Engine/Editor Screenshots Thread

Description: General discussion regarding the current engine development.
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Post #41by h2643 » 3 Sep 2014, 0:05

Well, the new beta is almost ready, we only need to fix and add some stuff... that shouldn't take a while.
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Post #42by Mikepjr » 3 Sep 2014, 2:31

I'm really loving the no collision thing.
I hate that in SMBX, you can't overlap objects creating complex foregrounds like you should be able to, like if you want a HUGE bush by way of overlaying bushes to make a large looking one.(SMB3 bushes not SMW)

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Post #43by Tinkerbell » 7 Sep 2014, 16:43

Yeah i can see this one here will make a very good use.
It's much easier to keep an eye on custom npcs and stuff.
Example: The Nightwalkers which are the main enemies in my episode.
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Post #44by tb1024 » 8 Sep 2014, 22:29

My shiny-new build of PGE in my shiny-new Ubuntu.
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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 #45by Wohlstand » 13 Sep 2014, 0:00

Native Z-Index with LVLX file format
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Instead of using sorting priority, you can use native Z-Index which is already supported by PGE.
You have a possible switch displaying mode between 4 layers mode and you can correct the position by variable Z-Offset.

Here you can see all the reserved Z-Layers for level objects:
Spoiler
Image
This gimmick is only available in PGE and is not supported by SMBX. I.e. when you try to save a file in the SMBX format, you will lose these settings, and BGOs will be displayed by their internal position.

Note for laboratory build:
The current build is NOT done, you CAN save your file into LVLX format, but when you will load them, they will not load the NPC's, Warps, Physic environments and events. I have not done the storing of these parts. When I will finish those parts, LVLX files should be loaded correctly in the editor.

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Post #46by Christian07 » 13 Sep 2014, 19:02

Spoiler
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Yeah, a bug. It's normal if I open it with SMBX tough.

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Post #47by Wohlstand » 13 Sep 2014, 19:20

Christian07 wrote:Yeah, a bug. It's normal if I open it with SMBX tough.
He-he, you have lazily-made masks :biggrin:
Run LazyFix tool to your level dir and reopen ;-)
About bug and how to fix:
http://help.wohlsoft.ru/tools/console_tools_lazyfixtool.html

But I recommend to send me level and I can check and fix bug if it is editor's

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Post #48by Wohlstand » 15 Sep 2014, 13:52

Just Improved the SMBX LVL file parser:
I fixed an interesting bug which appeared when trying to open old SMBX files like "The Invasion" episode:
Some includes appearing as coins, but it is wrong. (SMBX18 (1.1.1) reading ALL included block as coins and thus bug partially fixed in the SMBX64, but the bug still exist in SMBX)
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With this update you can CORRECTLY import "The Invasion" and Redigit's other episodes into PGE or into SMBX 1.3 without the wrong data.

A comparison between SMBX and PGE while opening one of the levels from "The Invasion":
Spoiler
Via SMBX 1.3:
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Via PGE 0.2.0.1-dev:
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Post #49by Wohlstand » 17 Sep 2014, 18:45

Experiments with smart aligning to grid algorithm

Here is old algorithm which align each item by it's grid size:
(result can be wrong and doesn't similar to original)
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Here is new smart algorithm which align one of items which have largest grid size and move other items by distance which was passed by aligned item, and you will see correct aligning of selected items group:
(result is equal to original)
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Semi-transparent paths view for world maps

Post #50by Wohlstand » 23 Sep 2014, 19:34

Here is a special thing which will make all paths is semi-transparent!
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You can use this feature together with "Lock all paths" flag to edit sceneries more convenient:
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Added after 8 minutes 1 second:
Also little things by Kevsoft
Tileset editor was expanded: you have maximum 20x20 slots for your tiles!
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And search filter for custom tilesets:
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Added after 21 minutes 54 seconds:
Also I forgot say about collision check update:

This is a little update, but it fixing the serious issues:

Collision check will work quickly even if you was moved big item group.
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But when one of collisions passed, will be returned back whole selected group instead each collided items of group which perverts any junk between items
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Square fill is working quickly:
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Image

And also copy-pasting bug has been fixed:
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Engine development screens

Post #51by Wohlstand » 24 Oct 2014, 16:38

Before I will put the first alpha into our laboratory, I will show some screens of our developing engine:

True alpha-channel, you can use true semi-transparency / opacity effect without any glitches!
Spoiler
Image

Smart background render: if you put too small background image, in PGE it will fill empty space with upper pixel color:
This feature also fixing too high "SMB3 blocks" and "SMB3 hills" backgrounds with clouds in top
Spoiler
PGE:
Image

SMBX:
Image


Also, sizable blocks can be any size and no necessary to set size to multiple 32 pixels unlike SMBX:
Spoiler
PGE using smart sizable blocks render algorithm: this giving able to draw sizable blocks of any size without restrinctions
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SMBX requires the multiple 32 for width and height of sizable blocks: if you will violate this rule, glitches will appear:
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Post #52by h2643 » 26 Oct 2014, 23:42

Testing some random level with PGE Engine:
Spoiler
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Post #53by Veudekato » 27 Oct 2014, 10:14

h2643, what happened with mushroom?
Level from my video in engine
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My channel (PlatGEnWohl news and tutorials , smbx tests):
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Post #54by Wohlstand » 27 Oct 2014, 12:05

h2643, tiny bug with texture pointers: one piece of mushroom trunk was swap texture between neighbor bush :biggrin: But object's sizes are correct

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Post #55by Wohlstand » 31 Oct 2014, 2:22

phpBB [youtube]

Original link: http://www.youtube.com/watch?v=KwLKwL5Gyfo


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Post #56by Squishy Rex » 31 Oct 2014, 5:15

That is so cool, it gives so much more depth to the level. It feels like the background is paralax scrolling properly now.
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Post #57by CaptainSwag101 » 31 Oct 2014, 7:00

Wait, how does this even work, like getting partially obscured background layers from the image? Will this be possible with all of the backgrounds, even custom ones?
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Post #58by Wohlstand » 31 Oct 2014, 8:16

CaptainSwag101 wrote:Wait, how does this even work, like getting partially obscured background layers from the image? Will this be possible with all of the backgrounds, even custom ones?
Yes, this is a two images which making composite background. Here is same images and piece of lvl_bkgrd.ini of config pack which I set globally:
http://wohlsoft.ru/docs/_files_for_posts/Engine/smb3_dungeon.zip
to customize you will need pu images with same names and in PNG format without masks. Later I will add background2-*.txt config and you can define same parallax without edits of global ini config.

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Post #59by Sambo » 2 Nov 2014, 2:02

Will you be able to have more than 2 layers that scroll like this?
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Current Project:
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Post #60by Wohlstand » 2 Nov 2014, 10:03

Sambo wrote:Will you be able to have more than 2 layers that scroll like this?
Yes, I plan to implement multi-layering system which will allow more interesting background compositions


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