PGE thread [Archive 2015-07-31]

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

Postby Squishy Rex » Wed Jun 17, 2015 4:11 am

Fennor wrote: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!
Yes I noticed this too, I had it set to 1.2, but that may be a little too tight of controls in comparison. Having it set to 1.1 should be about right. I can't say I noticed with the running speed, though I was mainly testing the jumps.

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

Postby Wohlstand » Wed Jun 17, 2015 4:13 am

Fennor wrote: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.
... because physical parameters of Peach are copied from Mario except floating + I'm not done with timing of floating and wasn't grabbed any necessary coefficients required to finish works with floating skill (max floating time also depends to absolute of X-speed, but I wasn't extracted coefficient yet to calculate necessary time [while peach trying to jump while idle, she will have smallest floating time, but while she jumps while running - floating time will be longer.]).

At fact, the SMBX Peach have some different with Mario parameters (some accelerations and speeds are different). But it's temporary, when I will finish core, I will write full set of properties of all SMBX characters with their true settings. Don't forget than you can toggle characters with number keys [not numpad!] 7, 8, 9 and 0 (7,8 - Peach, 9,0 - Mario. First small, second Raccoon). Gravity scale modifies acceleration of fall caused by common gravity. If you wanna float object in air, set it to 0, or when you will set too big value, you will have faster fall acceleration only. You can do test with Mario, press 9 for small Mario or 0 for raccoon, (be sure than raccoon used because tail but it actually can't fly yet except temporary alt-jump unlimited flying feature).
all presented in the lvl_characters.ini file coefficients gotten from SMBX with using of LunaLUA tricks and converted from "per frame" into "per second" to provide more accurate timing with different value of "ticks per second" in the options menu - (to have best quality of graphics be sure than frequency of your monitor [60 Hz, 65Hz or 70, 75Hz, 80Hz....] and this value are equal!. Check properties of your monitor and set up "ticks per second" value to equal. Or keep 65/75 to have good render quality [in my case 75 gives me best quality of animation])

EDIT: However, I think than you just helps me to found one thing: if "common gravity" value in the SMBX is 12, but actual "gravity" which I seted up as global level I used as Y acceleration down.... when, to have right, I need to present special coefficient which will be used to calculate "26" while gravity is "12". Gravity scale is multipling to target Y acceleration, therefore with smaller value character will fall slower, but with larger - faster. Don't forget than character can't fall faster than 12 pixels per 1/65 of second (which actually max Y-speed, I.e. fall-down Y-speed. Min Y speed is a max allowed speed of flying up)

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

Postby Squishy Rex » Wed Jun 17, 2015 4:25 am

Effectively this means we could make a Captain Toad playable that acts like Captain Toad in Treasure Tracker. By adjusting the gravity, you can basically have a player (Captain Toad in this instance) fall straight down upon moving off a ledge and also having the player's gravity made "heavy" so they cannot jump/ have a restricted jump height.

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

Postby Wohlstand » Wed Jun 17, 2015 4:33 am

Squishy Rex wrote:Effectively this means we could make a Captain Toad playable that acts like Captain Toad in Treasure Tracker. By adjusting the gravity, you can basically have a player (Captain Toad in this instance) fall straight down upon moving off a ledge and also having the player's gravity made "heavy" so they cannot jump/ have a restricted jump height.
Useful values for than:
Jump velocity - how fast player will fly up per 1/65 of second
Jump time (milliseconds) - how long player will fly up (time to jump) [max height dependent to this value!] before player will do turning to fall down
Jump coefficient - useful thing: it's a divider of X-speed which used to calculate "increased" jump velocity dependent to running speed (actually player can jump higher while runs faster). If this coefficient will be equal to 1, than jump velocity will be a sum of defined jump velocity and X-speed

Be sure than each physical environment (air, water, quicksand) having INDIVIDUAL settings which completely re-configures when character enters into another physical environment. For example, once I accidentally made super-high jumps underwater and ... instead of water I see cannon xD But because I used old settings designed to Box2d

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

Postby Radishl » Wed Jun 17, 2015 5:27 pm

whats with editor testing? All I see is white squares where the ncp's should be..

