Posts by Alucard

by Alucard
15 May 2015, 18:24
Forum: Moondust Project
Topic: Engine/Editor Screenshots Thread
Replies: 190
Views: 36413

Re: Engine/Editor Screenshots Thread

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 an...
by Alucard
14 Apr 2015, 15:17
Forum: Engine Development
Topic: Old development news thread
Replies: 255
Views: 522163
  • -1

Re: Old development news thread

After some time you return on the forums, and I realize the excellent work of wolhstand and his team. really a great job. But I have a question, the engine how long it takes to produce it? :clapping: :clapping: How I see, I can finish it faster than 1 year, but life will show how much time I will h...
by Alucard
29 Mar 2015, 0:26
Forum: Troubleshooting
Topic: Ideas & Suggestions for future versions of PGE
Replies: 404
Views: 99810

Re: Ideas & Suggestions for future versions of PGE

And it`s good for fixing small errors and issues. A couple more ideas spawned in my mind: 1. [General] More sections in one LVLX file. Pretty self-explanatory. Sometimes, 21 sections is not enough, when designing large-scale Metroidvania levels that are consisting from many small (even one-screen wi...
by Alucard
12 Feb 2015, 15:51
Forum: Troubleshooting
Topic: Ideas & Suggestions for future versions of PGE
Replies: 404
Views: 99810

Re: Ideas & Suggestions for future versions of PGE

Actually two small things I just thought of: 1. What about being able to change the number of contained NPCs within a "Buried" object (SMB2 Grass). That way you could make it contain multiple coins for example like in SMA4. Just a thought, though it could be useful for other means as well...
by Alucard
12 Feb 2015, 13:44
Forum: Troubleshooting
Topic: Ideas & Suggestions for future versions of PGE
Replies: 404
Views: 99810
  • 1

Re: Ideas & Suggestions for future versions of PGE

In my way, this could be done by implementing an easy way to edit playable character abilities, like speed, jump height, interaction with certain items (Blocks, BGO`s, NPC`s) and other abilities, as well as modifying them in the fly, like in Metroidvainas. Speaking of Ideas: here are ones that spawn...
by Alucard
1 Feb 2015, 22:41
Forum: Engine Development
Topic: Old development news thread
Replies: 255
Views: 522163

Re: Old development news thread

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.
by Alucard
6 Jan 2015, 14:02
Forum: Moondust Project
Topic: PGE Editor Installer - 0.2.2-RC [Installer Build 2 - 1/12/2015]
Replies: 22
Views: 7722

Re: PGE Editor Installer - 0.2.2-RC [Installer Build 2 - 1/12/2015]

Crashed on me with this info: [SEH_AV_DEP_BADPTR] ACCESS_VIOLATION (0xc0000005) at address [0x0fffff7a] Advanced Installer Enhanced UI 11.7.1 build 61774 *** Stack Trace (x86) *** [0x0fffff7a] ----- [0x650fe5ab] MsiLoadStringW() [0x650fe547] MsiLoadStringW() [0x6515a9ae] MsiInvalidateFeatureCache() ...
by Alucard
5 Jan 2015, 3:14
Forum: Engine Development
Topic: Old development news thread
Replies: 255
Views: 522163

Re: Old development news thread

h2643 wrote:This is a really nice update, and finally, this editor is now perfect to use with SMBX!
What does "rc" means, though?
RC means "Release Candidate" The version can turn into final stable version if no bugs discovered for a long while.
by Alucard
28 Dec 2014, 13:48
Forum: Moondust Project
Topic: Engine/Editor Screenshots Thread
Replies: 190
Views: 36413
  • 1

Re: Engine/Editor Screenshots Thread

Veudekato wrote:by Veudekato » 32 minutes ago
Okey, ill make a horror - weird styled castle level. Maybe this will make something new with level
Or inverted castle, ala Castlevania: Symphony of the Night.
by Alucard
10 Dec 2014, 19:42
Forum: Troubleshooting
Topic: Ideas & Suggestions for future versions of PGE
Replies: 404
Views: 99810

Re: Ideas & Suggestions for future versions of PGE

Squishy Rex wrote:
sky2 wrote:Sizable warps... I want it, for Instant warp type...

