Engine/Editor Screenshots Thread

Description: General discussion regarding the current engine development.
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Post #101by hacheipe399 » 2 Feb 2015, 6:29

Looks amazing! No words for it...

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Post #102by Mikepjr » 6 Feb 2015, 20:20

My biggest hope for when this is done and released, is being able to easily customize WAY more than what was previously customizable, but with great ease.
Like characters, how characters animate, how many frames there are for each.
Being able to do more with other things as well like screen size and.. more.
Maybe i'm asking for too much... would not be the first time.
But i just know there is a lot i want to do now, but i can't wrap my brain around luna DLL or any of those other tools, i'm not a coder.
It would be nice to take the engine and make an entirely different type of platformer, maybe one more like Adventure Island, or maybe one more like the Mickey Mouse games by capcom.
Maybe a game similar to Duck Tails.
I'm not sure what will happen with this new engine, but i hope it's better than the old SMBX engine.

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Post #103by Veudekato » 6 Feb 2015, 23:29

Work will be long. Anyways, why you talking about this in Engine/Editor Screenshots Thread?
My channel (PlatGEnWohl news and tutorials , smbx tests):
http://www.youtube.com/channel/UC6h-42umT14iR1wa3VkOs3Q

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Post #104by Mikepjr » 7 Feb 2015, 14:15

Cause it has to do with the engine, plus when you get worked up and excited for something, you just can't help but want to type something about it.

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Post #105by Wohlstand » 19 Feb 2015, 0:14

Working switches:
Image
Video
phpBB [youtube]

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



EDIT: comment with tech stuff was moved into alpha-testing thread

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Post #106by tb1024 » 19 Feb 2015, 1:38

Wohlstand wrote:Working switches:
Image

Yea, everybody can set up any new switch blocks with lvl_blocks.ini in config pack
need:
- 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).
I think you swapped topics...Posted the vid in Alpha testing thread and the real technical stuff here.
I still think we should take a script based perspective. We should be able to program blocks to do stuff when hit in the config pack...
Do you want fries with that?
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Mal posso esperar para a versão final da engine de Wolhstand!
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I can't wait for Wohlstand's Engine final version :D

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Post #107by Wohlstand » 19 Feb 2015, 2:27

tb1024 wrote:I still think we should take a script based perspective. We should be able to program blocks to do stuff when hit in the config pack...
This will be another thing: Each item will have able to connect LUA scripts to their events

tb1024 wrote:I think you swapped topics...Posted the vid in Alpha testing thread and the real technical stuff here.
Fixed ;-)

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Post #108by Wohlstand » 2 Apr 2015, 2:29

[WIP] World Map viewer with no textures, colored rectangles only [player's placement is a white rectangle in the middle]:
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Post #109by Wohlstand » 14 Apr 2015, 5:56

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PGE Engine currently have character animation (good bye ugly blue rectangle!)
[Level from - Lowser's Conquest by Sednaiur, Level 2-2]

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Post #110by Wohlstand » 15 May 2015, 14:18

Experiments with raster fonts:
(Added ability to have multiple font maps [for example, with different languages], but if character is not exist, TTF-character will be printed even result will ugly)
[Here is Russian font like SMBX internal, drawn by me]
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Post #111by h2643 » 15 May 2015, 14:26

Nice! That russian font looks... very interesting to me.
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Post #112by Alucard » 15 May 2015, 18:24

Mikepjr wrote:My biggest hope for when this is done and released, is being able to easily customize WAY more than what was previously customizable, but with great ease.
Like characters, how characters animate, how many frames there are for each.
Being able to do more with other things as well like screen size and.. more.
Maybe i'm asking for too much... would not be the first time.
But i just know there is a lot i want to do now, but i can't wrap my brain around luna DLL or any of those other tools, i'm not a coder.
It would be nice to take the engine and make an entirely different type of platformer, maybe one more like Adventure Island, or maybe one more like the Mickey Mouse games by capcom.
Maybe a game similar to Duck Tails.
I'm not sure what will happen with this new engine, but i hope it's better than the old SMBX engine.
I am hoping to eventually assemble another config pack - PGE-Vania...

