I probably just don't understand it right, but when I set parallaxY to anything other than 0, the image completely disappears in a section with no Y-scroll, and moves down WAY too low in any other section. I know I don't need parallaxY in a section with no Y-scrolling, but there are sections in the ...
Apparently, the problem is in the Box:draw function in the colliders library. The colliders themselves are in the correct positions; they are simply drawn in the wrong position. The strange thing is that in my old script with a separate copy for each player, this does not occur. The other problem wi...
I have this script that creates some custom hitboxes for each player. For some reason, the position of one is affecting the position of the other. P1 and P2's hitboxes both move when only 1 player is moving, and neither of them are positioned at the same place as the player. The way they appear to m...
When I hit the "Test Level in SMBX" button in the editor, it says it can't find smbx.exe and tells me to get the SMBX integration config pack. Why is it doing this? It used to auto-detect the opened SMBX editor. Did you decide to remove this feature? It seems to me that it would be better ...
Ok, so if the grid size is 32 x 32 and the width is 28, the offset is 2. What should it be then, if the grid size is 16 x 16? In the older version of the editor, the coin NPC still aligned properly when I changed the grid size without changing the offsets , so I don't understand why that should be d...
If I hit the 'Cancel' button on the "select position" window that appears when setting a warp to leave the level and go to the world map, the editor crashes. Otherwise, this function works normally. The editor also crashes if I try to reload configurations. It gets to "loading tiles,&...
In the newest version of PGE, NPC offsets are different from how they used to be. I like to have the grid for coins at 16x16, and they used to line up with the coins on a 32x32 grid, but in this version, the coins with a 16x16 grid are 4 pixels to the right of those on a 32x32 grid. This makes it so...
If I try to use "transform this BGO into..." function, it doesn't work. The dialog appears, and I select the BGO to transform into, but when I hit enter, it just closes and does nothing. The same problem occurs with all BGO transform functions (every other object type can still be transfor...
I get this message when I open the PGE editor. I just downloaded the newest config pack.
I noticed another problem. Changing the sort priority and view type of a BGO in its configuration has no effect. Setting this in the editor has no effect either.
Some buttons and things in the level editor are always displayed in German, no matter the language setting. The ones I've noticed to have this problem are "yes," "no," "cancel," and anything mentioning the Ctrl key (ex. Ctrl+S).
I checked the NPC AI fields, but I can't find anything on flying NPC AI types (chase, hover left-right, etc.). I'm actually surprised if no one found this yet.
It was a variable returned with one of those functions, but for some reason, it isn't working. But it's not really a big deal. I was going to see if hiding, then showing the layer would force an image reload. That's probably not even how it works, though.
There is a feature that allows you to use music.ini and sound.ini on a per level/world basis. I think it would be good to have other configurations work this way. For instance, if you want to change a BGO's sorting array priority in SMBX (or even, possibly, the size), you could just add a BGO.ini in...
I tried to change a BGO's size so it would be bigger using LunaLua, but it doesn't really work. It only changes the physical size, not the image size. Is there a way to change the image size, or is this not yet implemented? One other thing: For some reason, the Layer:show and Layer:hide functions do...
I know how to do this. I have something very similar in my episode. The problem is, it's a bit too complicated for me to make a coherent tutorial about. Do you have any experience with coding in Lua?
It just isn't displayed. I set it up to display the message "Missing image file" if the object is nil, and this message doesn't appear when the images aren't working, so it must be loaded into the memory and just not displaying.