Moondust Project thread [Support moved]

General discussion about Super Mario Bros. X.
Wohlstand
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Re: PGE Project thread (Editor v0.3.1.15, Engine v0.3.1)

Postby Wohlstand » Sat Jun 01, 2019 8:01 pm

It's the same bug, lemme explain what the sense: the R-Tree is the internal data store that indexes location of elements on the scene to allow quick search by area selection. Each element that is on scene (no matter what: block, BGO, NPC, player point, or any random damned scenery) is indexed by R-Tree thing. Each entry of R-Tree points to some object on the scene. Once object is removing, the R-Tree entry also must be removed. However, once R-Tree has entries with incorrect pointer, that will became a source of possible crash or mysterious work. Once that "element" will be find through R-tree, any attempt to figure out for scene element will cause the crash. Anyway, also looks like the something related to history manager that remembers elements are was added/changed/removed to allow undo/redo your actions from any moment.

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Re: PGE Project thread (Editor v0.3.1.15, Engine v0.3.1)

Postby PopYoshi » Sat Jun 01, 2019 8:23 pm

And that's the only bug that barely mocked me
I always save before removing everything

Wohlstand
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Re: PGE Project thread (Editor v0.3.1.15, Engine v0.3.1)

Postby Wohlstand » Sat Jun 01, 2019 8:29 pm

About saving: most recent feature that makes this thing safer that I made in 0.3.2-dev recently: if you'll use older version and you'll save the file, and when you'll have a sudden reboot (power surge, BSoD, kernel panic, etc.), the file may become broken (as an example, filled with zero bytes). I had some reports from users are had this trouble. Because of it, they are lose their hard work because of the sudden reboot. I have changed the strategy that prevents any sort of this and allows to keep at least previous state of the file before save. So, when file didn't saved to the disk because of sudden reboot/crash, the file will survive that.

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Re: PGE Project thread (Editor v0.3.1.15, Engine v0.3.1)

Postby PopYoshi » Sat Jun 01, 2019 8:33 pm

Wohlstand wrote:
Sat Jun 01, 2019 8:29 pm
About saving: most recent feature that makes this thing safer that I made in 0.3.2-dev recently: if you'll use older version and you'll save the file, and when you'll have a sudden reboot (power surge, BSoD, kernel panic, etc.), the file may become broken (as an example, filled with zero bytes). I had some reports from users are had this trouble. Because of it, they are lose their hard work because of the sudden reboot. I have changed the strategy that prevents any sort of this and allows to keep at least previous state of the file before save. So, when file didn't saved to the disk because of sudden reboot/crash, the file will survive that.
When I used the beta 3 PGE that feature saved me in several occassions
You can clearly see that I was happy working with it :p

Wohlstand
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Re: PGE Project thread (Editor v0.3.1.15, Engine v0.3.1)

Postby Wohlstand » Sat Jun 01, 2019 8:37 pm

Beta3's PGE Editor 0.3.1.11 hadn't it, so, if you had to update PGE toolchain in it up to 0.3.2-dev, then. feature is exists. There is another feature that existed for a while: on-crash saving that keeps current state of loaded files and restores them back when loading editor back. It's different. I meant the protection of saving process itself. When the crash of computer, not Editor, happens in a moment while you are saving the file.

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Re: PGE Project thread (Editor v0.3.1.15, Engine v0.3.1)

Postby PopYoshi » Sat Jun 01, 2019 8:41 pm

If that's the case I guess I'll have to get used to travel through several menus just to switch between vanilla and custom GFX :l

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Re: PGE Project thread (Editor v0.3.1.15, Engine v0.3.1)

Postby Cedur » Sun Jun 02, 2019 5:33 am

I just wish the old style was kept, with the bugs being fixed at the same time

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Re: PGE Project thread (Editor v0.3.1.15, Engine v0.3.1)

Postby MarioLover64 » Thu Jun 20, 2019 2:30 pm

Npc 31 is bugged in the Android editor
I tried changing the graphics
I tried changing what npcs are keys
I tried straight up turning it into a goomba
But still...
Warning: (:0, ): Could not parse stylesheet of object 0x6272eec0
Warning: (:0, ): Can't find surface 1
(P.S. I know the android version is experimental)

Wohlstand
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Re: PGE Project thread (Editor v0.3.1.15, Engine v0.3.1)

Postby Wohlstand » Thu Jun 20, 2019 9:05 pm

MarioLover64 wrote:
Thu Jun 20, 2019 2:30 pm
(P.S. I know the android version is experimental)
Android Editor is also discontinued because the experiment have shown that current state of Editor isn't ready for mobiles and is being inconvenient. I.e. it needs a completely different UI to be fine on touch screens. Desktop version assembly of what is represented as Android build relying on using of all three mouse buttons are using for various convenient features and tricks. For now the Engine is only most relevant to have an Android version.
The build is pretty old and existing config packs are no more compatible with it because there are some incompatible updates was made on the config pack specification in the time between last build date of Android Editor and present

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Re: PGE Project thread (Editor v0.3.1.15, Engine v0.3.1)

Postby MarioLover64 » Sat Jun 22, 2019 9:35 pm

Could you send me a compatible lvlnpcs.ini file so the key (and also birdo's egg) arent literally just goombas

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Re: PGE Project thread (Editor v0.3.1.15, Engine v0.3.1)

Postby BrianMoore » Mon Jul 22, 2019 7:36 am

So what is hearing about the last update?