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

Postby Wohlstand » Wed Jun 17, 2015 5:38 pm

Radishl wrote:whats with editor testing? All I see is white squares where the ncp's should be..
It's okay for your version (is 0.0.10-pre-alpha?) you can watch video about 0.0.10 recorded by Bossedit, and my video about 0.0.11-pre-alpha which have partial implementation of NPC's which renders their graphics and even can walk left-right even without AI which required for complex algorithms like Podoboo, Hammer Bro. etc.. White squares was before Engine 0.0.11 where I implemented NPC's GFX. Also, you can try out new version of engine 0.1-alpha with SMBX-like physics, but be sure than Peach temporary has Mario's acceleration properties. If you don't wanna use online installer, download "pge-project-dev-win32.zip" from here http://download.gna.org/pgewohlstand/dev/win32/ and latest version of "SMBX 1.3 Compatible" config pack

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Re: PGE (Alternate Editor for SMBX) [0.3.0.3]

Postby Wohlstand » Mon Jun 22, 2015 6:08 am

PGE Editor 0.3.0.3 and PGE Engine 0.2-alpha!
This is a huge update of engine part and some new things in the editor!

This is an engine provides the SMBX-like physics and lua-coded NPC-AI's!
When you will get this update, you should completely update your config packs too, because new changes in the engine are incompatible with properties which are with previous version of PGE.

Editor Changelog 0.3.0.3
Spoiler: show
- [WIP] tool which provides clean-up of garbage NPC's caused by bug of the SMBX (any climbable NPC's such as vines are flooding by SMBX). Currently tool can count junk NPC's only, in next build will be finished and you will can clean-up your levels from junk NPC's
- Added config pack version notifier (if you have old config pack is old, you will be notified about)
- Better design of development console box
- Fixed a crash which possible if you pressing F5 keys too often.
Engine Changelog 0.2-alpha
Spoiler: show
- Physics are completely replaced with own coded physical engine
- Working NPC-AI system with support NPC's coded in the Lua
- Exits are works!
- Kill effects [are not works perfect, need a lot of work, but there are works fine]
- Added generators!
- Player can climb on NPC-based climbable walls, not only on the BGO-based!
- Fixed a lot of bugs
- NPC's finally can be spawned from blocks where there are was included!
All download links are been updated! See main post to download latest PGE build!

READ THIS. Important info about PGE Engine
Spoiler: show
While you play games with PGE Engine, don't forget about controls:
Image

Note about regular keys:
JUMP Regular jumping, always use it instead of alt-jump because "alt-jump" is NOT works right
ALT-JUMP temporary is an unlimited flying up! Use it to get unbeatable heights!
ALT-RUN temporary is a cheating weapon to destroy anybody arroud your characher

==============================================
More detail list of controlls:
==============================================
Arrows:
--------------------
left-right - walk
Up/Down - enter into door/pipe
--------------------
Z - (jump) / enter to level from world map [on German keyboard will work Y key instead by unknown for me reasons :P]
X - (run)
A - (alt-jump) (Temporary, fly up, use it to get inaccessible heights without vines!)
S - (alt-run) (Temporary, tail-whipping to destroy any blocks over face,
S+UP - destroy blocks over head,
S+Down - destroy blocks under self)
==============================================
Engine reserved keys and key combinations
==============================================
Ctrl+F - Toggle fullscreen mode

F2 - enable/disable drawing a debug rectangles of physical engine (render all hitboxes)
F3 - enable/disable printing of debug information
F5 - pause/resume physical loopsteps. Used while collisions are debugged
F6 - enable slow mode of physical loopsteps. Everything will go slow. Used while collisions are debugged.

