Hello! Small news for everyone: Some weeks ago I have set up the WebLate platform which a system to work with translations. That means, everyone can contribute translations for PGE components easily and with less effort! Here is a profile of PGE Project on WebLate: https://hosted.weblate.org/project...
Here it's a discussion and news related to the development process of the Moondust Project (formerly known as PGE Project) and related things and projects. ----> All stable releases available on the MAIN PAGE <---- But If you looking for the freshest builds for alpha/beta testing, welcome to laborat...
After play this game, i noticed a weird. Some thing in my music folder in now Cat Icons, and activates Command Hacker Prompt. I am scared the Windows is hacked :cry: Nothing hacked, you have just been confused because you didn't readed a text prompted in a command line when you launched a file asso...
I got this response on the smbx forums, but I'm not very proficient in lua. Do you know how this would be written out in code? In SMBX2 it's impossible without code yet. Right now PGE Engine is only allows you to declare new switches without code: with few settings of INI files. Anyway, don't worry...
For PGE Engine (out of SMBX2) - easy: make three blocks (switch itself, closed and open state blocks) and mark each of block to have switch-id 5, and they should work
Invisible Solid (Block-1006).png Star Sanctuary.lvlx Not invisible by default.png You have confused just now: - The "invisible in game" meant that block itself still be visible, but didn't rendered. Exported doesn't affects these blocks as these blocks are represented as visible solid blo...
That IS the exported image. I just took a screenshot afterward to show the settings I used but that image was opened in MS Paint with the options pasted on to show what I selected. The 'hide invisible blocks' option doesn't seem to apply to those new invisible blocks. The question is: did you set t...
Width & Length? Aren't those the same thing? Which one is Height? Both meaning same, yeah, I have just phrazed not so accurate. But, speaking about height, it's also suggested to keep height bigger than screen size. The only exception is SMB3 hills/planes where you are required to use a fixed h...
The background2 image is in png format instead of gif. Could that be part of the problem? Since MAGLX3 and PAL it's no more a problem. It's no matter which PNG or GIF. It's matter the width of picture: it shouldn't have width less than 800 and it shouldn't have a length less than 600 (except of SMB...
I see here is a strong memory leak of the game happens which fills memory up to 1GB+ and crash happens once it reaches the maximum. I did a research, and the blame on your custom "background2-5.png" which has a width smaller than a screen size (I.e. it MUST be 800 pixels or wider). It's pr...
You had a pretty outdated Editor which HAD some bugs I have fixed since a time, so, now you have latest which is more stable. Anyway, I am open for any reports of bugs and glitches ;-) P.S. Most recent Editor has two stability increasing features: - LunaTester was reworked to be a separated `LunaLoa...
Here it is. I'm curious as to how it got so big when its not that big of a level. I see, the layer name of some object got paranormal "Start &&&&&&&&&&&&...." name which gave you 120+ MB of file size, so, I should research this crap to avoid...
Just downloaded the newest one & it still crashes while loading my level. It still sucks!.png I know why: - please give me your level file (file only, no need music or sound, if it's something private, PM it to me), looks like your level is damaged and gives ton of data :comando: Some other guy...
You are using very old version of Editor, please download latest from Laboratory which has 0.3.2-dev and check, does it crashing or not. I have fixed several crashed since that version you have. If it still crash, please tell me what are you doing to cause this crash? I'll be able to fix it if I'll ...
Please try to run update of PGE toolchain first: - Recently I have fixed some crashes related to quiting from Editor after LunaTester use - I have added proper support for 38A's 1.4.5 files are now opening, however, the saving is still be compatible with 38A v1.4.4 (I plan to make a choice for what ...
Netplay is already planned for PGE Engine, it needs a better strategy of workflow. What about Editor, it's also the plan for collaboration support to allow working with same level/worldmap together via network. However, right now I should restructure internals of Editor to make them work more stable...
Another note: anyone who had distorted SPC playback with latest MixerX, I have fixed my fix that wasn't worked because of a silly mistake in the code which I have corrected, and now it works!
Little announcement! Recently I have found several bugs in MixerX library (SDL2MixerVB.dll) which may cause distorted playback of HES music files (PC Engine chiptunes) or lack of loop of other chiptunes. Also, I have fixed the reason of lag on some machines: the reason was because of WASAPI backend...