General discussion about Super Mario Bros. X.
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MarioLover64
- Spike
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Postby MarioLover64 » Mon Apr 29, 2019 9:19 pm
So, different problem. It is about the spinjump, slide, and carrying, or lack thereof. Also, the HUD never shows up in levels. I'm using android.
Added in 1 hour 24 minutes 43 seconds:
And that's just the tip of the iceberg when it comes to the inconsistencies between smbx and the1.3.0.1 compatible configuration for pge
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Wohlstand
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Postby Wohlstand » Tue Apr 30, 2019 2:37 am
MarioLover64 wrote: ↑Mon Apr 29, 2019 10:44 pm
So, different problem. It is about the spinjump, slide, and carrying, or lack thereof. Also, the HUD never shows up in levels. I'm using android.
Added in 1 hour 24 minutes 43 seconds:
And that's just the tip of the iceberg when it comes to the inconsistencies between smbx and the1.3.0.1 compatible configuration for pge
It's because PGE Engine itself is WIP even on the desktop, and config pack has incomplete set of NPC AI made, therefore result of not working features. Anyway, I going to put a full effort on PGE Engine to complete it faster. But yeah, it's now only way to play SMBX episodes on phone. You'll still be able to play games with it, but just be sure lot of things aren't implemented yet.
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Taycamgame
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Postby Taycamgame » Tue Apr 30, 2019 3:38 am
MarioLover64 wrote: ↑Mon Apr 29, 2019 10:44 pm
So, different problem. It is about the spinjump, slide, and carrying, or lack thereof. Also, the HUD never shows up in levels. I'm using android.
Added in 1 hour 24 minutes 43 seconds:
And that's just the tip of the iceberg when it comes to the inconsistencies between smbx and the1.3.0.1 compatible configuration for pge
Usually the answer to this problem would be "use lunatester / press F5" but since your on android, i'm not even sure if you have the actual SMBX engine installed, nor if it's possible to get that to run on android either.
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Wohlstand
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Postby Wohlstand » Tue Apr 30, 2019 3:50 am
Taycamgame wrote: ↑Tue Apr 30, 2019 3:38 am
Usually the answer to this problem would be "use lunatester / press F5" but since your on android, i'm not even sure if you have the actual SMBX engine installed, nor if it's possible to get that to run on android either.
On Android the original SMBX Engine is completely not possible on non-x86 processors as ARM. On x86 processors would be possible to use wine, however, I didn't saw in action even it exists for Android now...
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MarioLover64
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Postby MarioLover64 » Tue May 07, 2019 5:15 pm
So, when will the star sytem and functioning checkpoints and moving goal tape be added
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Wohlstand
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Postby Wohlstand » Tue May 07, 2019 5:49 pm
MarioLover64 wrote: ↑Tue May 07, 2019 5:15 pm
So, when will the star sytem and functioning checkpoints and moving goal tape be added
Moving goal tape can be added even now: it's a minor NPC-AI lua code into config pack (for now it acts like exit, but doesn't moves). The star system needs me to implement the new gamesave format* and data API I'll use to code the star system. However, I can speed up this, and make few tweaks with a current gamesave (SAVX) format and give a very basic support...
____
* "new gamesave format" - I have the plan to replace current gamesave format to use SQLite to store everything inside of it. As an addition, I have an idea of "soft" and "hard" gamesaves concept to allow game resume after crash or sudden killing of running game before saving (how the "soft" save will work. The "hard" save is the same regular save as we all doing to remember current game state permanently).
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MarioLover64
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Postby MarioLover64 » Tue May 07, 2019 6:07 pm
Wohlstand wrote: ↑Tue May 07, 2019 5:49 pm
Moving goal tape can be added even now: it's a minor NPC-AI lua code into config pack (for now it acts like exit, but doesn't moves).
And how do I do that? (Using the smbx64 compatible config pack)
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Wohlstand
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Postby Wohlstand » Tue May 07, 2019 8:40 pm
MarioLover64 wrote: ↑Tue May 07, 2019 6:07 pm
Wohlstand wrote: ↑Tue May 07, 2019 5:49 pm
Moving goal tape can be added even now: it's a minor NPC-AI lua code into config pack (for now it acts like exit, but doesn't moves).
