Not too sure about that one, but as long as the Music button is pressed in the toolbar it should remain played until toggled. If not, check Tools - Application settings to see if something is up. In the main tab see if the "Autoplay music after opening file" is checked. This may be the cause, I'm not too sure.

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Re: PGE (Alternate Editor for SMBX) [0.3.0.1]

Postby Mable » Sun Jun 14, 2015 8:36 am

So by looking at this being stickied did the staff finally decide to support this project now? Bc i remember it once was stickied but unstickied bc it wasn't supported.

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Re: PGE (Alternate Editor for SMBX) [0.3.0.1]

Postby h2643 » Sun Jun 14, 2015 8:39 am

Maybe Joey has finally realized that this project is the future of SMBX.

Wohlstand
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Re: PGE (Alternate Editor for SMBX) [0.3.0.1]

Postby Wohlstand » Sun Jun 14, 2015 12:58 pm

ShyGuy37 wrote:So I finally installed PGE (the Mac version) and I have to say, it's pretty good! I installed the Raocow/Talkhaus config thing, and it looks nice. When I first found out that it played music, I was switching through my tabs and desktops to find the music source, so I saved my project, closed PGE and the music stopped. Now I feel dumb.

When I try to set warps, I get confused. First, the window is too small to see everything, but when I try to move it somewhere else, it snaps back to the area it was, effectively re-squishing the stuff. And even if I get it to work, how do I set the warp to be a door instead of a pipe? These are all my noob questions, but hopefully you guys can answer them. Although keep in mind that this is the Mac OS X version, so it may not have a fix, but I'd still like some help. Thanks.
About using of warps box I wrote here:
http://help.engine.wohlnet.ru/leveledit ... pdors.html
About music Squishy Rex already answered you, PGE Editor also have a lot of other features, but some recent features are not available for Mac (because I currently can't update build without Mac or maintainer with Mac machine)

What about Mac build, now I has not available Mac maintainer and has no Mac machine to make new builds and debug project. (So, now I needs for Mac OS maintainer to have Mac builds [anyway, I made scripts to build & deploy DMG package easy and convenient])
Sinem wrote:So by looking at this being stickied did the staff finally decide to support this project now? Bc i remember it once was stickied but unstickied bc it wasn't supported.
Joey has sticked our topic after he tested PGE built himself. I think, answer to other part of question is obvious

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Re: PGE (Alternate Editor for SMBX) [0.3.0.1]

Postby Shadow Yoshi » Sun Jun 14, 2015 8:41 pm

We support this because it's a good tool but actual support for it should still happen in this thread.

Radishl
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Re: PGE (Alternate Editor for SMBX) [0.3.0.1]

Postby Radishl » Sun Jun 14, 2015 8:51 pm

Yea this engine is the future of SMBX, lets ditch the old redigit editor!

Ecruteak
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Re: PGE (Alternate Editor for SMBX) [0.3.0.1]

Postby Ecruteak » Mon Jun 15, 2015 2:02 am

I have another quick question- when I test the game, first, I can't figure out the controls. All I know is that Z is Jump. And I can't see where I can change them.
Second, the world map shows up as a bunch of multicoloured squares. Thanks for the previous help as well.

Wohlstand
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Re: PGE (Alternate Editor for SMBX) [0.3.0.1]

Postby Wohlstand » Mon Jun 15, 2015 2:14 am

ShyGuy37 wrote:I have another quick question- when I test the game, first, I can't figure out the controls. All I know is that Z is Jump. And I can't see where I can change them.
Second, the world map shows up as a bunch of multicoloured squares. Thanks for the previous help as well.
You have too old version of engine, so, currently I have completely implemented world map except open-path walker which should open paths on exit events of levels. It's normally for PGE Engine before 0.0.10-pre-alpha where I have completely implemented render of world map textures.
Controls was: Z - jump, X - run, arrows to move left-right or enter into warps.

To have latest Mac version I need for maintainer (or working Mac machine which impossible for me yet).

