Ideas & Suggestions for future versions of PGE

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What do you think of these suggestions?

They are perfect addition for this Engine.
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73%
They are not bad, could think of some others.
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Natsu, h2643, EXEcutor-The-Bat, Alucard, Josh16, ellingtonisland, lighthouse64, Saronin, Edward Elric, SamuelNM2, Sammzy, Coolio__, GianaSistersfan64
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I disagree with some of them (specify).
2
tb1024, Infobox
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I don't like them at all (specify).
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Total voters: 52
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Post #141by Kevsoft » 23 Aug 2014, 23:05

tb1024 wrote:So if you port Qt to Android rather than porting the application... wow.
btw Android isn't a Linux distro and binary compatibility with Linux isn't guaranteed.
I think you didn't understand that qt is already ported by the Qt team, huh :P?
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Post #142by tb1024 » 24 Aug 2014, 2:32

Oh sorry...
So why isn't it possible to build it directly to Android (even in a touchscreen-unfriendly state)?
EDIT:
When starting the main engine, I can help you writing the main NPC algorithms in Lua.

I suggest placing the main NPC algorithms here:
engine folder data folder\algorithm\

and name then:
npc-1.lua
npc-2.lua
npc-3.lua...
and goes on.
Do you want fries with that?
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Mal posso esperar para a versão final da engine de Wolhstand!
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I can't wait for Wohlstand's Engine final version :D

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Post #143by Kevsoft » 24 Aug 2014, 9:11

tb1024 wrote:Oh sorry...
So why isn't it possible to build it directly to Android (even in a touchscreen-unfriendly state)?

The problem is the ui! I could do that, but then the mobile device is too full with toolbars. Also don't forget that andriod doesn't support windows [Not the OS]. So you see where I am coming from. We might can copy the most of the core, but the ui has to be full rewritten!
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Post #144by Wohlstand » 24 Aug 2014, 10:44

tb1024 wrote:When starting the main engine, I can help you writing the main NPC algorithms in Lua.

I suggest placing the main NPC algorithms here:
engine folder data folder\algorithm\
I will make better:
data folder/algorithms.ini

Code: Select all

[main]
default-algorithm=_global.lua ; <- this algorithm applying to all NPC's for define basics of all NPC's totally

[algorithms]
npc-1=goomba.lua
npc-2=goomba.lua
npc-3=paragoomba1.lua  ; <- little jump paragoomba
npc-3-params=[transform-to=1] ; <- define some values for algorithm
...
npc-167=paragoomba1.lua    ; <- paragaloompa using same algorithm too
npc-167-params=[transform-to=165]
...
npc-244=parakoopa.lua    ;<- parakoopa's configurable algorithm
npc-244-params=[transform-to=1]
...

Where transform-to - is a internally predefined algorithm's variable which accepting by them. Inside one algorithm you can define any variables for accept values

and in the data folder/algorithms/
_global.lua
goomba.lua
koopa.lua
koopashell.lua
parakoopa.lua
paragoomba1.lua
...

This is a global config.

But for level specific LUAs will be npc-4.lua, npc-5.lua defaultly, but you will can redefine them in the npc-*.txt:
algorithm="My MegaNPC.lua"
algorithm-params=[transform-to=7];

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Post #145by Meowflash » 24 Aug 2014, 12:00

What about an NSMB tab, a Mario Forever tab, a Dragon Coin System similar to the Star System, online multiplayer off the editor, .ogg support, .mpc support, time limits, Fuzzies from YI, custom cheat codes, level gimmicks, world map gimmicks, Mystery Box challenges and Nabbit challenges?

Sorry if going too fast.

I think that engine would be very good. Would you like my story/project idea as a 2nd default episode? SMBX 1.3.0.1. has 2 default episodes.

I'd like to see a 3DS homebrew and a PSVita homebrew of the engine.

Oh. And I'd like to have The Kid from IWBTG as a playable character.

This engine will be a very terrific engine.

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Post #146by Wohlstand » 24 Aug 2014, 12:37

Meowflash wrote:NSMB tab, a Mario Forever tab
Meowflash wrote:Fuzzies from YI
These will be in the "SMBX Extended" config pack.

Meowflash wrote:.ogg support
Already implemented in the editor (and will be in the engine part)

Meowflash wrote:custom cheat codes
All cheats will be created from scratch, and you will can enter them only from the editor's developing console, but never from game mode (run game directly without debug mode with editor). Also in the player's LUA i think, will make possible to define special cheats for edit physics

Meowflash wrote:I think that engine would be very good. Would you like my story/project idea as a 2nd default episode? SMBX 1.3.0.1. has 2 default episodes.
I will take any episodes, and they will be available for dowload, but episodes which will be included as default I will be selected by poll. Two best episodes will be included into installer as "default"/"example" episodes of config packs.

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Post #147by DeuxEx » 24 Aug 2014, 15:46

I would like to understand one thing SMBX will be extended an expansion of the game itself then not compatible with SMBX or a version that saràcompatibile with Smbx?
And do you think that could be the new products in this espansion?
With this extension the mod will be possible? and customizing?

Added after 6 minutes 30 seconds:
in the game you will have a structure that will allow both:
Games like super smash bros
and RPG (example zelda mario and luigi and so on)
character customization?