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Post #113by sky2 » 16 May 2015, 2:53

Wohlstand wrote:Experiments with raster fonts:
(Added ability to have multiple font maps [for example, with different languages], but if character is not exist, TTF-character will be printed even result will ugly)
[Here is Russian font like SMBX internal, drawn by me]
Image

Hmmm... This looks nice! Are you going to do fonts for other languages?
Poof!

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Post #114by Wohlstand » 16 May 2015, 4:14

sky2 wrote:Hmmm... This looks nice! Are you going to do fonts for other languages?
Yes! Also everybody can do than fonts when I will release new system and specification. I will draw myself most of europan characters to have Polish, Czech, German, Spanish, etc. languages. Other unavailable letters anyway will be printed, but as TTF which will looks ugly together with raster and will not like to raster [howerer, text is readable unlike same in SMBX which prints nothing if letter is unknown].

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Post #115by ImperatoreXx » 16 May 2015, 20:38

hello, but in this project you could have a structure to create an open world to Terraria?

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Post #116by Wohlstand » 17 May 2015, 10:43

Phew, works with raster fonts system was finished. Now I can print all 4 SMBX's fonts and also can print them with any color!
[any unknown characters are prints as TTF characters which causes ugly result, but anyway you have able to normally read them]
1 - Font of menu items
2 - Font of message boxes
3 - Font of level titles on world map hud
4 - Numeric font used for a counters on the hud and as numbers on the warp points
5 - Printing with TTF font
Image

SMBX and PGE's world map HUDs:
[4'th counter about stars is a points counter]
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Post #117by h2643 » 17 May 2015, 14:11

I think it would be better to move score counter under the 1UP counter - it would look more eye-appealing. Good job on fonts and world maps nonetheless!!
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Post #118by Wohlstand » 19 May 2015, 15:40

h2643 wrote:I think it would be better to move score counter under the 1UP counter - it would look more eye-appealing. Good job on fonts and world maps nonetheless!!
Anyway it here temporary and I will disable it for "SMBX 1.3" config pack, but inside SMBXtended I will put point counter under 1up counter as you told ;-)
Or... I think, I will keep score counter in the "SMBX 1.3" config pack too.

Added after 21 minutes 38 seconds:
PGE Engine 0.0.10-pre-alpha finally can render full World map stuff!
(Lowser's Conquest by Sednaiur)
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(A2MBXT Episode 1: Analog of funk by Talkhaus)
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(My Testing Zone. Used a "PGE Default" config pack which contains a lot of "SMBX Redrawn" and other graphics)
Grand-piano - is a level point with customized graphics [source image had 32x32 px. So, in the SMBX it will be cut offed]
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Post #119by h2643 » 21 May 2015, 19:00

I always wanted PGE Editor to have an NPC group for dummy NPCs I discovered year ago. Today I saw Wohlstand's post about how to do it and since Wohlstand haven't included them in original PGE Editor, I finally could revive my dream:

Image

Yes, I managed to edit the config file with Notepad++ to include these NPCs into PGE Editor! And as a reference, I made these dummy NPCs look like "Unknown NPC" graphic from old PGE Editor builds.
So, if you want to get them in PGE Editor without having to edit config file by yourself, you can download my modified files:
http://www.mediafire.com/download/h32h4molb4j9ft7/Files for dummy npcs.zip

Put them in *your PGE folder*/configs/SMBX! And remember that you still need use custom graphics to see them in SMBX.
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Post #120by Squishy Rex » 1 Jun 2015, 11:55

h2643 wrote:I always wanted PGE Editor to have an NPC group for dummy NPCs I discovered year ago. Today I saw Wohlstand's post about how to do it and since Wohlstand haven't included them in original PGE Editor, I finally could revive my dream:

Image

Yes, I managed to edit the config file with Notepad++ to include these NPCs into PGE Editor! And as a reference, I made these dummy NPCs look like "Unknown NPC" graphic from old PGE Editor builds.
So, if you want to get them in PGE Editor without having to edit config file by yourself, you can download my modified files:
http://www.mediafire.com/download/h32h4molb4j9ft7/Files for dummy npcs.zip

Put them in *your PGE folder*/configs/SMBX! And remember that you still need use custom graphics to see them in SMBX.

Nice, that would be good to have handy. Those NPCs are quite different to the usable ones in SMBX, so now being able to select and use them may be of use to someone, even though they don't do much.
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