Engine/Editor Screenshots Thread

Description: General discussion regarding the current engine development.
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Post #141by Mikepjr » 4 Jul 2015, 17:15

Awesome! I am SO glad you at least have a fade between screens when you warp.
I HATE how when you warp in SMBX the screen would just blink tot he next area rather than a fade in and out.
I kinda am hoping for transitional effects like a simple screen wipe at least could be cool.
I always felt that if there was one thing SMBX lacked a LOT it was presentation.. as everything was so simple and plain and boring.

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Post #142by Wohlstand » 4 Jul 2015, 19:18

Oh, I also forgot to share latest bossedit8's video about Engine 0.2.1-alpha!

Platformer Game Engine (PGE) [Super Mario Bros. X (SMBX)] v0.2.1 dev-alpha - playthrough
phpBB [youtube]

Original link: https://www.youtube.com/watch?v=totUuRVkU8I



Original Link: https://www.youtube.com/watch?v=totUuRVkU8I

Bossedit likes "Unlimited Fly" and "Destroy everything" things which I will move under "chucknorris" :comando: cheat code after text input box implementation.

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Post #143by Wohlstand » 27 Jul 2015, 14:58

WIP Engine v0.2.2-alpha
has layers which can be hidden/shown/toggled, and events which can show/hide/toggle vizibility of layers, play sounds, spawn message boxes, trigger other events!

Frame 1
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Frame 2
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Frame 3
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Frame 4
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Post #144by h2643 » 27 Jul 2015, 16:58

Awesome, now this feels really close to SMBX! ;-)
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Post #145by Wohlstand » 27 Jul 2015, 17:29

I will publish build when I will implement layers motion subsystem, switching of the section settings, autoscrolling engine and event-based controll grabbers, and you will have almost completed SMBX64 compatible engine part, and next part will be works on NPC-AI, player's parts, works over world map (need to implement path-opening subsystem to have working and playable world map)

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Post #146by Luigifan2010 » 27 Jul 2015, 17:42

Will optimisations be made to us Linux users using Intel HD graphics? :P

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Post #147by Wohlstand » 27 Jul 2015, 18:46

Luigifan2010 wrote:Will optimisations be made to us Linux users using Intel HD graphics? :P
Dependent to driver, anyway, I also fixed big and dumb mistake which causing slowing of game loop because ... wrong waiting timer:
I made a timer which waits almost accuracy (I uses floating point numbers), but I made some mistake in algorithm and caused 20 ms waiting instead of required 13/12

Than timer is here:
https://github.com/Wohlhabend-Networks/PGE-Projec ... r/Engine/scenes/scene.cpp#L230
anyway, it's a shell over standard SDL wating timer which works with integers and floating-point based waiting is true workarround, but works good. The purpose is giving same gamespeed with any ticks-per-second value (SMBX still use constant value 65 TPS, PGE Engine currently supports configuring of TPS from 65 to 80 to have able to get more smooth animation)

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Post #148by Luigifan2010 » 28 Jul 2015, 16:16

Beautiful..that may actually help. I'll test it later.
I'm not sure of what the driver is for Intel HD Graphics/Intel G41 Express chipset under Linux, so i have to play around with that

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Post #149by ImperatoreXx » 29 Jul 2015, 13:25

Very Good for this project wolh, I am happy. I hope that as soon as we can get to the creation of smbx exstended and project disconnected from smbx. :clapping: :clapping: :clapping:

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Post #150by Mikepjr » 4 Aug 2015, 18:14

I'm honestly hoping this engine outdoes SMBX.
I feel like a lot needs to be surpassed.
Not everything SMBX does it good, there are things that SMBX does in specific ways that needs to be different.
Even some things that need done to make the process of creation simpler.
Just my 2 cents

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Post #151by Wohlstand » 4 Aug 2015, 19:52

Screenshots of PGE Engine 0.2.2.2-alpha which available in the github as source code

Since some detectors was implemented into NPC-AI API, is possible to have a thwomps, venus firetrap, boos, black ninjis, etc. And later by vine heads to detect solid blocks to stop movement
Image

