Re: Alternate Editor for SMBX [0.2.2-rc]
Posted: Sun Feb 15, 2015 10:32 am
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Forums for SMBX
https://www.smbxgame.com/forums/
What is you mean?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?
"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: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.
You should resample them into 44100 Hz.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.
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))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.

Oh, thanksas303298 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.
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.as303298 wrote: Also, I found a typo! Tileset Item Box-> SMW-> NPC-> "Ludvig Fon Koopa"
It should be Ludvig von Koopa
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):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.
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!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.
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.MECHDRAGON777 wrote: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!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.
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?
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!Wohlstand wrote: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.MECHDRAGON777 wrote: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!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.
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?
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).
This is not bug - this is a feature!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!
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.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?