Engine/Editor Screenshots Thread

Description: General discussion regarding the current engine development.
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Post #61by Squishy Rex » 2 Nov 2014, 15:02

It's funny how the objective is to recreate SMBX 1.3 firstly with PGE, however, with all of these small new additions to the engine/editor, by the time it reaches the point of being a "copy" of SMBX, it will far exceed it in pretty much every aspect. Everything that gets added to PGE, whether it be small or big, will prove to be highly useful on its own accord, or that's how I figure it anyway. I can see great things come for PGE, and what we have now is but the beginning of something that will surely take all fan-gamers by storm. PGE will be the new age of fan-gaming, or at least, the best thing since sliced bread!
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Post #62by Wohlstand » 10 Nov 2014, 19:55

I forgot upload this earlier, but will publish now:


How I captured magic paralax coefficients from SMBX's BGs:
0) Before capture, copy source magic BG's to custom directory, expand width to >800 px, draw vertical line at X=800
1) create new level
2) put any blocks at right border of section
3) resize section to larger size
4) set magic BG
5) scroll screen right before that blocks will touch left side of screen
6) voila :biggrin:

Mysic cave
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SMB2 Night Hills
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SMB mushrooms
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SMB Desert
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SMB2 Desert Night
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SMB3 Underwater
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Post #63by Kevsoft » 11 Nov 2014, 18:18

If you ever get a crash again in PGE you will see this window:
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This will help us a lot in the point of bugfixing.
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Post #64by Wohlstand » 12 Nov 2014, 1:32

Added text printing feature into engine
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Later will appear message boxes and menus

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Post #65by elitalianoverde » 12 Nov 2014, 3:42

Wohlstand wrote:Added text printing feature into engine
Image
Later will appear message boxes and menus

You know I never really expressed my thanks about the text in this engine. I REALLY LIKE the ability to finally type special character, special characters as in the accents and language specific characters (e.g. ñ,ß,ø,é,â,ç,í) and now I can type out anything in Russian! :good: (MUAHAHAHAHAHA)
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Post #66by Wohlstand » 12 Nov 2014, 13:26

elitalianoverde wrote:
Wohlstand wrote:Added text printing feature into engine
Image
Later will appear message boxes and menus

You know I never really expressed my thanks about the text in this engine. I REALLY LIKE the ability to finally type special character, special characters as in the accents and language specific characters (e.g. ñ,ß,ø,é,â,ç,í) and now I can type out anything in Russian! :good: (MUAHAHAHAHAHA)
Because I used unicode ttf font unlike ascii which supports english only (SMBX uses ascii raster font) :biggrin:

Added after 8 hours 32 minutes:
First experimental message box:

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Post #67by elitalianoverde » 14 Nov 2014, 0:47

Nice looking box, do we get a choice between stlyes? Like I think that box is SMW (maybe) can we also have the SMB3 styled, SMB2, and GBA Version SMB1?
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Post #68by Wohlstand » 14 Nov 2014, 1:15

elitalianoverde wrote:Nice looking box, do we get a choice between stlyes? Like I think that box is SMW (maybe) can we also have the SMB3 styled, SMB2, and GBA Version SMB1?
Yes, I will make styling of message boxes.
I made this for first tests only and because it simplest (black rectangle + text) also fading effect (open/close with resizing of box). This box can be displayed in many colors (now this message boxes I using for system messages like this)
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Also, I just made screenshot maker by F12 key :cool:
You can get updated engine from laboratory to test them

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Post #69by elitalianoverde » 18 Nov 2014, 13:01

That's so great I just made a level and was looking for how to take a screenie but I guess now i know. I made this level to show, I used SMB3 underground because the SMW Cave backgroung doesn't strecht well and goes grave over most of the top area of the level.
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Cueva de Recuerdos_Section_1.png
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Post #70by Wohlstand » 20 Nov 2014, 2:32

Just a Flood-fill implementation by Kevsoft testing:
(Works for blocks and BGO's with laboratory build of editor at 11/20/2014, 01:49 UTC+3)

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Be careful with BGO: collisions works only between BGOs of same ID.

