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Re: Alternate Editor for SMBX [0.2.2-rc]

Posted: Sun Feb 15, 2015 10:32 am
by HunnyBon
Spoiler: show
Wohlstand wrote:Little set of title screens on difference config packs:

Image

Image

Image

Image

Image

Later will be implemented:
- Credits screen and game over screen which will use scene programmed in LUA. This will be more flexible with more interactions.
- World map player which will have a walkable world map with ability to play episodes (even with WIP level player).
I have a suggestion, would it be possible to change the position of the selections with config packs, giving config pack creators more freedom/flexibility?

Re: Alternate Editor for SMBX [0.2.2-rc]

Posted: Sun Feb 15, 2015 11:23 am
by Wohlstand
Sirmentio wrote: I have a suggestion, would it be possible to change the position of the selections with config packs, giving config pack creators more freedom/flexibility?
What is you mean?

- Order of config packs in the selection list are in alphabetic sequence. Later I will redesign config pack selection dialog for engine.
- Position of menu box can be changed. I will add into engine.ini values which will give able to set position of menu box.

Re: Alternate Editor for SMBX [0.2.2-rc]

Posted: Sun Feb 15, 2015 11:57 am
by HunnyBon
I refer to the Text on those screens such as "1 player", "2 player", etc, letting creators of configuration packs change the positions of them.

Re: Alternate Editor for SMBX [0.2.2-rc]

Posted: Sun Feb 15, 2015 12:29 pm
by Wohlstand
Sirmentio wrote:I refer to the Text on those screens such as "1 player", "2 player", etc, letting creators of configuration packs change the positions of them.
"1 player", "2 player"... this is a menu block. I will add position values to allow everybody change position of it: to give able set any coordinates of it on screen. While I debugging it, made static, but I will add values x and y to redefine them. Also you forgot something: you can display on screen ANY animated and non-animated image files:
Here is a working example of engine.ini, each image: curtain, title logo, www label - are difference images:
https://github.com/Wohlhabend-Networks/ ... ne.ini#L43
to take animation, use the animated=true, frames=xxx (number of frames) and framespeed=yyy (delay in milliseconds) values.

Re: Alternate Editor for SMBX [0.2.2-rc]

Posted: Wed Feb 18, 2015 4:18 pm
by Wohlstand
Experiment with switches in the PGE Engine (0.0.6 pre-alpha)


Yea, everybody can set up any new switch blocks with lvl_blocks.ini in config pack
What's need check:
- united switch ID number (in the SMBX 1.3 was made the 1,2,3,4 switch groups)
- 1 block which will be as "button" - block which will cause toggling of switch
- two or more blocks which will transformation into theme-selves when switch was toggled (chain should be connected! for example one of classic switches (red) are blocks 180<->181 which transforms into themeselves. Chain has two blocks, but you can make switch with more blocks. Each block should be transformed into next. If transform ID is wrong (transforms into 0 or into non-switchable block), next toggle will not give effect on this block).

Note: If you wish to take laboratory build to test them, don't forget main rule: you SHOULD update configuration packs too, because I was updated them with adding of switches settings for blocks.

Re: Alternate Editor for SMBX [0.2.2-rc]

Posted: Sat Feb 21, 2015 8:39 pm
by Exiled Bowser
PGE causes any custom music (if custom is used in SMBx natively) to go super super fast, like 30x speed even! What is causing that? Its not too much of an issue at the moment as the file plays normally in SMBX and elsewhere, but down the road when PGE may replace SMBX entirely, you may need to fix that issue.

Re: Alternate Editor for SMBX [0.2.2-rc]

Posted: Sun Feb 22, 2015 4:55 am
by Wohlstand
Exiled Bowser wrote:PGE causes any custom music (if custom is used in SMBx natively) to go super super fast, like 30x speed even! What is causing that? Its not too much of an issue at the moment as the file plays normally in SMBX and elsewhere, but down the road when PGE may replace SMBX entirely, you may need to fix that issue.
You should resample them into 44100 Hz.
http://engine.wohlnet.ru/pgewiki/Freque ... ions#Sound

Re: Alternate Editor for SMBX [0.2.2-rc]

Posted: Sun Feb 22, 2015 3:19 pm
by Exiled Bowser
Some of my files are 128 bit rate with 44100 some are 64 bit rate with 22050 dual channel stereo, yet it does it no matter what.

