Development news thread (Editor 0.3.1.12, Engine 0.2.6-alpha)

Description: Storage for Sources, File Format Descriptions, Objects tables, algorithms, schemes, etc. (Answering only)
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John Leagsdurg
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Post #161by John Leagsdurg » 10 Jan 2015, 20:42

It's me again, but will v1.0.0 be the final version of the editor (aka the complete version)?

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Post #162by Wohlstand » 10 Jan 2015, 21:27

John Leagsdurg wrote:It's me again, but will v1.0.0 be the final version of the editor (aka the complete version)?
It will get v.1.0 together with working engine part which now in early development state

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Post #163by Wohlstand » 12 Jan 2015, 7:05

Little features which was added few times ago:
  • Fixed default sizes of Sub-windows in sub-window mode
    Default viewport size of level or world map will be ~800x600 in sub-window mode. Even when you will align windows with "cascade" mode, all windows will be resized to default size instead of "tiny" which was in previous versions
  • Stars counter no more count friendly NPC's
    Counter of stars now counts stars from NPC list instead of getting value from header of level file. This will give almost absolute accuracy of stars counting. Even if some star NPCs are friendly, they are will be ignored because they are can't be taken.
  • Added ability to copy and paste level and world data into external clipboard with able to paste/copy into any text file!
    When you will copy some items on level, you have able to paste it into notepad and save into disk or post it into forum!
    When you copy it from notepad, you can paste them into level/world back! You can able use it for more convenient usage of combos.
    Be careful, Don't unite editor's pastebins if the wasn't got them from nearest place of same level! If you will try to unite them and after paste into level, you may paste them into difference and far places of level/world. To prevent this, put your level/world pastebins with separation

If you was downloaded latest laboratory build (or through Online installer, but don't forget update it too!), you can test it:

Try to copy one of those pastebins and try to paste something into your level or world map:

Example level pastebin:

Code: Select all

BLOCK
ID:36;X:-199520;Y:-200032;W:64;H:32;
ID:36;X:-199584;Y:-200032;W:64;H:32;
ID:1;X:-199584;Y:-200064;W:32;H:32;
ID:36;X:-199648;Y:-200032;W:64;H:32;
ID:36;X:-199712;Y:-200032;W:64;H:32;
ID:36;X:-199776;Y:-200032;W:64;H:32;
BLOCK_END
BGO
ID:1;X:-199776;Y:-200064;
ID:148;X:-199520;Y:-200096;
ID:1;X:-199616;Y:-200064;
ID:1;X:-199680;Y:-200064;
ID:1;X:-199552;Y:-200064;
ID:1;X:-199712;Y:-200064;
ID:1;X:-199744;Y:-200064;
ID:6;X:-199714;Y:-200146;
ID:1;X:-199520;Y:-200064;
ID:1;X:-199584;Y:-200064;
ID:1;X:-199648;Y:-200064;
BGO_END
NPC
ID:75;X:-199715;Y:-200086;D:-1;FD:1;NM:1;
ID:91;X:-199584;Y:-200064;D:-1;S1:9;
ID:94;X:-199648;Y:-200086;D:-1;MG:"Hello!";FD:1;
NPC_END


Example world pastebin:

Code: Select all

TILES
ID:89;X:416;Y:160;
ID:89;X:192;Y:224;
ID:89;X:288;Y:128;
ID:89;X:224;Y:192;
ID:1;X:416;Y:384;
ID:8;X:224;Y:320;
ID:1;X:384;Y:192;
ID:1;X:256;Y:224;
ID:89;X:352;Y:160;
ID:89;X:320;Y:128;
ID:89;X:384;Y:128;
ID:89;X:448;Y:224;
ID:89;X:480;Y:224;
ID:89;X:384;Y:160;
ID:89;X:224;Y:224;
ID:89;X:192;Y:256;
ID:8;X:416;Y:320;
ID:1;X:384;Y:224;
ID:89;X:352;Y:128;
ID:8;X:352;Y:320;
ID:89;X:480;Y:256;
ID:89;X:288;Y:160;
ID:89;X:320;Y:160;
ID:89;X:448;Y:192;
ID:89;X:256;Y:160;
ID:1;X:320;Y:384;
ID:1;X:384;Y:384;
ID:1;X:288;Y:224;
ID:1;X:352;Y:384;
ID:1;X:288;Y:192;
ID:1;X:256;Y:384;
ID:8;X:224;Y:256;
ID:8;X:288;Y:256;
ID:1;X:288;Y:384;
ID:8;X:288;Y:320;
ID:89;X:416;Y:192;
ID:8;X:352;Y:256;
ID:89;X:256;Y:192;
ID:8;X:320;Y:192;
ID:8;X:416;Y:256;
ID:1;X:416;Y:224;
TILES_END
SCENERY
ID:7;X:336;Y:272;
SCENERY_END
PATHS
ID:1;X:288;Y:352;
ID:30;X:416;Y:320;
ID:27;X:256;Y:320;
ID:1;X:320;Y:352;
ID:2;X:224;Y:288;
ID:3;X:384;Y:224;
ID:2;X:448;Y:288;
ID:29;X:224;Y:320;
ID:28;X:448;Y:320;
ID:1;X:352;Y:352;
ID:1;X:384;Y:352;
ID:28;X:416;Y:352;
ID:29;X:256;Y:352;
ID:3;X:288;Y:224;
PATHS_END
MUSICBOXES
ID:5;X:192;Y:288;
ID:5;X:480;Y:288;
MUSICBOXES_END
LEVELS
ID:1;X:224;Y:160;
ID:1;X:448;Y:160;
LEVELS_END

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Post #164by Wohlstand » 27 Jan 2015, 18:55

Support for music loops with traker music formats!
Hello! I just fixed little flag inside SDL2_mixer library:
https://github.com/Wohlhabend-Networks/PlatGEnWohl/commit/c2d885c56aba9021e7d02bf3630dd3ed81b0fc8c

With it enabling a build-in support of loop points! (like original SPC, VGM, NSF formats!)
My little and dummy example:
http://wohlsoft.ru/docs/Music/mafia.zip
- play MID file in your regular player
- replace your SDL2_mixer in the LunaDLL package or in the PGE Editor (this update will be already in the next laboratory builds)
- try to use included "mafia.it" file which a looped music. I especially lopped tiny piece in begin to make a more understandable demo.

You also can open and make those musics with ModPlug Tracker: http://www.modplug.com/

To set loop points, use the "Position jump" effect to jump into another pattern and together with it use the "Pattern break" to set row in the second pattern.

http://modarchive.org/ - here is a big archive of a traker musics for your entertainment!

Enjoy! ;-)

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Post #165by John Leagsdurg » 1 Feb 2015, 15:04

Looks really cool man!
I wonder how much time you think you can try to get the engine done...

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Post #166by Veudekato » 1 Feb 2015, 19:05

Yes.Anyways, progress is fast. 'Sounds ' sounds awesome,yeah!
My channel (PlatGEnWohl news and tutorials , smbx tests):
http://www.youtube.com/channel/UC6h-42umT14iR1wa3VkOs3Q

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Post #167by Alucard » 1 Feb 2015, 22:41

John Leagsdurg wrote:Looks really cool man!
I wonder how much time you think you can try to get the engine done...
I am trying to guess, 8-9 years.

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Post #168by Veudekato » 1 Feb 2015, 23:08

alucard. No, i dont think. Not only Wohlstand works on this. pregress is fast , but hard and long. Long, but not 8 years. Really
My channel (PlatGEnWohl news and tutorials , smbx tests):
http://www.youtube.com/channel/UC6h-42umT14iR1wa3VkOs3Q

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Post #169by sky2 » 2 Feb 2015, 1:09

I think it'll take about 2-3 years to FULLY finish the engine part. But I'm not working on it personally, so I can't exactly measure how long it'll take to finish the engine.
Poof!

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Post #170by Wohlstand » 13 Feb 2015, 0:47

Run native SMBX test from PGE Editor DIRECTLY
This is a small, but useful feature which giving able to run test in the running SMBX directly by alone click!

phpBB [youtube]

Original link: http://www.youtube.com/watch?v=fIyjAaNrhHw



Requirements:

How to use:
1) Run both PGE Editor and SMBX (LunaLUA 0.5.3 should be installed!) (both applications should be running)
2) Leave SMBX Editor in default empty state and minimize it.
3) Switch to PGE Editor and open any level with it
4) Open in the PGE Editor a Test -> Run testing in the SMBX menuitem. Editor will be minimized and focus will be switched to SMBX Editor and testing will be launched.
Enjoy ;-)

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Post #171by hacheipe399 » 13 Feb 2015, 19:58

Very good! I have a question: How the engine will work? I'm guessing that it could use config packs and libraries only. Right? Just a simple question

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Post #172by Wohlstand » 13 Feb 2015, 20:01

hacheipe399 wrote:Very good! I have a question: How the engine will work? I'm guessing that it could use config packs and libraries only. Right? Just a simple question
Yes, you right ;-)

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Post #173by Wohlstand » 19 Feb 2015, 0:17

Experiment with switches in the PGE Engine (0.0.6 pre-alpha)
phpBB [youtube]

Original link: http://www.youtube.com/watch?v=2QZAaMaCO88



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.