I think sizable door or pipe warps might be a bit pointless.
Giant pipes, boss doors, and other such stuff.
by Alucard
2 Dec 2014, 17:01
Forum: Troubleshooting
Topic: Ideas & Suggestions for future versions of PGE
Replies: 404
Views: 99810

Re: Ideas & Suggestions for future versions of PGE

I could see how that would work, but I don't know how useful it would be, except for some sort of rapid deletion of blocks. It's definitely a creative idea though and it may serve a purpose in the future. :) I have already suggested Layer->Destroy(bool perform_effects) which destroys all blocks, BG...
by Alucard
26 Oct 2014, 4:51
Forum: Moondust Project
Topic: PGE vs RPG Maker
Replies: 9
Views: 4061

Re: PGE vs RPG Maker

In future planned things which will allow RPG-like games, but main difference of RPG-maker and PGE: - RPG-Maker - for top-scrolling games. All games like Zelda. - PGE - side-scrolling acting games. All games like Mario, Metroid, Megaman, Braid etc. To allow RPG-like free world, need: - global varia...
by Alucard
13 Sep 2014, 21:46
Forum: LunaLua - Extension Framework
Topic: LunaLua Offical Thread
Replies: 180
Views: 45318

Re: LunaLua Offical Thread

Kevsoft wrote:I will do something like that, btw, remove the [int], this is not a part of the script, it is just a indicator what is required
I have previously getting used to C & C++. :facepalm:
by Alucard
13 Sep 2014, 20:11
Forum: LunaLua - Extension Framework
Topic: LunaLua Offical Thread
Replies: 180
Views: 45318

Re: LunaLua Offical Thread

For DareDevil comet level, a script is much simplier: "daredevil.lua" [int]MOUNT_NONE = 0 [int]NPC_NONE = 0 function onLoad() player.powerup = SMALL player.mount = MOUNT_NONE player.reservePowerup = NPC_NONE end Another suggestion: onLoad() should run before first frame is drawn on screen.
by Alucard
9 Sep 2014, 6:51
Forum: Troubleshooting
Topic: Ideas & Suggestions for future versions of PGE
Replies: 404
Views: 99810
  • 4

Re: Ideas & Suggestions for future versions of PGE

Here is a couple of suggestions from me: 1. Infinite checkpoints per level. Pretty self explanatory. Being able to have only one checkpoint per level makes me want to rate all SMBX levels that are too long at most 2/10. 2. Solid-on-top slopes. Combine slopes and jump-trough platforms. For instance: ...
by Alucard
7 Sep 2014, 14:11
Forum: Moondust Project
Topic: Suggestions for editing features
Replies: 26
Views: 7265
  • 1

Re: Suggestions for editing features

As for bucket fill feature, I have an idea to limit "flood" raduis at certain (settable in application settings) amount, usually 25-50 blocks away from click, or use section borders as limit to stop infinite "Flood Fill" and prevent crashing.
by Alucard
7 Aug 2014, 19:31
Forum: Announcments
Topic: Copyright violations - the big and dangerous weapon
Replies: 38
Views: 10141
  • -1

Re: Copyright violations - the big and dangerous weapon

Ok, You think, that using any material, that is even remotely looking like copyrighted ones (down to last tile and sound effect) can instantly lead to massive takedown by copyright holders, like Nintendo? If it`s true, why things, like Mario FanGames Galaxy(hosts Mario fangames), SmwCentral (has Sup...
by Alucard
12 Jul 2014, 22:40
Forum: Project Resources
Topic: LVL file format description
Replies: 11
Views: 4429

Re: LVL file format description

Do you remember Zelda Classic, a freeware engine for making and playing 2D Zelda - styled action-adventure games? This engine uses encrypting to prevent password-protected games ("quests") from being opened in editor, but not for playing as is. This is done to prevent players from "sp...
by Alucard
12 Jul 2014, 20:48
Forum: Project Resources
Topic: LVL file format description
Replies: 11
Views: 4429

Re: LVL file format description

Wohlstand wrote:Full encryption, is: you can't even open file without password.
Using a relatively strong agorythm, like AES-128. ;-)
P.S. Which encrypting algorythm you plan to use for enciphering LVLP files?
by Alucard
12 Jul 2014, 19:13
Forum: Project Resources
Topic: LVL file format description
Replies: 11
Views: 4429

Re: LVL file format description

Imagine, if Redigit, during original development of SMBX, implemented LVL file encrypting to prevent unauthorized level editing.
Sorry, if it`s offtopic. :fool:

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