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Post #148by Wohlstand » 24 Aug 2014, 18:19

ImperatoreXx wrote:I would like to understand one thing SMBX will be extended an expansion of the game itself then not compatible with SMBX or a version that saràcompatibile with Smbx?
See: in the SMBX/PGE will have two available configs:
compatible with SMBX, calling as "SMBX 1.3"
non compatible with SMBX, calling as "SMBX Extended", it will be used only in the PGE, and will have more features and old features will have fixes

ImperatoreXx wrote:Games like super smash bros
At first, engine will have platformer base, I.e. 2d. SMBX have own battle game, but in the PGE I think, this mode deserves the bigger, and fight-mode, I think, I will make as config add-on for SMBX 1.3 and for SMBX Extended, and first time the net play ("online" game must have own dedicated public server, if we, users, opening temp-servers for play among themselves, this is always net play, because we connecting by peer2peer) will be available only for fights without NPC's before I make the global NPC's control sync strategy, because will be a lot of network traffic if in one room more than two players.

ImperatoreXx wrote:and RPG (example zelda mario and luigi and so on)
character customization?
All playable characters will be programmed in the lua like NPC's, but main prams will be a physics, states, skills, etc. For RPG games will be possible use variable skills. The main RPG's thing is a possible to improve and configure your character while game is processing. And, 2D RPG's will be possible ;-)

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Post #149by Meowflash » 24 Aug 2014, 21:00

The engine will be an engine for more than one genre?

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Post #150by DeuxEx » 24 Aug 2014, 23:14

then as the visual rpg 2d! ES and zelda classic view from the top! For the enemies rpg will be done or will be a piao included?
You and those who work there think those kinds that can stand this new engine SMBX EXTENDED?
es. rpg game cosi?
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Post #151by tb1024 » 25 Aug 2014, 0:55

ImperatoreXx wrote:then as the visual rpg 2d! ES and zelda classic view from the top! For the enemies rpg will be done or will be a piao included?
You and those who work there think those kinds that can stand this new engine SMBX EXTENDED?
es. rpg game cosi?
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I think you will be able to do it if you manage to reprogram everything from the player to all npcs. Without that, you will be only able to make a side-scrolling RPG.
Do you want fries with that?
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Mal posso esperar para a versão final da engine de Wolhstand!
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I can't wait for Wohlstand's Engine final version :D

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Post #152by Wohlstand » 25 Aug 2014, 1:12

ImperatoreXx, If you looking for Zelda-like RPG engine, you can look to the solarus ;-)
The main basis of engine - is a platform games. But wait..., world map - is a top-viewing space :biggrin:. You can make similar "RPG" game with world map manipulating: You need only one "path" item and transparency sprite for them. Simply fill huge space, and for you available a big area for your movements. Don't forgot, the "path" is only picture, and playable character can move between paths even if imaged "not connected", but nearly.

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Post #153by Meowflash » 25 Aug 2014, 19:15

How about minigames? Return To Yoshi's Island and SMB3 have minigames!

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Post #154by tb1024 » 26 Aug 2014, 1:57

The scripting engine will be able to do it.

EDIT: I think we should make the engine extensible enough to get about any platformer game being possible on it instead of a Mario-clone engine.
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Mal posso esperar para a versão final da engine de Wolhstand!
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I can't wait for Wohlstand's Engine final version :D

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Post #155by Kevsoft » 26 Aug 2014, 10:08

tb1024 wrote:EDIT: I think we should make the engine extensible enough to get about any platformer game being possible on it instead of a Mario-clone engine.

That's the point of the engine: To be NOT a direct mario clone!
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Post #156by DeuxEx » 26 Aug 2014, 13:01

:stop: Look out! this engine and the game should not be a clone, because it would do the same in order to SMBX.
One might ask: Why? I answer, because if the engine does not allow to do anything else besides mario, you could not develop the imagination of the creators, so it would be too tied to the stories of Mario.
It would be good to do so, to have stories not only with mario but also with other characters not only nintendo!

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Post #157by Meowflash » 26 Aug 2014, 19:11

You could put easter eggs in the editor, the engine and also the title screen!

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Post #158by Wohlstand » 26 Aug 2014, 21:56

Meowflash wrote:You could put easter eggs in the editor, the engine and also the title screen!
Easter eggs in the source code! :biggrin:
https://github.com/Wohlhabend-Networks/PlatGEnWoh ... 24a6c66921d19054b7619d710fR392

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Post #159by tb1024 » 26 Aug 2014, 22:18

Wow, Wowstand (ba dum tss).
I think playable a should be treated as NPCs by the engine. So we can customize it in a way as powerful as customizing NPCs and this will save tons of code.
For example, we can reprogram "Anthony" into "Sonic" like if reprogramming a Goomba to a hammer Goomba.
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Mal posso esperar para a versão final da engine de Wolhstand!
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I can't wait for Wohlstand's Engine final version :D

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Post #160by Wohlstand » 26 Aug 2014, 22:32

tb1024 wrote:I think playable a should be treated as NPCs by the engine.
While I will build engine part, playable characters will be programmable. In the main.ini of config pack always listed character's list, and you can modify them. Physics of player will be programmable too


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