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Post #174by John Leagsdurg » 2 Mar 2015, 17:42

Is there more?

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Post #175by Wohlstand » 2 Mar 2015, 23:48

Now I'm busy with optimization of the Editor code, but next thing will be a built-in music converter which will help easily resample any non-44100 musics into 44100 to take correct playback of them.

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Post #176by Wohlstand » 4 Mar 2015, 18:45

Experimental Audio converting GUI over SoX console converter
phpBB [youtube]

Original link: http://www.youtube.com/watch?v=XFsU_qVaRRo



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)

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Post #177by Wohlstand » 14 Mar 2015, 22:46

This is a small test of PGE editor on the Android. It was build for this platform first time (before I had attemts to make it, but failed. But now I finally build it!).
Design is needed for improvment, but it works!

Small test on the Samsung Galaxy S III Smartphone:
Spoiler
Image

Image

Image

Small level made on the smartphone!
Image
My opinion: Works creepy and too bad GUI design: scrolling too hard (I should switch between hand drag and select modes to take ability use scrolling), I can't open context menu, because right mouse button is not available for finger touching. I also should use gyroscope to flip horizontal/vertical to take ability use some toolboxes. File open/save dialogs are hard to usage. Also audio playback doesn't work because I doesn't built SDL and SDL Mixer for android usage. But by anyway it works!
Android version is required for a much of works: need a better touch scrolling, need the implementation of the alternate context menu trigger to take ability to use more editing features.

Later I will add the Linux (Mint) and experimental Android builds into laboratory.

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Post #178by hacheipe399 » 15 Mar 2015, 0:50

You can make it available with a restriction of screen resolution. For example: On my Xperia Tipo I can't work with something like that, my screen is 320x480 so there is a HUGE problem with the GUI, my RAM is 512 MB and have 1GB of memory. It could be appropiated for tablets and cellphones with large resolution...

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Post #179by Wohlstand » 15 Mar 2015, 1:12

hacheipe399 wrote:You can make it available with a restriction of screen resolution. For example: On my Xperia Tipo I can't work with something like that, my screen is 320x480 so there is a HUGE problem with the GUI, my RAM is 512 MB and have 1GB of memory. It could be appropiated for tablets and cellphones with large resolution...
Also don't forget about CPU: on my smartphone editor loading slowly (with 4 cores and with 750 RAM, and 11 GB of Internal space!)
Also editor while works, loads all GFX stuff into memory and usually takes 250 MB of RAM with GIF-based config pack (all current packs: SMBX 1.3, A2MBXT, SMBX Redrawn) and 180 MB with modern PNG-based config pack (PGE Default, future SMB Xtended, future A2XT like packs, etc.).
By anyway editor SHOULD have difference GUI design on mobile platforms, because working with PC-specific GUI on mobile - is a true hell and hardcore
on Android the lacked context menu usage because we can't imitate right mouse click with fingers, for Android-like programs the alternate context menu system is much required (I even add menu button "Context menu") to retrieve context menu of selected item(s).

I tried to open one of levels with CGFX, and it opened correctly. When I tried to open secondary without closing first: editor was automatically killed because RAM of my smartphone was overflown :-P

But don't worry about engine: it will don't use more than 100 MB of RAM, it works smart: it loads only necessary GFX into memory, and by regular it will take 50~80 MB of RAM if level doesn't so huge.

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Post #180by tb1024 » 15 Mar 2015, 13:45

Sounds promising having PGE on smartphones. However, it'll take a long time to fix the UI and massive memory usage of the editor.
btw, when this project is finished, most gamer phones and tablets will play it fine, I think.
Do you want fries with that?
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Mal posso esperar para a versão final da engine de Wolhstand!
English Translation
I can't wait for Wohlstand's Engine final version :D


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