I think you swapped topics...Posted the vid in Alpha testing thread and the real technical stuff here.Wohlstand wrote:Working switches:
Yea, everybody can set up any new switch blocks with lvl_blocks.ini in config pack
- united switch ID number (in the SMBX 1.3 was made the 1,2,3,4 switch groups)
- 1 block which will be as "button" - block which will cause toggling of switch
- two or more blocks which will transformation into theme-selves when switch was toggled (chain should be connected! for example one of classic switches (red) are blocks 180<->181 which transforms into themeselves. Chain has two blocks, but you can make switch with more blocks. Each block should be transformed into next. If transform ID is wrong (transforms into 0 or into non-switchable block), next toggle will not give effect on this block).
This will be another thing: Each item will have able to connect LUA scripts to their eventstb1024 wrote:I still think we should take a script based perspective. We should be able to program blocks to do stuff when hit in the config pack...
Fixedtb1024 wrote:I think you swapped topics...Posted the vid in Alpha testing thread and the real technical stuff here.
I am hoping to eventually assemble another config pack - PGE-Vania...Mikepjr wrote:My biggest hope for when this is done and released, is being able to easily customize WAY more than what was previously customizable, but with great ease.
Like characters, how characters animate, how many frames there are for each.
Being able to do more with other things as well like screen size and.. more.
Maybe i'm asking for too much... would not be the first time.
But i just know there is a lot i want to do now, but i can't wrap my brain around luna DLL or any of those other tools, i'm not a coder.
It would be nice to take the engine and make an entirely different type of platformer, maybe one more like Adventure Island, or maybe one more like the Mickey Mouse games by capcom.
Maybe a game similar to Duck Tails.
I'm not sure what will happen with this new engine, but i hope it's better than the old SMBX engine.
Wohlstand wrote:Experiments with raster fonts:
(Added ability to have multiple font maps [for example, with different languages], but if character is not exist, TTF-character will be printed even result will ugly)
[Here is Russian font like SMBX internal, drawn by me]
Yes! Also everybody can do than fonts when I will release new system and specification. I will draw myself most of europan characters to have Polish, Czech, German, Spanish, etc. languages. Other unavailable letters anyway will be printed, but as TTF which will looks ugly together with raster and will not like to raster [howerer, text is readable unlike same in SMBX which prints nothing if letter is unknown].sky2 wrote:Hmmm... This looks nice! Are you going to do fonts for other languages?
Anyway it here temporary and I will disable it for "SMBX 1.3" config pack, but inside SMBXtended I will put point counter under 1up counter as you toldh2643 wrote:I think it would be better to move score counter under the 1UP counter - it would look more eye-appealing. Good job on fonts and world maps nonetheless!!
h2643 wrote:I always wanted PGE Editor to have an NPC group for dummy NPCs I discovered year ago. Today I saw Wohlstand's post about how to do it and since Wohlstand haven't included them in original PGE Editor, I finally could revive my dream:
Yes, I managed to edit the config file with Notepad++ to include these NPCs into PGE Editor! And as a reference, I made these dummy NPCs look like "Unknown NPC" graphic from old PGE Editor builds.
So, if you want to get them in PGE Editor without having to edit config file by yourself, you can download my modified files:
http://www.mediafire.com/download/h32h4molb4j9ft7/Files for dummy npcs.zip
Put them in *your PGE folder*/configs/SMBX! And remember that you still need use custom graphics to see them in SMBX.
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