Development news thread (Editor 0.3.1.13, Engine 0.3-alpha)

Description: Storage for Sources, File Format Descriptions, Objects tables, algorithms, schemes, etc. (Answering only)
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Post #41by Kevsoft » 28 Jul 2014, 11:06

Mikepjr wrote:I hope eventually we can test levels without having to open SMBX.
Engine development begins soon, there are only small things to do before the editor gets into beta!
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Post #42by Mikepjr » 29 Jul 2014, 5:07

Awesome sauce!
A few questions. Will it be easier to do custom BGOs? Maybe so far as to setting up what appears over or under the player?
Also any plans to customize the playable characters more?
Like adjusting height and width and coordinates.
Maybe options in adjusting jump height?
Also maybe a means to turn off the option to select all the players if you want your "worlds" to only be played with a select character?
I am just trying to get the gist of what will be possible later on down the road.
Also.. in case i missed it... is there a list of things planned somewhere that i can check?

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Post #43by Kevsoft » 29 Jul 2014, 10:43

Well you have luck ;-) , the engine will be FULLY customizable.

Anyway, we don't have a direct TO-DO list but we have this thread: /viewtopic.php?f=11&t=71
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Post #44by Veudekato » 30 Jul 2014, 20:48

well again new tutorial: autoscrolling section: http://www.youtube.com/watch?v=o5OHszZ-tOo
My channel (PlatGEnWohl news and tutorials , smbx tests):
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Post #45by hacheipe399 » 4 Aug 2014, 4:45

The world's editing works perfectly!

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Post #46by Wohlstand » 8 Aug 2014, 18:37

Good news!

Because there exists a lot of issues with DLL deployment on others, I plan to build the next versions statically:
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I.e. One EXE file will be larger than dynamical (which need for DLLs), but you can run them without any DLL's and without any problems with them. Also music fix will not be needed for a static build. It will be really portable.

I will ask James to try to build the static version for Mac OS, and I will try test with static Linux version (I don't know if it will work my CentOS's build on the other distributions, but if it will work, it will be quite wonderful [Check NVIdia's official installer of their drivers, Qt Online Installer, TOR Client: they have only one executable file and can work in almost under any distributions of Linux]).

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Post #47by ImperatoreXx » 14 Aug 2014, 20:30

Good evening community, I ask one thing why I'm seeing more and more a job well done. Always remaining of my idea to see the various sections on characters, npc, effects and etc. .. much more implemented than in the past.
Es. SMB category then you have all the blocks, npc, effects and so on.
My question is as follows:
- You can have more caratteristicehe of super smash bros therefore more usable characters, more stages etc?
Thanks for the answer and you did a good job.
See you soon!
:clapping: :clapping: :clapping:

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Post #48by Veudekato » 15 Aug 2014, 9:38

ImperatoreXx wrote:- You can have more caratteristicehe of super smash bros therefore more usable characters, more stages etc?


engine will have special scripts to tweak playablee character. i think
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Huge help documents update

Post #49by Wohlstand » 21 Aug 2014, 2:53

https://github.com/Wohlhabend-Networks/PlatGEnWohl/commit/2df8da0c8bf779bf7afd283a08b401b935d972fc
Recently I made a huge update to the help documents for PGE Editor.
Now almost all the help information is available about the editor, including world map editing and help for additional tools like the LazyFixTool or GIFs2PNG.

You can read them online here:
http://wohlsoft.ru/docs/_sources/devel/Content/help/manual_editor.html




PNG2GIFs
Image
Also the PNG2GIGs console tool is now available in the laboratory, it converts PNG images with their own transparency into the SMBX GIF format with a mask pair. This tool will be useful for graphics designers who are creating new sprites from scratch, it's able to save a lot of time for creating the mask image for your art. You can create the image without any difficulties with the transparency effects of the PNG format, along with being able to convert them into the SMBX GIF format for inserting the image in-game.
You can get them here (Static build, I.e. doesn't ask for DLL's):
http://wohlsoft.ru/docs/_builds/PNG2GIFs/PNG2GIFs_1.0.0_Win32.zip

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Post #50by ImperatoreXx » 21 Aug 2014, 14:03

woshland and community you can add a map layer that is world level to quickly find the layers!

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Post #51by Veudekato » 21 Aug 2014, 14:41

world map can not add layers - its smbx problem. you can find with search tool
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Post #52by Wohlstand » 21 Aug 2014, 15:01

On the world map available search toolbox which you can use for find target item.
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Also you always can find any layer members in level editor
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And don't forget, you can drag and move layers in the list by your wish. Also this possible in the events list.

ImperatoreXx, Quick question: did you mean the filter search of the layers in the list?

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Post #53by ImperatoreXx » 21 Aug 2014, 15:53

No woshland the matter is that when I create or modify a fast level and I hold down the arrow, you post so fast and I lose the screen where you create in fact I would need a map to the level so to track the screen edit

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Post #54by Wohlstand » 21 Aug 2014, 15:57

ImperatoreXx wrote:No woshland the matter is that when I create or modify a fast level and I hold down the arrow, you post so fast and I lose the screen where you create in fact I would need a map to the level so to track the screen edit
Is a good idea, but you always can return back with the compass icon on the tool bar:
http://wohlsoft.ru/docs/_sources/devel/Content/help/editorgui/toolboxes.html
http://wohlsoft.ru/docs/_sources/devel/Content/help/levelediting/sections.html

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Post #55by Veudekato » 21 Aug 2014, 15:57

press compass (reset camera position) nearby section numbers
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Post #56by ImperatoreXx » 24 Aug 2014, 15:43

Hello everyone!
The beta will be reported to the editor not only the inclusion of the game engine? I would like to understand the steps that are not very clear to me is not a programmer?

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Post #57by Wohlstand » 24 Aug 2014, 16:58

ImperatoreXx wrote:Hello everyone!
The beta will be reported to the editor not only the inclusion of the game engine? I would like to understand the steps that are not very clear to me is not a programmer?

See: At first will be Beta of editor, and after will starts developing of engine part.
Also we have some sketches for future engine part, While we making the engine part, editor will be released as separated tool for SMBX, but the whole PGE project will be left in an Alpha state:
Current states:
- Editor - Pre-Beta
- Engine part - Not-Started
- LazyFixTool - Release
- GIFs2PNG - Release
- PNG2GIFs - Release
- Playable calibrator - Alpha

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Post #58by ImperatoreXx » 24 Aug 2014, 23:18

how much do you think it will take to have something more complete + the engine?
You know I am very excited and happy as we say in Italian:
<"there will be a lot of irons in the fire">!
Really congratulations for great work I hope to try as soon as engine!
:clapping: :clapping: :clapping:
excuse me for asking here:
in the forum there will be a section Italians?

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Post #59by Wohlstand » 24 Aug 2014, 23:46

ImperatoreXx wrote:in the forum there will be a section Italians?
O, I will open ;-)

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Post #60by ImperatoreXx » 27 Aug 2014, 21:05

Hello any news about the game engine and its development?
Thanks for any response. :letter:


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