Posts by Wohlstand

by Wohlstand
21 Apr 2016, 15:32
Forum: Super Mario Bros. X by 38A (SMBX-38A)
Topic: [Released] Super Mario Bros. X by 38A v. 1.4.5 - Patch 31.1
Replies: 1010
Views: 1033655
  • 1

Re: [Released] Super Mario Bros. X by 38A v. 1.4.5 - Patch 31.1

Okay, I'll update all links, sorry, I was busy with a works
EDIT: Main and Yandex mirrorrs are been updated!
by Wohlstand
21 Apr 2016, 14:41
Forum: Forum Games
Topic: Kill the Beetle!
Replies: 220
Views: 30829

Re: Kill the Beetle!

Beetle still alive some number of days, but before die, it lays million eggs. Out of eggs appears mutating beetles which are immune to that type of insecticide. I collected all of those beetles and unhatched eggs into hermetic barrel and threw into middle stage of rocket which preparing to be launch...
by Wohlstand
21 Apr 2016, 14:34
Forum: Forum Games
Topic: The "Extreme" Forum Counting Game
Replies: 812
Views: 69886

Re: The "Extreme" Forum Counting Game

2
by Wohlstand
19 Apr 2016, 22:15
Forum: Troubleshooting
Topic: Ideas & Suggestions for future versions of PGE
Replies: 404
Views: 99840

Re: Ideas & Suggestions for future versions of PGE

Something for the SMBX Extended pack: I edited together some new mushroom blocks. :3 http://i.imgur.com/fpkOQzw.png Then I recolored them a lot. :D http://i.imgur.com/Kw52VyY.png I just implemented this: ColorMushrooms.zip To preview this, just run a test of this level in the PGE Engine as-is I use...
by Wohlstand
19 Apr 2016, 19:15
Forum: Troubleshooting
Topic: Ideas & Suggestions for future versions of PGE
Replies: 404
Views: 99840

Re: Ideas & Suggestions for future versions of PGE

So, is possible to make all of them as ribbon of frames and then in LUA-script on first initialization set one of those frames randomly (at initialization [since level started or NPC just spawned/transformed from other], on activation since NPC appears on player's vision), even I can try to make a s...
by Wohlstand
18 Apr 2016, 19:00
Forum: Troubleshooting
Topic: Ideas & Suggestions for future versions of PGE
Replies: 404
Views: 99840

Re: Ideas & Suggestions for future versions of PGE

I think, here are some binary data under base64, therefore I need to research something in hex editor afted decoding to hack SMBX-38A sav file
by Wohlstand
18 Apr 2016, 17:23
Forum: Troubleshooting
Topic: Ideas & Suggestions for future versions of PGE
Replies: 404
Views: 99840

Re: Ideas & Suggestions for future versions of PGE

You still open SMBX 1.3 sav file, if you trying to open really 38A-SAV file, you will get this:
Image
by Wohlstand
17 Apr 2016, 23:13
Forum: Troubleshooting
Topic: Ideas & Suggestions for future versions of PGE
Replies: 404
Views: 99840

Re: Ideas & Suggestions for future versions of PGE

Well, technically you can view save file statistics in PGE Editor, but I think it's not possible to edit it there just to prevent cheating (although you still can use notepad to do that). Are you mean editing of raw data? He probably meant these sav files. I mean the *.sav-Files. But i would like t...
by Wohlstand
17 Apr 2016, 18:12
Forum: Troubleshooting
Topic: Ideas & Suggestions for future versions of PGE
Replies: 404
Views: 99840

Re: Ideas & Suggestions for future versions of PGE

Whats about an Save-File-Editor? Are you mean editing of raw data? (or build a tree from data in the file to edit that manually) EDIT: Oh, Save-Game file editing is not included, because how h2643 told below, to avoid cheating against game save files, however you still use SMBX64-SAV specification ...
by Wohlstand
17 Apr 2016, 13:58
Forum: Engine Development
Topic: Translating Moondust Project into other languages
Replies: 70
Views: 20103

Re: Translating Moondust Project into other languages

Small news for translators!
PGE Engine now is translatable (menu items, standard info/error messages, etc.), so, you also can translate them too, and don't worry if config pack has no font map with some needed characters, TTF font will generate them to show ;-)
by Wohlstand
15 Apr 2016, 22:01
Forum: Moondust Project
Topic: Player transorming animation, NPC Physics and Moving layers
Replies: 3
Views: 3327