Re: Alternate Editor for SMBX [0.2.2-rc]

Posted: Thu Mar 05, 2015 5:53 am
by Wohlstand
Exiled Bowser wrote:Some of my files are 128 bit rate with 44100 some are 64 bit rate with 22050 dual channel stereo, yet it does it no matter what.
No matter which MP3 bit rate or channel number, the main thing is a sample rate (should be 44100 hz with ANY bitrate (I usually always make 320 Mbps because MP3 quality sucks if bitrate too small))

By anyway you will have same issue with LunaDLL+SDL, therefore you have ability to convert your files into OGG format both PGE and SMBX (with LunaDLL+SDL) will play them

Re: Alternate Editor for SMBX [0.2.2-rc]

Posted: Thu Mar 05, 2015 5:53 am
by Wohlstand
Experimental Audio converting GUI over SoX console converter


This is a special feature which integrates SoX with PGE Editor: you will have ability to convert broken musics in three clicks:
- [ Tools -> External Tools -> Convert Audio ]
- Choice in the opened dialog a conversion settings (or simply press "Start" to re-sample music file of the current section)
Image
- When you finished configuring of converter, press "Start" to begin conversion, and wait while process is going.
- When conversion will started, music will be paused, but when it will be finished, music will start playback again.

This feature available in the laboratory (and also SoX package)

Re: Alternate Editor for SMBX [0.2.2-rc]

Posted: Thu Mar 05, 2015 10:53 am
by as303298
I know this is unrelated to the immediate discussion, but I have got to say...this editor is so damn convenient to use! I haven't bothered doing layers and events in PGE quite yet, but making custom tileset sub-boxes is by far to best thing for a designer like me (who almost hates going vanilla). I do have to say making the sub-boxes themselves are quite annoying, but with their help I just shit out about 1/3 of a lovely ice level in just an hour and a half. With the music problems also being fixed I can say I am hyped for more updates to this program.

Also, I found a typo! Tileset Item Box-> SMW-> NPC-> "Ludvig Fon Koopa"

It should be Ludvig von Koopa

Re: Alternate Editor for SMBX [0.2.2-rc]

Posted: Thu Mar 05, 2015 12:05 pm
by Wohlstand
as303298 wrote:I know this is unrelated to the immediate discussion, but I have got to say...this editor is so damn convenient to use! I haven't bothered doing layers and events in PGE quite yet, but making custom tileset sub-boxes is by far to best thing for a designer like me (who almost hates going vanilla). I do have to say making the sub-boxes themselves are quite annoying, but with their help I just shit out about 1/3 of a lovely ice level in just an hour and a half. With the music problems also being fixed I can say I am hyped for more updates to this program.
Oh, thanks :D
By anyway most of effort editor is requiring: it should provide professional and convenient stuff for level, world and other content creation.

Also note: you can select group of items and click right mouse button -> Layer -> Add into new. And you will create a new layer for than items quickly ;)
as303298 wrote: Also, I found a typo! Tileset Item Box-> SMW-> NPC-> "Ludvig Fon Koopa"

It should be Ludvig von Koopa
It's a part of config pack in the INI files. I will fix it and will repack all config packs which had this typo.
The fixed file you can take here:
http://engine.wohlnet.ru/docs/_files_fo ... ileset.ini (put it into the configs/SMBX/tilesets)

Re: Alternate Editor for SMBX [0.2.2-rc]

Posted: Thu Mar 05, 2015 1:54 pm
by as303298
Yeah I am still learning this editor. I didn't even know we could right-click to get things to happen.
But, here's a little teaser for the level I made in just 3 hours: http://i.imgur.com/HhkaEC1.png

If I may make a suggestion; is there a way to get the program to read a level as Slippery-all much like how you can make a level underwater? I found it annoying still..needing to alter each individual block.

Re: Alternate Editor for SMBX [0.2.2-rc]

Posted: Thu Mar 05, 2015 3:21 pm
by Wohlstand
as303298 wrote: If I may make a suggestion; is there a way to get the program to read a level as Slippery-all much like how you can make a level underwater? I found it annoying still..needing to alter each individual block.
You can select line of blocks and mark them "slippery" by two clicks (Don't forget, PGE has multi-selection style like in Windows Explorer you selecting files, same items on level/world):
Image
Spoiler: show
Image
I selected all items of section with using of Shift key with arrows (Shift key speed-ups scrolling) and mousewheel+Ctrl+Shift (Ctrl to scroll horizontal with mousewheel, shift - increase mousewheel step)
Context menu doing a magic ;-) Don't forget, in the PGE implemented the group item configuring which giving you able to change settings of multiple selected items at once.

Also when you will open "Properties" toolbox, all changes in them will be applied to all your selected blocks/BGO's/NPC's (to compare with type of properties box: if properties of block: all selected blocks, if BGO: all selected BGO's, etc.)

Also little note about NPC-containers:
http://help.engine.wohlnet.ru/leveledit ... how_to_use

And about warps:
http://help.engine.wohlnet.ru/leveledit ... pdors.html

By anyway you can jump between warps with right mouse button or with this toolbox

And last note:
All "The Lakutus are throwing Lakitus!" items available in the regular item box with filter search (View -> Level Item box). In the BGO tab you can find the Super-secret BGO's (which aren't available to placement in the SMBX): the keyhole 'Locket warp' and the star 'To enter you need more stars'. BUT, when you will try to grab those BGO's in the SMBX, it will be crashed, but in-game everything works normal.