And how do I do that? (Using the smbx64 compatible config pack)
If you want to implement some by yourself, you have to contribute to here: https://github.com/WohlSoft/SMBX-64-Compatibility
To make goal tape move up and down, you'll need to implement the algorithm in lua and place it new file in the `script/npcs` folder, and make the move up and down:
- on spawn, remember the initial Y position
- begin move down
- use contact detector to catch the contact with a block in a bottom
- once you caught a block, turn the move up
- once you have reached remembered initial Y position, turn move down
Note that, the script must be referred in the `items/npc/npc-197.ini` in `algorithm = "your-script.lua"` field
Minimal documentation for current PGE Engine's lua API: http://pgehelp.wohlsoft.ru/_tech/pge-lua/ and other lua scripts you'll find in the config pack.
Anyway, I thinking to implement that by myself once I'll get free moment, however, I accepting any contributions for review and merge
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MarioLover64
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Postby MarioLover64 » Tue May 07, 2019 10:28 pm
Me: I'll make the goal tape act like a thwomp
*Does absolutely nothing*
Me:
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MarioLover64
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Postby MarioLover64 » Tue May 14, 2019 9:11 pm
...I killed this thread, didn't I.
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Wohlstand
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Postby Wohlstand » Wed May 15, 2019 4:39 am
MarioLover64 wrote: ↑Tue May 07, 2019 10:28 pm
Me: I'll make the goal tape act like a thwomp
Good idea for fake goal tapes are in fact traps, lol
Anyway, recently, I have done a rework of LunaTester to allow use it on native Linux and macOS Editor builds, so, now I have a better toolset to reverse engine SMBX's NPCs behavior to reimplement them into config packs for PGE, so, I have researched actual behavior of goal tape:
- after it was activated, it searches the lowest block
- once the bottom was found, it teleports to the bottom area and starts up motion at it
- goal tape sets a vertical event trap into both sides: up and down
- No matter from which side player has passed the event trap (even player will be above on a huge height), goal tape is activating
- Goal tape will NOT activate from up and down when it is inactive (it must appear on the screen, and then, it starts motion from the block at below which a first will detected)
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MarioLover64
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Postby MarioLover64 » Wed May 15, 2019 7:42 am
I set the thwomp goal tape to not harm the player and not be killed by fire, hammers, yoshi, other npcs, etc.
Added in 11 minutes 12 seconds:
Also, when will carrying things like shells, bombs, and KEYS be added?
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Wohlstand
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Postby Wohlstand » Wed May 15, 2019 7:58 am
MarioLover64 wrote: ↑Wed May 15, 2019 7:54 am
Also, when will carrying things like shells, bombs, and KEYS be added?
Once I'll implement the sub-system that allows elements to be easily attached to each other
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MarioLover64
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Postby MarioLover64 » Wed May 15, 2019 8:15 am
Wohlstand wrote: ↑Wed May 15, 2019 7:58 am
MarioLover64 wrote: ↑Wed May 15, 2019 7:54 am
Also, when will carrying things like shells, bombs, and KEYS be added?
Once I'll implement the sub-system that allows elements to be easily attached to each other
And when will that be?
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MarioLover64
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Postby MarioLover64 » Thu May 23, 2019 10:43 am
Why has this thread been so inactive lately?
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Wohlstand
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Postby Wohlstand » Thu May 23, 2019 10:50 am
MarioLover64 wrote: ↑Wed May 15, 2019 8:15 am
And when will that be?
I can't say "when" because it's very dependent on my free time.
MarioLover64 wrote: ↑Thu May 23, 2019 10:43 am
Why has this thread been so inactive lately?
This thread is mainly for discussions about PGE Project itself. Sometimes I still post some news here, but in most, I sharing my showcases in a Discord chat.
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Wohlstand
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Postby Wohlstand » Thu May 23, 2019 11:00 am
MarioLover64 wrote: ↑Thu May 23, 2019 10:58 am
Can I have the link to it?
Have you joined the Codehaus Discord server? I'm at it.
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Wohlstand
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Postby Wohlstand » Thu May 23, 2019 11:04 am
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