I think, you can build latest version yourself. It's should be easy, BUT if some build errors will be happened (errors of compiler because code contains some wrong or incompatible code pieces), I will should to fix them in code :P
Are you ready to to help me with building? If yes, I will PM you everything about

EDIT: in new version I implemented ability to have custom controls. Here I have gallery of screenshots with different versions of PGE Engine:
http://engine.wohlnet.ru/pgewiki/PGE_Engine

EDIT2: Current version on GitHub already have new physics which completely replacing Box2d and some NPC implementations (but, when I got new physics, I wasn't implemented NPC collisions yet, therefore gravitable NPC's will fall through everything, but you still take / kick them with tail [toggle Peach and Mario with number keys: "7" key for small Peach, "8" for Raccoon Peach, "9" for small Mario, "0" for raccoon Mario]). But a lot of things are not stable / not implemented, but you still have to normally play games on them. Also some files of config packs are incompatible with new version, therefore to upgrade to Engine 0.1-alpha, you need update engine.ini, lvl_characters.ini and characters/*.ini which already presented on github repo in "Content/configs/SMBX" folder

Mushroom King
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Re: PGE (Alternate Editor for SMBX) [0.3.0.1]

Postby Mushroom King » Mon Jun 15, 2015 8:05 am

So I installed the last version but when I'm opening a level with PGE_editor, I can't test any music from SMBX. Only the custom ones works. Any help, please?

Kevsoft
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Re: PGE (Alternate Editor for SMBX) [0.3.0.1]

Postby Kevsoft » Mon Jun 15, 2015 8:09 am

It seems you got the config pack without any music. It might be worth downloading the config pack from here: http://engine.wohlnet.ru/config_packs/

Radishl
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Re: PGE (Alternate Editor for SMBX) [0.3.0.1]

Postby Radishl » Mon Jun 15, 2015 10:03 am

Yo, theres sometimes a problem with GFX loading when I put them in it's folder. I usually have to re - open the thing.

Theres also the fact that there isn't a way to place blocks or ncp's precisely where you want them to be instead of a blocky format.

Theres a word for it...

Wohlstand
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Re: PGE (Alternate Editor for SMBX) [0.3.0.1]

Postby Wohlstand » Mon Jun 15, 2015 10:18 am

Radishl wrote:Yo, theres sometimes a problem with GFX loading when I put them in it's folder. I usually have to re - open the thing.

Theres also the fact that there isn't a way to place blocks or ncp's precisely where you want them to be instead of a blocky format.

Theres a word for it...
0) Which version of PGE Editor you have? ("?"->About) Latest version is 0.3.0.1 or even 0.3.0.2
1) are you see GFX'es with transparency? There are a lazily-made graphics where masks equal to foreground but with white background. There are must be fixed via Tools -> Custom data -> Fix wrong masks. After I implemented "View -> Enable GFX Fix" menuitem, lazily-made graphics are mush be shown fine in editor (but to play in the engine you still need to fix them or you will see semi-transparency sprites). EDIT: Oh, are you mean "load custom GFX-es" after you put them in your custom folder of level? Press F5 key to reload current file and all custom graphics will be loaded
2) check out toolbar (it have everything!), you must find the icon with a sharp "#", toggle it to disable or enable snapping to default grid
3) I think, a lot of things you don't know about editor, therefore I recommends you to read this page where I wrote about basic features in common words.
Last edited by Wohlstand on Mon Jun 15, 2015 10:21 am, edited 2 times in total.

Mushroom King
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Re: PGE (Alternate Editor for SMBX) [0.3.0.1]

Postby Mushroom King » Mon Jun 15, 2015 10:19 am

Kevsoft wrote:It seems you got the config pack without any music. It might be worth downloading the config pack from here: http://engine.wohlnet.ru/config_packs/
Thanks, it works now!

Wohlstand
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Re: PGE (Alternate Editor for SMBX) [0.3.0.1]

Postby Wohlstand » Tue Jun 16, 2015 10:37 pm

Hello everybody!

I with Kevsoft are had a big work over engine, and now we are have completely new physics to replace Box2d which doesn't fits into platform game-play. New physics provides almost same SMBX physics (values of accelerations and speeds are gotten from SMBX through bunch of a tricks with LunaLUA). With a new physical engine game works faster in 3-4 times faster than was in Box2d. Also new version is going with lua subsystem which provides powerful customization of everything: basic atmosphere, print misc. texts or some debug information, and later will be used to implement NPC algorithms and game-play events required to game work.