Re: Player transorming animation, NPC Physics and Moving layers

I'd like it to be like in modern Mario games, so I voted for the first option. Third option doesn't sound bad too actually. Why in multiplayer I must don't stop physics? I don't think is convenient to be temporary frozen (that must be result of a weapon in fight game!) while others are can act, or ...
by Wohlstand
15 Apr 2016, 21:39
Forum: Moondust Project
Topic: Player transorming animation, NPC Physics and Moving layers
Replies: 3
Views: 3327

Player transorming animation, NPC Physics and Moving layers

https://www.youtube.com/watch?v=m3ct1IzsSLc It's a small test of the power-up getting and result in the environment. Currently: in the SMBX Engine: - Transforming animation pauses player's physics and layer moving processing, but all NPC's are still move with their speeds. In the PGE Engine: - Tran...
by Wohlstand
9 Apr 2016, 22:10
Forum: Sandbox
Topic: West Point Bridge
Replies: 5
Views: 2784

Re: West Point Bridge

Yoshi021 wrote:Oh well, but is PGE based on a certain program?
No, PGE Editor made from scratch and projected from a thinks
You even can look some first screenshots of early versions here: http://wohlsoft.ru/pgewiki/PGE_Editor#History
by Wohlstand
9 Apr 2016, 21:39
Forum: Sandbox
Topic: West Point Bridge
Replies: 5
Views: 2784

Re: West Point Bridge

Nice program, but I see that first time ;-)
Most of modern editing programs are has icons for functions on toolbar, also tip-of-day thing suggested me to avoid some repeating dumb questions.
by Wohlstand
8 Apr 2016, 12:49
Forum: Engine Development
Topic: Old development news thread
Replies: 255
Views: 522180
  • 2

New update!

NEW UPDATE! PGE Editor v0.3.1.10 and PGE Engine 0.2.5.1-alpha Sorry for taking too long for a new update :P This update contains internal optimizations and very important improvements and bug fixes. Direct level testing in the SMBX Engine from PGE Editor is finally possible without pre-launching th...
by Wohlstand
8 Apr 2016, 9:32
Forum: Troubleshooting
Topic: [Fixed] (Mac) When I try to open or test something in the engine...
Replies: 16
Views: 4135

Re: [Fixed] (Mac) When I try to open or test something in the engine...

GOOD NEWS! I finally implemented ability to use OpenGL 2 as backup render module, therefore on old video cards (which are has no OpenGL 3 and even has no support of non-pow-of-two textures!), and I finally fixed running on OS X (currently with OpenGL 2 usage, but I need to work more to resolve comp...
by Wohlstand
8 Apr 2016, 1:13
Forum: Troubleshooting
Topic: [SOLVED] Why OpenGL 3?
Replies: 6
Views: 2583

Re: [SOLVED] Why OpenGL 3?

I finally made experimental ability to use OpenGL 2 when OpenGL 3 fails to load: https://github.com/Wohlhabend-Networks/PGE-Project/commit/0d2eeee4fdf6c40b091759664108c8e54648b81e You can try to download experimental build from laboratory when it will be built ;-) Same change must also fix starting ...
by Wohlstand
7 Apr 2016, 21:03
Forum: Troubleshooting
Topic: [SOLVED] Why OpenGL 3?
Replies: 6
Views: 2583

Re: [SOLVED] Why OpenGL 3?

Sorry for this inconvenience, but don't worry: recently I made modules system to allow customizing of the render modules, so, next update I'll fix that and you (and other sad people with old video card) are will be able to play PGE Engine again. Also this system will allow play PGE Engine on OpenGL-...
by Wohlstand
7 Apr 2016, 11:35
Forum: Troubleshooting
Topic: Bug: Custom Mask for BGO-1 Doesn't Load
Replies: 8
Views: 2546

Re: Bug: Custom Mask for BGO-1 Doesn't Load

My tests are done in Windows XP, Windows 7, Linux Mint 17.3, Mac OS X 10.9.5. Everything works fine. About Windows 10: I heard that Win10 got some junk updates and most of apps are works buggy even there are worked fine before that. Does that happens only with BGO-1 and BGO-2 with same sprite will w...
by Wohlstand
6 Apr 2016, 23:10
Forum: Troubleshooting
Topic: Ideas & Suggestions for future versions of PGE
Replies: 404
Views: 99840

Re: Ideas & Suggestions for future versions of PGE

So, you want to crop size of bigger texture without reserving another blocks for a "smaller" versions. I understood you and I think, I even allow expanding (to don't flood with ton of blocks while is possible to use one which will will be render texture in tiled mode). So, instead of size ...

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