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Good idea (better implementation of "swap blocks" in the SMBX, but it will allow find any items and replace settings of them)Sambo wrote:There's a "find" function in the level editor. This is a good feature, but why not add a "replace" function as well?
1) you can edit LVLX-file via notepad and insert between any data sections (XXX - begin of data section which named 'XXX' and XXX_END - end of same data section. Put text between XXX_END and YYY) this text:John Leagsdurg wrote:Hey Wohlstand, i've got a suggestion for the engine and editor, there could be a feature where there's a editor to make a custom HUD with specific elements, like some text, variables, containers, anything you want in the HUD. That would be nice for the engine.
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It erasing when you decreasing size, because you removing no more using cells. But good idea for reserved tiles which should add back when you increase size after decrease.(17:52:08) Elsa: Wohlstand i have suggestions regarding the tileset editor
(17:52:31) Elsa: make the arrow things stay still when you edit the size of the tileset
(17:52:45) Elsa: and also, i tried to type in 20 as the new height of my tileset
(17:53:02) Elsa: and it was 2 for a moment and i lost everything that wasn't on rows 1 and 2
(17:53:25) Elsa: can you please make it so it doesn't erase everything outside the boundaries when you change the size of the tileset
I think they won't do that, unless PGE is going to have its own graphics format.sky2 wrote:Kinda re-digging this whole topic again but I have a one, simple question - when we will start making the whole internal graphics editor thing? I know now the development mainly focuses on the PGE Engine, but having internal GFX editor would be extremely awesome and helpful - it can be even integrated somehow with GIFS2PNG and PNG2GIFS.
He means additional editing tool which helps you draw sprites for game (Like, re-color tool, palette creator which will automatically recolor sprite. You can use this gimmik to make characters of difference colors for each level but using of alone gray-scaled image file, for example; Also saving/loading masked gif format without any troubles with masks). PGE will use .png at first format and masked .gif+m.gif which need to save compatibility with SMBX's episodes.tb1024 wrote:I think they won't do that, unless PGE is going to have its own graphics format.
It will be just an additional charge to Wohlstand. He's probably having a hard time developing its own physics system to perfection, and the engine.
For both: worlds and levels already implemented line tool and square fill tools:Christian07 wrote:Don't know if those are already in the engine, or if this was already suggested, but I'd like the debugger and the fill button in the world map editor.
I think, with Sednaiur's packs I can build SMBXtended faster, I will merge his packs into united configuration package which will contain all in one, and also will contain new NPC's (current will be re-programmed, because have errors and will be extended (like adding new frames for big boo and for SMW-koopas, like rotating animation (left-to-right and back)) )FanofSMBX wrote:In final version could you please make a theme where Sednaiur's SMB3 tiles be able to all be used together(
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