F12 - take screenshot (will be saved in the 'screenshots' folder which will be in PGE folder or in the %UserProfile%\.PGE_Project).
Screenshots will be written into PNG format and will have timedate based filename.

1, 2, 3, 4, 5 degits keys - spawn something effect (made temporary while effects system are debugged)
7, 8, 9, 0 - toggle character and it's state: 7 - Small Peach, 8 - Raccoon Peach, 9 - Small Mario, 0 - Raccoon Mario

i - disable/enable walkable zone limit on the world map (you will have able to walk anywhere)

Enter, Esc - pause/resume game, show pause menu
Screenshots
Spoiler: show
Hot placing of items into engine while level testing in process
Image

AI-Based NPC's such as podoboo and piranha plants are coded in Lua and can be customized
Image

Image

Image

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Re: PGE (Alternate Editor for SMBX) [0.3.0.3]

Postby as303298 » Mon Jun 22, 2015 11:14 am

Geez, the rate this PGE engine is updating is crazy. I die off for a month and its practically done!

mariofan 64
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Re: PGE (Alternate Editor for SMBX) [0.3.0.3]

Postby mariofan 64 » Mon Jun 22, 2015 4:42 pm

as303298 wrote:Geez, the rate this PGE engine is updating is crazy. I die off for a month and its practically done!
Die off for a month again, and the world map will have actual graphics ready! :D How you doing today?

Wohlstand, when can we create our own integration package for in-game graphics? I want to use my own graphics one day, but I can't seem to create configs out of nowhere, and also no empty configuration exists either. Can there be a download with empty integration with instructions on how it works for use of own graphics and own # of graphics?

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Re: PGE (Alternate Editor for SMBX) [0.3.0.3]

Postby h2643 » Mon Jun 22, 2015 5:15 pm

mariofan 64 wrote:
as303298 wrote:Geez, the rate this PGE engine is updating is crazy. I die off for a month and its practically done!
Die off for a month again, and the world map will have actual graphics ready! :D How you doing today?
It already has.

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Re: PGE (Alternate Editor for SMBX) [0.3.0.3]

Postby mariofan 64 » Mon Jun 22, 2015 5:21 pm

h2643 wrote:
mariofan 64 wrote:
as303298 wrote:Geez, the rate this PGE engine is updating is crazy. I die off for a month and its practically done!
Die off for a month again, and the world map will have actual graphics ready! :D How you doing today?
It already has.
!
!!!
!!!!!!!!!!!!
Wohlstand must implement custom integrations now! :D :D :D :D :D

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Re: PGE (Alternate Editor for SMBX) [0.3.0.3]

Postby Wohlstand » Mon Jun 22, 2015 10:57 pm

mariofan 64 wrote:Wohlstand must implement custom integrations now! :D :D :D :D :D
Full reference of PGE config pack INI files
http://engine.wohlnet.ru/pgewiki/Game_C ... References
Use it as hint, and you can make blank config pack and make your own itemsets, just remember
where [*-main] (for example, [npc-main]) section you must define total number of items which you wanna have in a game, then make sections per each NPC: [npc-1], [npc-2], [npc-3], [npc-4]...
Later I will write a completed tech guide how to make config pack from scratch

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Re: PGE (Alternate Editor for SMBX) [0.3.0.3]

Postby mariofan 64 » Tue Jun 23, 2015 12:24 am

Wohlstand wrote:
mariofan 64 wrote:Wohlstand must implement custom integrations now! :D :D :D :D :D
Full reference of PGE config pack INI files
http://engine.wohlnet.ru/pgewiki/Game_C ... References
Use it as hint, and you can make blank config pack and make your own itemsets, just remember
where [*-main] (for example, [npc-main]) section you must define total number of items which you wanna have in a game, then make sections per each NPC: [npc-1], [npc-2], [npc-3], [npc-4]...
Later I will write a completed tech guide how to make config pack from scratch
But wouldn't it be easier to download such config without having to worry about it, like a blank template? That way we don't have to rely on switching between a how-to page and configuration file and other files, when we have a notepad and config file instead. That makes it much easier for non-programmers like the majority of us here.

