Page 6 of 10
Posted: 2 Feb 2015, 6:29
by hacheipe399
Looks amazing! No words for it...
Posted: 6 Feb 2015, 20:20
by Mikepjr
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.
Posted: 6 Feb 2015, 23:29
by Veudekato
Work will be long. Anyways, why you talking about this in Engine/Editor Screenshots Thread?
Posted: 7 Feb 2015, 14:15
by Mikepjr
Cause it has to do with the engine, plus when you get worked up and excited for something, you just can't help but want to type something about it.
Posted: 19 Feb 2015, 0:14
by Wohlstand
Working switches:

- Video
-
Original link: http://www.youtube.com/watch?v=2QZAaMaCO88
EDIT: comment with tech stuff was moved into alpha-testing thread
Posted: 19 Feb 2015, 1:38
by tb1024
Wohlstand wrote:Working switches:

Yea, everybody can set up any new switch blocks with lvl_blocks.ini in config pack
need:
- 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).
I think you swapped topics...Posted the vid in Alpha testing thread and the real technical stuff here.
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...
Posted: 19 Feb 2015, 2:27
by Wohlstand
tb1024 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...
This will be another thing: Each item will have able to connect LUA scripts to their events
tb1024 wrote:I think you swapped topics...Posted the vid in Alpha testing thread and the real technical stuff here.
Fixed

Posted: 2 Apr 2015, 2:29
by Wohlstand
[WIP] World Map viewer with no textures, colored rectangles only [player's placement is a white rectangle in the middle]:

Posted: 14 Apr 2015, 5:56
by Wohlstand

PGE Engine currently have character animation (good bye ugly blue rectangle!)
[Level from - Lowser's Conquest by Sednaiur, Level 2-2]
Posted: 15 May 2015, 14:18
by Wohlstand
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]

Posted: 15 May 2015, 14:26
by h2643
Nice! That russian font looks... very interesting to me.
Posted: 15 May 2015, 18:24
by Alucard
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.
I am hoping to eventually assemble another config pack - PGE-Vania...
Posted: 16 May 2015, 2:53
by sky2
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]
Image
Hmmm... This looks nice! Are you going to do fonts for other languages?
Posted: 16 May 2015, 4:14
by Wohlstand
sky2 wrote:Hmmm... This looks nice! Are you going to do fonts for other languages?
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].
Posted: 16 May 2015, 20:38
by DeuxEx
hello, but in this project you could have a structure to create an open world to Terraria?
Posted: 17 May 2015, 10:43
by Wohlstand
Phew, works with raster fonts system was finished. Now I can print all 4 SMBX's fonts and also can print them with any color!
[any unknown characters are prints as TTF characters which causes ugly result, but anyway you have able to normally read them]
1 - Font of menu items
2 - Font of message boxes
3 - Font of level titles on world map hud
4 - Numeric font used for a counters on the hud and as numbers on the warp points
5 - Printing with TTF font

SMBX and PGE's world map HUDs:
[4'th counter about stars is a points counter]

Posted: 17 May 2015, 14:11
by h2643
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!!
Posted: 19 May 2015, 15:40
by Wohlstand
h2643 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!!
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 told

Or... I think, I will keep score counter in the "SMBX 1.3" config pack too.
Added after 21 minutes 38 seconds:PGE Engine 0.0.10-pre-alpha finally can render full World map stuff!
(
Lowser's Conquest by Sednaiur)

(
A2MBXT Episode 1: Analog of funk by Talkhaus)

(My Testing Zone. Used a
"PGE Default" config pack which contains a lot of "SMBX Redrawn" and other graphics)
Grand-piano - is a level point with customized graphics [source image had 32x32 px. So, in the SMBX it will be cut offed]

Posted: 21 May 2015, 19:00
by h2643
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.zipPut them in *your PGE folder*/configs/SMBX! And remember that you still need use custom graphics to see them in SMBX.
Posted: 1 Jun 2015, 11:55
by Squishy Rex
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.zipPut them in *your PGE folder*/configs/SMBX! And remember that you still need use custom graphics to see them in SMBX.
Nice, that would be good to have handy. Those NPCs are quite different to the usable ones in SMBX, so now being able to select and use them may be of use to someone, even though they don't do much.