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Posted: 3 Jun 2015, 22:42
by h2643
Squishy Rex wrote: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.
Remember that you still can modify them with text codes ;-)

Also bossedit8 has just released some new videos, one of which is a showcase of PGE Engine v0.0.10 pre-alpha (you can find it at laboratory) and other is a world map and level map editing:
phpBB [youtube]

Original link: https://www.youtube.com/watch?v=0Yc2dGCzrQM


phpBB [youtube]

Original link: https://www.youtube.com/watch?v=yhENgt3np3M


Posted: 8 Jun 2015, 16:55
by Wohlstand
...I think, Goombas are most dumb characters and has no algorithm!

Dummy NPC's at PGE Engine 0.0.11 which I will release soon after applying of a lots fixed in the lvl_npc.ini file, because I have lot wrong settings for NPC's which we will never see in the editor but will found in the engine only.
phpBB [youtube]

Original link: http://www.youtube.com/watch?v=Zx1vTcJvxkc


Posted: 9 Jun 2015, 13:26
by tb1024
Wohlstand wrote:...I think, Goombas are most dumb characters and has no algorithm!

Dummy NPC's at PGE Engine 0.0.11 which I will release soon after applying of a lots fixed in the lvl_npc.ini file, because I have lot wrong settings for NPC's which we will never see in the editor but will found in the engine only.
phpBB [youtube]

Original link: http://www.youtube.com/watch?v=Zx1vTcJvxkc

Amazed to see we came this far. We started to code the NPC engine!

Even through it's far from perfect, it reminds me of something a Chinese wise once said: "Every journey starts with the first step."
Our first step was a year ago, when Wohl decided to recreate SMBX. Many tried to do the same. However, his project is the only that got this far. A usable (and useful) level editor is finished, and the engine, while not ready, it's getting better and better.

Good luck Wohl, and I hope to see this project complete!

Posted: 10 Jun 2015, 17:52
by lighthouse64
This is wonderful! :D looks like PGE could be done soon :)

Posted: 10 Jun 2015, 21:03
by Kevsoft
Currently working hard to get the lua part done, so we can get the actual action in those NPCs ;)

Posted: 10 Jun 2015, 21:47
by R00Tic
Kevsoft wrote:Currently working hard to get the lua part done, so we can get the actual action in those NPCs ;)
Will we be able to change the behavior of NPCs via Lua?

Posted: 10 Jun 2015, 23:15
by Wohlstand
R00Tic wrote:
Kevsoft wrote:Currently working hard to get the lua part done, so we can get the actual action in those NPCs ;)
Will we be able to change the behavior of NPCs via Lua?
Yea, each NPC-AI will be coded in LUA, therefore you can completely customize NPC's.

Posted: 10 Jun 2015, 23:23
by R00Tic
Wohlstand wrote:
R00Tic wrote:
Kevsoft wrote:Currently working hard to get the lua part done, so we can get the actual action in those NPCs ;)
Will we be able to change the behavior of NPCs via Lua?
Yea, each NPC-AI will be coded in LUA, therefore you can completely customize NPC's.
Time to learn LUA I guess. :D

Posted: 11 Jun 2015, 7:31
by lighthouse64
Which means you can make literally any npc.

Posted: 19 Jun 2015, 16:41
by Wohlstand
PGE Engine: 0 1-alpha. First AI-based NPC
phpBB [youtube]

Original link: http://www.youtube.com/watch?v=M9fYsVOIdEQ


Original Link: http://www.youtube.com/watch?v=M9fYsVOIdEQ

Posted: 20 Jun 2015, 20:45
by Mikepjr
Ugh. i was hoping i would not have to learn any kind of coding to customize anything.
This is going to drive me through the wall.. figuratively speaking.

Posted: 20 Jun 2015, 20:55
by R00Tic
Mikepjr wrote:Ugh. i was hoping i would not have to learn any kind of coding to customize anything.
This is going to drive me through the wall.. figuratively speaking.
You don't really have to know how to code if you want to customize simple values like speed, jump height and flags like if it's able to be killed by fireballs and so on. But completely changing how a NPC functions obviously requires coding.

Posted: 21 Jun 2015, 23:16
by tb1024
Wohlstand wrote:PGE Engine: 0 1-alpha. First AI-based NPC
phpBB [youtube]

Original link: http://www.youtube.com/watch?v=M9fYsVOIdEQ


Original Link: http://www.youtube.com/watch?v=M9fYsVOIdEQ
Gotta go fast. Wohl got the AI part done in 2 weeks or so.

Even that we managed to go this far quickly, I still think we are waaay far from a final product.
Getting a simple thing like a podoboo requires more than one page of code? It's just about effect-jump-wait-fall-effect-wait-effect-jump loop. I think we must simplify this AI part before coding more NPCs. Although I could barely see the code, I still think we must simplify it before moving on.