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Re: PGE (Alternate Editor for SMBX) [0.3.0.3]

Postby Wohlstand » Tue Jun 23, 2015 1:09 am

mariofan 64 wrote:
Wohlstand wrote:
mariofan 64 wrote:Wohlstand must implement custom integrations now! :D :D :D :D :D
Full reference of PGE config pack INI files
http://engine.wohlnet.ru/pgewiki/Game_C ... References
Use it as hint, and you can make blank config pack and make your own itemsets, just remember
where [*-main] (for example, [npc-main]) section you must define total number of items which you wanna have in a game, then make sections per each NPC: [npc-1], [npc-2], [npc-3], [npc-4]...
Later I will write a completed tech guide how to make config pack from scratch
But wouldn't it be easier to download such config without having to worry about it, like a blank template? That way we don't have to rely on switching between a how-to page and configuration file and other files, when we have a notepad and config file instead. That makes it much easier for non-programmers like the majority of us here.
I think, I will make a blank config pack which just contains one of all: one NPC, one block, one BGO, etc. and will comment everything inside to provide more detail info about config

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Re: PGE (Alternate Editor for SMBX) [0.3.0.3]

Postby mariofan 64 » Tue Jun 23, 2015 1:14 am

Wohlstand, to make it easier, put the notes in a notepad file. That way, configuration settings use less energy consumption during processing, thus faster processing/less user scrolling just looking at how to config that particular object. :p

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Re: PGE (Alternate Editor for SMBX) [0.3.0.3]

Postby MECHDRAGON777 » Wed Jun 24, 2015 1:09 pm

as303298 wrote:Geez, the rate this PGE engine is updating is crazy. I die off for a month and its practically done!
So that is where you went off to for a month. That is good to here, haha.

Anyway, I take it he online features would be comeing soon if the main engine is this close to completion.

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Re: PGE (Alternate Editor for SMBX) [0.3.0.3]

Postby SMetoid99 » Thu Jun 25, 2015 8:54 am

Based on where you are now, when do you think the editor will he finished [version 1.00]

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Re: PGE (Alternate Editor for SMBX) [0.3.0.3]

Postby Axiom » Thu Jun 25, 2015 9:04 am

SMetoid99 wrote:Based on where you are now, when do you think the editor will he finished [version 1.00]
i estimate christmas will be release candidates and maybe early next year, but that's just me what do i know?

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Re: PGE (Alternate Editor for SMBX) [0.3.0.3]

Postby Wohlstand » Thu Jun 25, 2015 9:12 am

SMetoid99 wrote:Based on where you are now, when do you think the editor will he finished [version 1.00]
All PGE Components will get 1.0 version when I will finish core of PGE Engine to implement full support of SMBX64 standard to have completed SMBX 1.3 gameplay with all supported features of vanilia SMBX + some LunaDLL things (I will port source of LunaDLL autocode parser into PGE Engine to make LunaDLL Autocode as native part of PGE Engine) and PGE-LUA for per-level scripting like LunaLUA but it will have different scheme, because a lot of things used while we are hacking SMBX like mem functions will NOT be presented because there are will be useless with opened API of PGE Engine where we have able to bind ANY possible function or variable from actual PGE Engine code

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Re: PGE (Alternate Editor for SMBX) [0.3.0.3]

Postby mariofan 64 » Thu Jun 25, 2015 9:26 am

Found a bug. I tried running the alpha engine testing in your 0.3.0.3, and it doesn't show up anywhere, but it's taking up processing power and functions, but not physically loading.
Also, is your engine normally the same speed as SMBX now? If so, it's slow for me. (Disregard if should be slow)


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