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Re: PGE Project thread (Editor v0.3.1.15, Engine v0.3.1)

Postby GOD_SAMA » Tue Jul 23, 2019 3:12 pm

is this engine suitable to be used to create a super metroid type game
?
i ask cause im looking around for suitable game engines that wouldnt take a lot to run and use
and wouldnt be that difficult to learn and use as well

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Re: PGE Project thread (Editor v0.3.1.15, Engine v0.3.1)

Postby ElectriKong » Tue Jul 23, 2019 3:26 pm

GOD_SAMA wrote:
Tue Jul 23, 2019 3:12 pm
is this engine suitable to be used to create a super metroid type game
?
Yes

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Re: PGE Project thread (Editor v0.3.1.15, Engine v0.3.1)

Postby GOD_SAMA » Tue Jul 23, 2019 4:21 pm

Electriking wrote:
Tue Jul 23, 2019 3:26 pm
GOD_SAMA wrote:
Tue Jul 23, 2019 3:12 pm
is this engine suitable to be used to create a super metroid type game
?
Yes
holy sh2t
thats amazing then

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Re: PGE Project thread (Editor v0.3.1.15, Engine v0.3.1)

Postby FatPootis » Fri Aug 09, 2019 2:27 pm

Is this compatible with SMBX 2 ?

Cedur
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Re: PGE Project thread (Editor v0.3.1.15, Engine v0.3.1)

Postby Cedur » Fri Aug 09, 2019 3:04 pm

FatPootis wrote:
Fri Aug 09, 2019 2:27 pm
Is this compatible with SMBX 2 ?

It's literally incorporated in SMBX2.

Wohlstand
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Re: PGE Project thread (Editor v0.3.1.15, Engine v0.3.1)

Postby Wohlstand » Thu Oct 17, 2019 11:08 am

Hello!

Small news for everyone:

Some days ago I have set up the WebLate platform which a system to work with translations. That means, everyone can contribute translations for PGE components easily and with less effort!

Here is a profile of PGE Project on WebLate: https://hosted.weblate.org/projects/pge-project/
To start work on translation, log in into WebLate (or register an account if needed) and feel free to translate! You can work together with friends and other folks on the same language to make the work go faster and easier rather than doing everything alone!

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Re: PGE Project thread (Editor v0.3.1.15, Engine v0.3.1)

Postby Mehwish » Sat Feb 15, 2020 8:13 am

Yes Wholstan I agree with point. You must place your individual levels (out of the episode) into the "/sdcard / PGE project / worlds" folder, and they will be shown in the ran game "Spiellevel" menu. Episodes are organized like SMBX, placed in the same folder for "worlds." They will be shown on the single game;);

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Re: PGE Project thread (Editor v0.3.1.15, Engine v0.3.1)

Postby jumpykrusty » Mon Feb 17, 2020 6:05 pm

Cedur wrote:
Fri Aug 09, 2019 3:04 pm
FatPootis wrote:
Fri Aug 09, 2019 2:27 pm
Is this compatible with SMBX 2 ?
It's literally incorporated in SMBX2.
If so, are PGE and SMBX2 still being developed separately? (and if so, why and what's the situation?) Or is SMBX2 basically a continuation of PGE? If I want to download and play the episodes found on this forum, how do I decide whether to run them with PGE or SMBX2?

Wohlstand
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Re: PGE Project thread (Editor v0.3.1.15, Engine v0.3.1)

Postby Wohlstand » Mon Feb 17, 2020 6:20 pm

jumpykrusty wrote:
Mon Feb 17, 2020 6:05 pm
Cedur wrote:
Fri Aug 09, 2019 3:04 pm
FatPootis wrote:
Fri Aug 09, 2019 2:27 pm
Is this compatible with SMBX 2 ?
It's literally incorporated in SMBX2.
If so, are PGE and SMBX2 still being developed separately? (and if so, why and what's the situation?) Or is SMBX2 basically a continuation of PGE? If I want to download and play the episodes found on this forum, how do I decide whether to run them with PGE or SMBX2?
PGE Project was founded long before SMBX2, in 2014. SMBX2 was founded later, in 2016'th year. PGE Project mainly has own independent development flow, and it's not just Editor, there are several apps and tools are part of PGE Project: https://github.com/WohlSoft/PGE-Project, and there are integrations and collaborations together with SMBX2 and PGE devkit. SMBX2 is a mod over original SMBX 1.3 bulid while PGE Project has own engine counterpart which is WIP now. PGE was founded with a goal to replace old SMBX at all.


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