Posted: 21 Jun 2015, 23:44
by R00Tic
tb1024 wrote:
Wohlstand wrote:PGE Engine: 0 1-alpha. First AI-based NPC
phpBB [youtube]

Original link: http://www.youtube.com/watch?v=M9fYsVOIdEQ


Original Link: http://www.youtube.com/watch?v=M9fYsVOIdEQ
Gotta go fast. Wohl got the AI part done in 2 weeks or so.

Even that we managed to go this far quickly, I still think we are waaay far from a final product.
Getting a simple thing like a podoboo requires more than one page of code? It's just about effect-jump-wait-fall-effect-wait-effect-jump loop. I think we must simplify this AI part before coding more NPCs. Although I could barely see the code, I still think we must simplify it before moving on.
It's really not that much code: https://github.com/Wohlhabend-Networks/PGE-Projec ... s/SMBX/script/npcs/podoboo.lua
There are some comments in there and a lot of stuff is also handling the animation part. (The flames) I think it's fine. Not really a game developer though.

Posted: 22 Jun 2015, 14:46
by tb1024
It's really not that much, but I still think we should make it simpler. Although it can just be the fact we're dealing with a NPC much more complex than a Goomba or a Koopa.
If a goomba gets 50 lines I'd get shocked.

By the way, where can I find the reference? I'd like trying to attempt at some coding.

Also, are there any events like onCollison? That would definitively ease our lives when coding NPCs (especially when it tells if it was up, down, left, or right; trigger a stomp animation if the player collided upwards or kill the player if the collision was elsewhere; and ignore if it was anything else than the player).

I'd also like to see block function customizing, not 'coding' blocks, but, for example, be able to set a wood block to kill the player on touch or make Jellectro harmless.

Just some thoughts.

Posted: 22 Jun 2015, 15:07
by Wohlstand
tb1024 wrote:It's really not that much, but I still think we should make it simpler. Although it can just be the fact we're dealing with a NPC much more complex than a Goomba or a Koopa.
If a goomba gets 50 lines I'd get shocked.

By the way, where can I find the reference? I'd like trying to attempt at some coding.
System now is too early and much functions is not added, but we will document all NPC-AI API things to provide full system to have a code of NPC's.
To add own NPC you need make a lua file with any name in the script/npcs folder of config pack and in the lvl_npc.ini put reference to your lua file to needed NPC's in the "algorithm=" field (put the filename only, engine will detect it automatically)

tb1024 wrote:Also, are there any events like onCollison? That would definitively ease our lives when coding NPCs (especially when it tells if it was up, down, left, or right; trigger a stomp animation if the player collided upwards or kill the player if the collision was elsewhere; and ignore if it was anything else than the player).
will be developed the detectors system which will provide you to find some objects about, in a specific relative range (required by thwomp and by piranha-plants), and detecting of some state or nearest player (required by rinka, Venus Firetrap, etc.), etc.

tb1024 wrote:I'd also like to see block function customizing, not 'coding' blocks, but, for example, be able to set a wood block to kill the player on touch or make Jellectro harmless.
In the lvl_blocks.ini is a "danger=" flag which defines sides where player will get harm on touch. If it's a lava block, you have a flag "lava"
http://wohlsoft.ru/pgewiki/Game_Configuration_Pack_References#lvl_blocks.ini
Currently is not implemented at engine side, but will be

Posted: 22 Jun 2015, 16:26
by Kevsoft
tb1024 wrote:By the way, where can I find the reference? I'd like trying to attempt at some coding.
"Currently" you can find it here: https://github.com/Wohlhabend-Networks/PGE-Project/tree/master/luadoc/engine
I want to try out luadoc because it is much more easier for us to documentate and it is compatible with ldt.

tb1024 wrote:I'd also like to see block function customizing, not 'coding' blocks, but, for example, be able to set a wood block to kill the player on touch or make Jellectro harmless.
I stand on my point, that I want to implement a Diagram-Coding system. It is just a rough idea, but I want to implement it when the engine is getting good.

Posted: 22 Jun 2015, 22:01
by Alucard
Kevsoft wrote:I stand on my point, that I want to implement a Diagram-Coding system. It is just a rough idea, but I want to implement it when the engine is getting good.
What is the Diagram-Coding system?

Posted: 22 Jun 2015, 23:07
by Kevsoft
Some kind of this:
Image
But not directly 1:1 copyied from the cry-engine (where I got the picture from). As I said, this is something huge that would need a good plan!

Posted: 28 Jun 2015, 21:07
by Wohlstand
SMBX Experiments: Warps comarision with PGE Engine 0.2.1-alpha
phpBB [youtube]

Original link: http://www.youtube.com/watch?v=WZofteiKl1c


Original link: http://www.youtube.com/watch?v=WZofteiKl1c

Small comparison between SMBX 1.3 and PGE Engine 0.2.1-alpha.
PGE Engine has:
- Better condition of allowing to warp
- Better warp animation
- Unlike SMBX, PGE Engine doesn't move character to center of warp point (moving of character to center of warp point usually looks ugly)
- Screen fading while going between different sections