This is an experimental version of engine with a new physics which can be used for a preview and tests reasons. You can use it to test any levels or episodes or check out for a new physics system before engine will have finished work with a physics and I will do a creation of NPC Algorithms and layers/events system to have completed implementation of SMBX64 standard gameplay which giving full support of SMBX-based levels, episodes and games.

Important notes! (Read it before use new engine!)
Spoiler: show
  • New physics are incompatible with old settings defined in the lvl_characters.ini, engine.ini, sound_roles.ini files and characters, script subfolders inside each config pack. Therefore you should overwrite them with files presented in the configs/SMBX folder inside patch archive. If you will try to play game with old settings, character will run super-faster than sonic and will have Giga-jumps and you will fly into outer space .... without suit.
  • There is no slopes yet. All blocks are rectangle. If you can't pass some holes because must be slope, use tail with "alt-run" key to destroy unnecessary blocks (up+altrun and down+altrun to destroy blocks at top or at bottom of the character)
  • All NPC's which are has gravity are will fall down through all blocks. However you can contact with them: coins, power-ups, exits are takable, and contact with some bosses will cause exit from level (while their algorithms are not implemented, you can exit from level to contact with boss instead defeating of them). And you have able to kill than NPC's with a tail.
  • Use 7, 8, 9, 0 number keys to toggle character. 7 - small Peach, 8 - Raccoon peach, 9 - small Mario, 0 - Raccoon Mario
  • If you can't climb on vines (before some things are not implemented), you can fly-up with Alt-jump key which provides unlimited flying up
  • Temporary contact with lava blocks no more kill player.
  • In two-players mode players can't communicate between theme selves unlike previous version of engine. Than is temporary before works with collisions will not be finished.
  • To start using new engine, you should have pre-installed latest PGE (latest version of editor from laboratory is 0.3.0.2) and use special patch to update engine and some INI-files to take experimental engine working (you must have installed "SMBX 1.3 compatible" config pack before updating of engine!). Before physics and lvl_npc.ini file will not be completed, new version of engine has published separately just for preview. When main bunch of works will be finished, new engine will be completely available from laboratory and you can use it for any testing purposes.
  • Layers and events still not implemented yet. Therefore all items of all layers will be shown on the screen. Use tail-whipping with alt-run key to destroy junk blocks and alt-jump key to fly-up if you can't pass some pit because NPC's are not collidable.
  • More written in the Engine.Readme.txt file presented in the archive with patch.
Screenshots
Spoiler: show
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Dummy Credits Screen uses LUA script
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Download & Install update
Spoiler: show
First of all you should have a latest PGE version gotten via online installer which you can get here:
http://download.gna.org/pgewohlstand/de ... loader.exe

After upgrading of your PGE, download this archive and replace contents which you have in "%ProgramFiles%\PGE" folder to take usage of new engine (It contains also updated calibrator and bit updated editor where is a WIP garbage cleaner which removes all junk vines which are was flooded with buggy SMBX. It will count them only but actually is not removes them yet.)
http://download.gna.org/pgewohlstand/de ... h-win32.7z
Note: New engine uses incompatible config settings, and you should use updated ini files from "<pge-engine-0.1-alpha-dev-patch-win32.7z>/configs/SMBX/" in your config pack ("SMBX 1.3 Compatible", "Raocow Talkhaus", "SMBX Redrawn" or [NOT RECOMMENDED!]"SMBX Integration").

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Re: PGE (Alternate Editor for SMBX) [0.3.0.1]

Postby Squishy Rex » Wed Jun 17, 2015 2:38 am

Can't wait to test this out, it looks fantastic. To think it is now so close to being a full replica of SMBX is mind-blowing. Great work guys!

Fennor
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Re: PGE (Alternate Editor for SMBX) [0.3.0.1]

Postby Fennor » Wed Jun 17, 2015 3:55 am

Big improvement, feels very close to SMBX now.

I tested Peach: I am not sure, but jumping feels just a little different to me. Jumping height is similar, but it feels like I am longer in the air. Personally I think it feels better when I slightly increase gravity from 1.0 to 1.1, it makes jumping more precise. I also decreased running speed a little.
It just is the impression I had when testing both - PGE and SMBX - simultaneously, but I could be wrong.

It is really awesome though how easily you can adjust such small things now with PGE!


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