Also implemented protection (flood process will be aborted after 3 sec. timeout to prevent freeze and memory overflow crash): if you accidental flooded section, you can undo junk and repeat fill after fixing.

Tomorrow I will try to port them into the world map editor. (I think, a lots of people wants a flood-filling feature in the world map editor)

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Post #71by Wohlstand » 22 Nov 2014, 0:49

Auto-increment of special value feature for NPC placing:
phpBB [youtube]

Original link: http://www.youtube.com/watch?v=RAI9W6JjZ5E


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Post #72by Wohlstand » 24 Nov 2014, 20:26

Result of new LazyFix tool 2.0 on the Gravity Falls by ztarwuff

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What was before and what was in the SMBX
Before lazy-fix tool:
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Before with enabled "GFX Fix" flag in "view" menu
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In the SMBX 1.3
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Post #73by Veudekato » 25 Nov 2014, 18:10

Wohlstand wrote:Auto-increment of special value feature for NPC placing:
phpBB [youtube]

Original link: http://www.youtube.com/watch?v=RAI9W6JjZ5E

THats nice function (FEATURED!) but it is not a screenshot.Or we can post videos in this thread?
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Post #74by Wohlstand » 25 Nov 2014, 20:16

Veudekato wrote:THats nice function (FEATURED!) but it is not a screenshot. Or we can post videos in this thread?
Here is a common thread for videos (any tests, demos, just for entertainment or previews, but no tutorials) and screenshots, here Videos are allowed too.

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Post #75by Wohlstand » 26 Nov 2014, 19:09

Quick test of some graphics by Mikepjr /viewtopic.php?f=7&t=230, GLuigiX's power ups (cola, soda, pizza, burger instead of fire flower, ice flower, tanooki suite, mushroom), and Gummy by Squishi Rex: /viewtopic.php?f=7&t=381. With using new graphical base which almost fully replacing copyrighted SMBX's SNES rips with graphics by SilverDeoxys563.
All that I did in the PNG format without using of masked GIF's. (also, I converted SilverDeoxys563's graphic pack into PNG completely)

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Post #76by sky2 » 26 Nov 2014, 22:00

Looks like a SMW Redrawn. I like these graphics even more than normal SMBX, but introducing the palettes system would make them easier to recolor (I think we can post comments on new screenies here, right?)
Poof!

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Post #77by Wohlstand » 26 Nov 2014, 22:43

sky2 wrote:Looks like a SMW Redrawn. I like these graphics even more than normal SMBX, but introducing the palettes system would make them easier to recolor (I think we can post comments on new screenies here, right?)
Yea ;-)
Here is a posting & reviewing of screenshots and videos place ;-)

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Post #78by Squishy Rex » 27 Nov 2014, 7:20

Wow, that looks great so far. It's good to see us finally starting to break away from copyright materials.
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Post #79by Mikepjr » 3 Dec 2014, 1:09

Wohlstand wrote:Quick test of some graphics by Mikepjr /viewtopic.php?f=7&t=230, GLuigiX's power ups (cola, soda, pizza, burger instead of fire flower, ice flower, tanooki suite, mushroom), and Gummy by Squishi Rex: /viewtopic.php?f=7&t=381. With using new graphical base which almost fully replacing copyrighted SMBX's SNES rips with graphics by SilverDeoxys563.
All that I did in the PNG format without using of masked GIF's. (also, I converted SilverDeoxys563's graphic pack into PNG completely)

Image

Image

Image


Ha ha!
I see some tiles i made at work... kinda gives me some OOMPH and makes me wanna make some more stuff.
I just kinda ran out of steam at one point.. and have not felt inspired in awhile... it's sad really..

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Post #80by Wohlstand » 15 Dec 2014, 21:28

Tiny section:
Image

Result:
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Just a new resizing box:
You can escape minimal limits and you can quickly cut part of resizing box by alone click!
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And now you can grab side by any position (you don't need to find side middle on huge recrangle)
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