Keyboard hints:
- hold Shift key to take multi-selection of difference areas. Also Shift key speeding-up scrolling.
- hold Ctrl key to select/deselect individual items by clicks. Also Ctrl key provides horizontal mouse-wheel scrolling (without Ctrl key mousewheel scrolls vertical)
- Hold Alt key and use mouse-wheel to zoom in/out.
- Use Shift+S to switch the rectangle fill mode to draw rectangle areas of items
- Use Shift+D to switch the line fill mode to draw lines of items (much useful to draw slopes, bridges, firebars(Don't forget to setup auto-increment), etc.)
- Ctrl-X, Ctrl-C, Ctrl+V for copy-pasting (when you do "paste" you will need to click position where piece will be pasted (relative to left-top corner))

Much of useful features available on the toolbar and in the menus, context menus, etc.

Re: Alternate Editor for SMBX [0.2.2-rc]

Posted: Wed Mar 11, 2015 4:55 am
by bossedit8
Ohh... I hope your process is going well with the main functionality like physical stuff by every Players so far, their abilities and also NPCs inside your Engine during gameplay. I know it's a slow Feature by making NPC AIs, Player Controlling and more during gameplay but I hope it's going well by that.

Re: Alternate Editor for SMBX [0.2.2-rc]

Posted: Thu Mar 12, 2015 1:07 am
by MECHDRAGON777
bossedit8 wrote:Ohh... I hope your process is going well with the main functionality like physical stuff by every Players so far, their abilities and also NPCs inside your Engine during gameplay. I know it's a slow Feature by making NPC AIs, Player Controlling and more during gameplay but I hope it's going well by that.
I have a request relating to the this! If you add players that were in smbx, can you also add Rosalina since she was playable in Super Mario 3D World? I think that would be a neat nd gaur addition! I already have the graphics that use smbx's grqhic setup if need be! (Thanks to hunter2258, elitalianoverde, and myself) minus her spin ability, which I think is already there, could you add her to the engine as an update so to speak? I think it would be a cool addition to see what new level design comes out of that!

As for gameplay, since this is supposed to be compatible with smbx, does that mean all of smbx's glitches have I be implemented in lvlx files?

Re: Alternate Editor for SMBX [0.2.2-rc]

Posted: Thu Mar 12, 2015 7:46 am
by h2643
I think that the word "compatibility" here means, that the old lvl files will be supported in PGE Engine, but not visa-versa.
Also, you will be able to create your own playables :)

Re: Alternate Editor for SMBX [0.2.2-rc]

Posted: Thu Mar 12, 2015 7:49 am
by Wohlstand
MECHDRAGON777 wrote:
bossedit8 wrote:Ohh... I hope your process is going well with the main functionality like physical stuff by every Players so far, their abilities and also NPCs inside your Engine during gameplay. I know it's a slow Feature by making NPC AIs, Player Controlling and more during gameplay but I hope it's going well by that.
I have a request relating to the this! If you add players that were in smbx, can you also add Rosalina since she was playable in Super Mario 3D World? I think that would be a neat nd gaur addition! I already have the graphics that use smbx's grqhic setup if need be! (Thanks to hunter2258, elitalianoverde, and myself) minus her spin ability, which I think is already there, could you add her to the engine as an update so to speak? I think it would be a cool addition to see what new level design comes out of that!

As for gameplay, since this is supposed to be compatible with smbx, does that mean all of smbx's glitches have I be implemented in lvlx files?
All new characters such a Rosalina, Daisy, etc. can be added into "SMB Xtended" config pack, but it will NOT be compatible with "SMBX 1.3", but ability to port "SMBX 1.3" into "SMB Xtended" is presented.
I already told:
- "SMB Xtended" will fully use PNG graphics (you will need to use "GIFs2PNG" utility to convert all graphics in your episodes [use -W flag])
- "SMB Xtended" will have new items (such as blocks, BGO's, NPC's, Effects, Tiles, Paths, Sceneries, Level Points, Musics, Sounds, playable characters) which unsupported by SMBX64 standard [even level will be saved into classic LVL format, SMBX will crash if level/world has items which is not presented in SMBX].
- "SMB Xtended" will completely use PGE technologies which giving ability to use new things such an action-styled events (unlike classic SMBX event, action-styled event will be like list with actions which you can add into list.) which planned in the PGE (classic events are inconvenient)
- "SMB Xtended" will use LVLX/WLDX formats as default level/world formats but LVL/WLD files can be opened and re-saved into LVLX/WLDX. SMBX's LVL and WLD formats are limited, therefore much of new things will be lost when you will save into them.
Full backward compatible can be used with "SMBX 1.3"-like config packs which fully following the SMBX64 standard and keep it's limits to provide ability play levels and episodes in original SMBX.

