Engine/Editor Screenshots Thread

Description: General discussion regarding the current engine development.
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Wohlstand M
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Post #81by Wohlstand » 28 Dec 2014, 2:20

Experimental flip of whole section:
(Sorry, before I will make default rotation rules table, items will not be transformed to similar but rotated/opposite items):
Before flip
Image

After Horizontal flip
Image

After Vertical flip
Image

P.S. To make able flip and rotate customized items, I was made the "rotation_table.ini" file which you can put in your level/world folder to get able append your own or overwrite exists rotation rules (specification is here: http://wohlsoft.ru/pgewiki/Game_Configurati ... _References#rotation_table.ini)

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Post #82by Veudekato » 28 Dec 2014, 13:15

Okey, ill make a horror - weird styled castle level. Maybe this will make something new with level

'P.S. To make able flip and rotate customized items, I was made the "rotation_table.ini" file which you can put in your level/world folder to get able append your own or overwrite exists rotation rules (specification is here: http://wohlsoft.ru/pgewiki/Game_Configurati ... _References#rotation_table.ini )'


Ah you tell me about that , but i think something wrong with my editor, Thanks
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Post #83by Alucard » 28 Dec 2014, 13:48

Veudekato wrote:by Veudekato » 32 minutes ago
Okey, ill make a horror - weird styled castle level. Maybe this will make something new with level
Or inverted castle, ala Castlevania: Symphony of the Night.

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Post #84by Wohlstand » 29 Dec 2014, 1:32

Animated Splash logos system

Now you can add any additional animated images into your splash logo of the PGE Editor:

Image

Image

Image

Image

Reference in the bottom of main.ini
http://wohlsoft.ru/pgewiki/Game_Configuration_Pack_References#main.ini

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Post #85by Mikepjr » 18 Jan 2015, 13:11

I'm sorta curious where the engine is at the moment.
Anything new that can be reported?
Maybe a rough percentage of what's left?

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Post #86by Wohlstand » 18 Jan 2015, 13:20

Mikepjr wrote:I'm sorta curious where the engine is at the moment.
Anything new that can be reported?
Maybe a rough percentage of what's left?
Sorry, because I had exams I was busy, also I took a big debug work with editor. By anyway I should focus to engine development, it is most important part for project

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Post #87by Wohlstand » 20 Jan 2015, 16:17

Minor GUI things in the editor:
(Thanks to Kevsoft for info about QtWinExtras!)

There are Windows Specific design things which will work only on Windows 7 (on Windows 8 glass effect disabled by default but you have able to enable it back):
On other platforms like Linux or Mac OS X will be another things ;)

Updated configuration selection dialog:
Now we have able to define description for each config pack, but don't worry, description thing is independent from glass effects of Windows 7 ;-)
Image
with it I just got idea for launcher dialog where instead of annoncments page will be game selection menu in the engine where you can play games of difference configuration packs.

Glass about dialog:
Image

Configuration status dialog:
Image

Application settings dialog:
Image

Semi-transparent development console:
Image

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Post #88by Mikepjr » 23 Jan 2015, 14:16

Nice stuff! ^_^
Glad to see things coming along..
Also sorry, did not realize you been busy with classes... forgive me.

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Post #89by Wohlstand » 23 Jan 2015, 14:21

Mikepjr wrote:Nice stuff! ^_^
Glad to see things coming along..
Also sorry, did not realize you been busy with classes... forgive me.
Thanks :)
Also implemented a title screen:

Image
For each config pack it can be unique. You have able to put any animated and non-animated additional images, just use the engine.ini file. If you wasn't define it, don't worry, you will see cat image in center of screen instead. Unlike SMBX, this title screen can be skipped by any-key hit, because PGE Engine loads data faster and smarter: it doesn't load everything, it loading the requested for usage data only. Just a dynamic data loading.

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Post #90by Wohlstand » 25 Jan 2015, 2:30

Image

Image

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Post #91by 4matsy » 25 Jan 2015, 8:30

Wohlstand wrote:*language select menu shot*

I can't even read what's in the real meat of this screenshot (I can read the window's title bar since it's in English, but that doesn't really count, does it? :p), but I can nevertheless tell that this shot's showing something awesome, anyway. :D

So, will the selected language apply to just system messages and the like, or will it also extend to the actual game made with the engine?

Wohlstand wrote:*message box/NPCs shot*

Looking good so far. :3

I'm guessing the NPCs haven't had all their functionality (movement, collision, other interactivity) finished yet.
:D

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Post #92by Wohlstand » 25 Jan 2015, 11:16

4matsy wrote:I can't even read what's in the real meat of this screenshot (I can read the window's title bar since it's in English, but that doesn't really count, does it? :p), but I can nevertheless tell that this shot's showing something awesome, anyway. :D

So, will the selected language apply to just system messages and the like, or will it also extend to the actual game made with the engine?
I uses TTF font instead of SMBX's rasters because TTF font providing full Unicode table. Anyway I will implement translator to translate default messages and labels in the engine. PGE Is multi-language project ;-) With Unicode support now everybody have a freedom to writing in any languages without limits


Also, i 's my "Dummy and big menu" where I tested printing of random text pieces:
Image

Image

Image

4matsy wrote:Looking good so far. :3

I'm guessing the NPCs haven't had all their functionality (movement, collision, other interactivity) finished yet.

NPC isn't implemented yet, but this message box appears when you press Enter key in level testing mode:
Just a test with difference config packs:

Image

Image

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Post #93by Mikepjr » 25 Jan 2015, 18:27

I just thought of something, SMBX does not have transition effects like after warping or entering levels.. any way to add some sort of transitions, even if it's just fade to black and fade from black?

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Post #94by Wohlstand » 25 Jan 2015, 22:11

Mikepjr wrote:I just thought of something, SMBX does not have transition effects like after warping or entering levels.. any way to add some sort of transitions, even if it's just fade to black and fade from black?
SMBX never had fading effect with entering/exeting from level and on warping. This effect was even on NES: SMB3 had it, SNES too: SMB All Stars, SMW, etc. SMBX never had warp effects.
Also message boxes are fading too:
phpBB [youtube]

Original link: http://www.youtube.com/watch?v=ljgzjB7Kq3I


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Post #95by Squishy Rex » 26 Jan 2015, 14:35

Those transition effects would be great for most instant warps. I made a pipe cannon level in SMBX and the direct transition of the instant warps from section to section just don't look great. The fade effects you've added so far just make it look that bit more professional. Nice work!
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Post #96by Mikepjr » 27 Jan 2015, 13:57

Wait, their ARE fade effects?
And i realize SMBX does not have them.
I'm asking if PGE will.
By the way, what is that big black box for? It's just a big black box for me, for some odd reason.
Never mind, found it on youtube, was a new video.

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Post #97by Wohlstand » 31 Jan 2015, 18:18

Little set of title screens on difference config packs:

Image

Image

Image

Image

Image

Later will be implemented:
- Credits screen and game over screen which will use scene programmed in LUA. This will be more flexible with more interactions.
- World map player which will have a walkable world map with ability to play episodes (even with WIP level player).

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Post #98by h2643 » 31 Jan 2015, 18:25

Those title screens are pretty awesome, I like the font aswell. Oh, I think it would be nice if you could add to the "PGE" title screen our main website! Just a random idea I thought about.
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Post #99by Veudekato » 1 Feb 2015, 13:31

Yes,this is feature to make your own load screen. H2643,what you meaning? banners? Smbx.org will not add us
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Post #100by h2643 » 1 Feb 2015, 16:31

Um, no. I meant to add our website (http://wohlsoft.ru/) to the bottom of this title screen:
Spoiler
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