SMBX vs This editor

Description: General discussion regarding the current engine development.
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xxxzzz1
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Post #1by xxxzzz1 » 24 Sep 2014, 0:41

At the moment, is their anything this new editor can do that regular SMBX can't do, in the beta version.

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Post #2by Squishy Rex » 24 Sep 2014, 3:20

Yes, allow me to list a few:

1. Copy/Paste Objects
2. Undo/Redo
3. SMBX World Map Scenery Bug is fixed in PGE
4. Select multiple objects at once and move them all at once.
5. Auto-scroll any of the 21 sections.


That's just a few of the things that PGE can do better than SMBX at the moment. There are heaps more things it can do as well that make it outweigh SMBX in the positives.
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Post #3by IjahMatson » 24 Sep 2014, 3:23

If you have to ask that question then you don't know what this project is.

Basically, this editor will be compatible with SMBX episodes and levels but ultimately there will be an actual game engine made by Wohlstand et al that will be able to utilize the extended features that PlatGenWohl offers like proper NPC scripting, more Z-indexed layers for NPCs, BGOs, FGOs and tiles that will make for fancy levels full of cosmetic loveliness.

The SMBX compatibility will be considered more like legacy support as people will be able to change so much that the game can lose the instant "Mario" feeling we all get despite the custom graphics and other things we can currently do.

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Post #4by Veudekato » 24 Sep 2014, 10:46

Squishy Rex wrote:4. Select multiple objects at once and move them all at once.
- No colission function
- Layer select.. emm:
Spoiler
Wohlstand wrote:Native Z-Index with LVLX file format
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Instead of using sorting priority, you can use native Z-Index which is already supported by PGE.
You have a possible switch displaying mode between 4 layers mode and you can correct the position by variable Z-Offset.

Here you can see all the reserved Z-Layers for level objects:
Spoiler
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This gimmick is only available in PGE and is not supported by SMBX. I.e. when you try to save a file in the SMBX format, you will lose these settings, and BGOs will be displayed by their internal position.

Note for laboratory build:
The current build is NOT done, you CAN save your file into LVLX format, but when you will load them, they will not load the NPC's, Warps, Physic environments and events. I have not done the storing of these parts. When I will finish those parts, LVLX files should be loaded correctly in the editor.
-own tilesets item box
-Multi-select and multi-change of properties of npcs.blocks.bgos.. ( slippery,generator,etc.etc.etc..)
-Search item on level and worldmap
-zoom
and many other..
Squishy Rex wrote:5. Auto-scroll any of the 21 sections.
Nope. In my tutorial i said: PlatGEnWohl yet is editor of smbx levels. 1 section only - is restriction of SMBX engine. editor cant edit SMBX engine.
My channel (PlatGEnWohl news and tutorials , smbx tests):
http://www.youtube.com/channel/UC6h-42umT14iR1wa3VkOs3Q

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Post #5by xxxzzz1 » 24 Sep 2014, 17:50

Will the custom tileset boxes be a per level basis, like custom graphic folders on SMBX?
Sorry if been anwserd before but I havant really alot of time to use internet due to work and school.

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Post #6by Veudekato » 24 Sep 2014, 18:50

xxxzzz1 wrote:Will the custom tileset boxes be a per level basis, like custom graphic folders on SMBX?
Sorry if been anwserd before but I havant really alot of time to use internet due to work and school.


You can ask in another topic special for this.
If i understood what you mean: you need .ini configuration file to use tcustom tilesets boxes. Editor will not make this automatic becouse he is dont know what you want.Impossible
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Post #7by Wohlstand » 24 Sep 2014, 18:55

Veudekato wrote:
xxxzzz1 wrote:Will the custom tileset boxes be a per level basis, like custom graphic folders on SMBX?
Sorry if been anwserd before but I havant really alot of time to use internet due to work and school.


You can ask in another topic special for this.
If i understood what you mean: you need .ini configuration file to use tcustom tilesets boxes. Editor will not make this automatic becouse he is dont know what you want.Impossible
ini files of the tilesets are editable by special dialogs: tileset editor and tileset group editor. These tools are generating ini files of tilesets. To create new custon tileset you need to open the "view -> Tileset item box" to show tileset box and click to the "New tileset"

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Post #8by xxxzzz1 » 24 Sep 2014, 20:52

And this will allow for 100% custom tilsets, not just edited versions of existing tiles
Another question; just say your making a new NPC, and its the kirby marshmallow thing from Yoshis island, can you make it act and look exactly like the yoshi island sprite, even the "pop" death

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Post #9by Veudekato » 24 Sep 2014, 21:04

xxxzzz1 wrote:And this will allow for 100% custom tilsets, not just edited versions of existing tiles
Another question; just say your making a new NPC, and its the kirby marshmallow thing from Yoshis island, can you make it act and look exactly like the yoshi island sprite, even the "pop" death

You can make sprites in paint.net and make NPC codes in NPC editor.
P.S. this topic is not for questions.
Last edited by h2643 on 24 Sep 2014, 21:14, edited 1 time in total.
Reason: Fixed grammar a bit.
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Post #10by lighthouse64 » 15 Feb 2015, 8:42

I think I heard that PGE was better for lunadll and lunalua ;)
Player of hedgewars!!! :)
And hi... it's me from smbx
Currently bug testing for Mac :apple: And Windows :windows:

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Post #11by Kevsoft » 15 Feb 2015, 10:28

Check out "Script > Additional Settings" :P
▬▬▬▬▬▬▬▬▬▬ஜ۩۞۩ஜ▬▬▬▬▬▬▬▬ Signature.start() ▬▬▬▬▬▬▬▬▬▬ஜ۩۞۩ஜ▬▬▬▬▬▬▬
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Wohlstand in interview:
Spoiler
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Post #12by lighthouse64 » 16 Feb 2015, 7:25

Kevsoft wrote:Check out "Script > Additional Settings" :P
oops. I didn't even look properly for it when I used the editor. :facepalm:
Player of hedgewars!!! :)
And hi... it's me from smbx
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