What about gameplay - this is a part of physical engine which directly working with solution of collisions, motions, speeds, etc. After some diploma works I will begin to writing the own physical engine which will more like to SMBX's but I will fix some presented bugs which annoy in game (for example, some bugs when character stuck into floor with tiny deepness and can't jump while it moving back, and also bugs with conveyor belts when character can walk through wall and fall.... into lava which was on other side of wall).

Re: Alternate Editor for SMBX [0.2.2-rc]

Posted: Thu Mar 12, 2015 5:26 pm
by MECHDRAGON777
Wohlstand wrote:
MECHDRAGON777 wrote:
bossedit8 wrote:Ohh... I hope your process is going well with the main functionality like physical stuff by every Players so far, their abilities and also NPCs inside your Engine during gameplay. I know it's a slow Feature by making NPC AIs, Player Controlling and more during gameplay but I hope it's going well by that.
I have a request relating to the this! If you add players that were in smbx, can you also add Rosalina since she was playable in Super Mario 3D World? I think that would be a neat nd gaur addition! I already have the graphics that use smbx's grqhic setup if need be! (Thanks to hunter2258, elitalianoverde, and myself) minus her spin ability, which I think is already there, could you add her to the engine as an update so to speak? I think it would be a cool addition to see what new level design comes out of that!

As for gameplay, since this is supposed to be compatible with smbx, does that mean all of smbx's glitches have I be implemented in lvlx files?
All new characters such a Rosalina, Daisy, etc. can be added into "SMB Xtended" config pack, but it will NOT be compatible with "SMBX 1.3", but ability to port "SMBX 1.3" into "SMB Xtended" is presented.
I already told:
- "SMB Xtended" will fully use PNG graphics (you will need to use "GIFs2PNG" utility to convert all graphics in your episodes [use -W flag])
- "SMB Xtended" will have new items (such as blocks, BGO's, NPC's, Effects, Tiles, Paths, Sceneries, Level Points, Musics, Sounds, playable characters) which unsupported by SMBX64 standard [even level will be saved into classic LVL format, SMBX will crash if level/world has items which is not presented in SMBX].
- "SMB Xtended" will completely use PGE technologies which giving ability to use new things such an action-styled events (unlike classic SMBX event, action-styled event will be like list with actions which you can add into list.) which planned in the PGE (classic events are inconvenient)
- "SMB Xtended" will use LVLX/WLDX formats as default level/world formats but LVL/WLD files can be opened and re-saved into LVLX/WLDX. SMBX's LVL and WLD formats are limited, therefore much of new things will be lost when you will save into them.
Full backward compatible can be used with "SMBX 1.3"-like config packs which fully following the SMBX64 standard and keep it's limits to provide ability play levels and episodes in original SMBX.

What about gameplay - this is a part of physical engine which directly working with solution of collisions, motions, speeds, etc. After some diploma works I will begin to writing the own physical engine which will more like to SMBX's but I will fix some presented bugs which annoy in game (for example, some bugs when character stuck into floor with tiny deepness and can't jump while it moving back, and also bugs with conveyor belts when character can walk through wall and fall.... into lava which was on other side of wall).
That glitch where if you are on an npc and you jump to get through, that is actualy required to play some levels! So I guess those levels will be impossible, but it will help a lot of people though!

How would a person make a playable character with unique physics then? I know graphically it ell be possible, but what about gameplay wise there?

Re: Alternate Editor for SMBX [0.2.2-rc]

Posted: Thu Mar 12, 2015 5:32 pm
by Wohlstand
MECHDRAGON777 wrote: That glitch where if you are on an npc and you jump to get through, that is actualy required to play some levels! So I guess those levels will be impossible, but it will help a lot of people though!
This is not bug - this is a feature! :D
MECHDRAGON777 wrote: How would a person make a playable character with unique physics then? I know graphically it ell be possible, but what about gameplay wise there?
Each playable character will have a parametric configuration which will define parameters like acceleration values, enabling/disabling some skills like floating jump, multi-jump, etc. I.e. each config for each character's state. Also don't forget about physical environments like water, quicksand and anti-gravity! Each physical environment has own different physics! Also programming of events in LUA: shooting, multijumping, stomping, etc.
This will provide ability to make not only power-up styled character (each power-up - is a special state with own configuration), also health based and even RPG-like characters which has health points and alone state.
SMBX config packs will has pre-defined configs which I will write myself and which will be included into SMBX config packs. But if someone wants implement own character - the special API is available for eveything!