Image

Image

Some work with collisions gave me able to have working stacks of shyguys, anyway is not so stable yet and I need to do more works with collisions
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Post #152by Wohlstand » 7 Aug 2015, 21:31

Looping musics (without replaying of music entrance part) now is possible!
phpBB [youtube]

Original link: http://www.youtube.com/watch?v=266MtQmsOX0



Original Link: http://www.youtube.com/watch?v=266MtQmsOX0

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Post #153by Mikepjr » 17 Aug 2015, 5:57

Oh awesome!
That's how the RPG Maker VX Ace does looping audio.
So each time you enter a map, it plays the intro once, and loops the part you tell to loop.
This is very awesome.
I'm glad to see that added.
It's something SMBX was lacking...
And hearing a song completely loop each time was unbearable.

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Post #154by Wohlstand » 17 Aug 2015, 7:06

Mikepjr wrote:Oh awesome!
That's how the RPG Maker VX Ace does looping audio.
So each time you enter a map, it plays the intro once, and loops the part you tell to loop.
This is very awesome.
I'm glad to see that added.
It's something SMBX was lacking...
And hearing a song completely loop each time was unbearable.
Yea, I found a place where would be placed loop points, and I modified SDL Mixer and now I have similar to RPG Maker way, and hint to put loop points via vorbis comments I got on the RPG Maker forums accidentally where was tutorial about making same ogg files with loop points. Anyway libogg procides ability to seek via pcm sample like to wav, so, I used this trick to jump to loppstart from loopend.

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Post #155by Mikepjr » 17 Aug 2015, 14:56

Awesome stuff.
I always felt that SMBX needed something like that.
Felt weird having the music play all the way through and start over playing the intro of the themes.
I'm really psyched with how this is all turning out.

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Post #156by mariofan 64 » 1 Nov 2015, 22:16

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Rebuilding the Hub of my Infinite Mario Bros. For PGE. Now is not flat, not boring, and has more Bob-Omb Buddies! Will not support 'Classic Events' either, for better memory. When will the next Stable update of editor/engine be?
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Post #157by h2643 » 2 Nov 2015, 1:37

That looks pretty nice, however I don't think that the cloud BGO and grass fill spam look very good.
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Post #158by mariofan 64 » 2 Nov 2015, 7:58

h2643 wrote:That looks pretty nice, however I don't think that the cloud BGO and grass fill spam look very good.
I'll change some stuff, then. As for the clouds next to the castles that are heavy, those are there for a reason, and a couple of the Bob-Omb Buddies figured out what those clouds symbolize. The player should also determine that as well, once they're told via a Buddy. That's the plan, anyway. I'll be sure to not have so much detail from now on. I'm just fitting an atmosphere and 3D-like effects, where some trees and grass are in front of wverything, but not 'everything' is in front of everything.
But then this question will be asked: Would you rather see a half-empty hub? Little variety? I know I don't. I see half empty levels, and when there isn't much detail, I end up missing the graphical aspect and push my detail a little, creating a vibrant world when there wasn't before. Just an out-loud opinion on my design aspect, nothing more.
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Post #159by Wohlstand » 18 Nov 2015, 23:31

PGE Engine 0.2.4-alpha demo
phpBB [youtube]

Original link: https://www.youtube.com/watch?v=SuNlakvKmcI


Original link: https://www.youtube.com/watch?v=SuNlakvKmcI

This demo showing up recently implemented NPC Algorithms based on new-implemented NPC-AI features in the PGE Engine 0.2.4-alpha.

Level made for this video: http://wohlsoft.ru/docs/Levels/PGE_Examples/Engine024-updates.zip

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Post #160by tb1024 » 19 Nov 2015, 18:11

Loved this new update. PGE is really close, and it's fairly advanced. There is a lot of thing in progress, but in that stage, a basic game is possible.

Looking foward for 0.3 alpha (even if there are more 0.2 branch alphas to come, 0.3 alpha should have some great stuff done).
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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