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Posted: 4 Jul 2015, 17:15
by Mikepjr
Awesome! I am SO glad you at least have a fade between screens when you warp.
I HATE how when you warp in SMBX the screen would just blink tot he next area rather than a fade in and out.
I kinda am hoping for transitional effects like a simple screen wipe at least could be cool.
I always felt that if there was one thing SMBX lacked a LOT it was presentation.. as everything was so simple and plain and boring.

Posted: 4 Jul 2015, 19:18
by Wohlstand
Oh, I also forgot to share latest bossedit8's video about Engine 0.2.1-alpha!

Platformer Game Engine (PGE) [Super Mario Bros. X (SMBX)] v0.2.1 dev-alpha - playthrough
phpBB [youtube]

Original link: https://www.youtube.com/watch?v=totUuRVkU8I



Original Link: https://www.youtube.com/watch?v=totUuRVkU8I

Bossedit likes "Unlimited Fly" and "Destroy everything" things which I will move under "chucknorris" :comando: cheat code after text input box implementation.

Posted: 27 Jul 2015, 14:58
by Wohlstand
WIP Engine v0.2.2-alpha
has layers which can be hidden/shown/toggled, and events which can show/hide/toggle vizibility of layers, play sounds, spawn message boxes, trigger other events!

Frame 1
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Frame 2
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Frame 3
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Frame 4
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Posted: 27 Jul 2015, 16:58
by h2643
Awesome, now this feels really close to SMBX! ;-)

Posted: 27 Jul 2015, 17:29
by Wohlstand
I will publish build when I will implement layers motion subsystem, switching of the section settings, autoscrolling engine and event-based controll grabbers, and you will have almost completed SMBX64 compatible engine part, and next part will be works on NPC-AI, player's parts, works over world map (need to implement path-opening subsystem to have working and playable world map)

Posted: 27 Jul 2015, 17:42
by Luigifan2010
Will optimisations be made to us Linux users using Intel HD graphics? :P

Posted: 27 Jul 2015, 18:46
by Wohlstand
Luigifan2010 wrote:Will optimisations be made to us Linux users using Intel HD graphics? :P
Dependent to driver, anyway, I also fixed big and dumb mistake which causing slowing of game loop because ... wrong waiting timer:
I made a timer which waits almost accuracy (I uses floating point numbers), but I made some mistake in algorithm and caused 20 ms waiting instead of required 13/12

Than timer is here:
https://github.com/Wohlhabend-Networks/PGE-Projec ... r/Engine/scenes/scene.cpp#L230
anyway, it's a shell over standard SDL wating timer which works with integers and floating-point based waiting is true workarround, but works good. The purpose is giving same gamespeed with any ticks-per-second value (SMBX still use constant value 65 TPS, PGE Engine currently supports configuring of TPS from 65 to 80 to have able to get more smooth animation)

Posted: 28 Jul 2015, 16:16
by Luigifan2010
Beautiful..that may actually help. I'll test it later.
I'm not sure of what the driver is for Intel HD Graphics/Intel G41 Express chipset under Linux, so i have to play around with that

Posted: 29 Jul 2015, 13:25
by DeuxEx
Very Good for this project wolh, I am happy. I hope that as soon as we can get to the creation of smbx exstended and project disconnected from smbx. :clapping: :clapping: :clapping:

Posted: 4 Aug 2015, 18:14
by Mikepjr
I'm honestly hoping this engine outdoes SMBX.
I feel like a lot needs to be surpassed.
Not everything SMBX does it good, there are things that SMBX does in specific ways that needs to be different.
Even some things that need done to make the process of creation simpler.
Just my 2 cents

Posted: 4 Aug 2015, 19:52
by Wohlstand
Screenshots of PGE Engine 0.2.2.2-alpha which available in the github as source code

Since some detectors was implemented into NPC-AI API, is possible to have a thwomps, venus firetrap, boos, black ninjis, etc. And later by vine heads to detect solid blocks to stop movement
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Some work with collisions gave me able to have working stacks of shyguys, anyway is not so stable yet and I need to do more works with collisions
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Posted: 7 Aug 2015, 21:31
by Wohlstand
Looping musics (without replaying of music entrance part) now is possible!
phpBB [youtube]

Original link: http://www.youtube.com/watch?v=266MtQmsOX0



Original Link: http://www.youtube.com/watch?v=266MtQmsOX0

Posted: 17 Aug 2015, 5:57
by Mikepjr
Oh awesome!
That's how the RPG Maker VX Ace does looping audio.
So each time you enter a map, it plays the intro once, and loops the part you tell to loop.
This is very awesome.
I'm glad to see that added.
It's something SMBX was lacking...
And hearing a song completely loop each time was unbearable.

Posted: 17 Aug 2015, 7:06
by Wohlstand
Mikepjr wrote:Oh awesome!
That's how the RPG Maker VX Ace does looping audio.
So each time you enter a map, it plays the intro once, and loops the part you tell to loop.
This is very awesome.
I'm glad to see that added.
It's something SMBX was lacking...
And hearing a song completely loop each time was unbearable.
Yea, I found a place where would be placed loop points, and I modified SDL Mixer and now I have similar to RPG Maker way, and hint to put loop points via vorbis comments I got on the RPG Maker forums accidentally where was tutorial about making same ogg files with loop points. Anyway libogg procides ability to seek via pcm sample like to wav, so, I used this trick to jump to loppstart from loopend.

Posted: 17 Aug 2015, 14:56
by Mikepjr
Awesome stuff.
I always felt that SMBX needed something like that.
Felt weird having the music play all the way through and start over playing the intro of the themes.
I'm really psyched with how this is all turning out.

Posted: 1 Nov 2015, 22:16
by mariofan 64
Image
Rebuilding the Hub of my Infinite Mario Bros. For PGE. Now is not flat, not boring, and has more Bob-Omb Buddies! Will not support 'Classic Events' either, for better memory. When will the next Stable update of editor/engine be?

Posted: 2 Nov 2015, 1:37
by h2643
That looks pretty nice, however I don't think that the cloud BGO and grass fill spam look very good.

Posted: 2 Nov 2015, 7:58
by mariofan 64
h2643 wrote:That looks pretty nice, however I don't think that the cloud BGO and grass fill spam look very good.
I'll change some stuff, then. As for the clouds next to the castles that are heavy, those are there for a reason, and a couple of the Bob-Omb Buddies figured out what those clouds symbolize. The player should also determine that as well, once they're told via a Buddy. That's the plan, anyway. I'll be sure to not have so much detail from now on. I'm just fitting an atmosphere and 3D-like effects, where some trees and grass are in front of wverything, but not 'everything' is in front of everything.
But then this question will be asked: Would you rather see a half-empty hub? Little variety? I know I don't. I see half empty levels, and when there isn't much detail, I end up missing the graphical aspect and push my detail a little, creating a vibrant world when there wasn't before. Just an out-loud opinion on my design aspect, nothing more.

Posted: 18 Nov 2015, 23:31
by Wohlstand
PGE Engine 0.2.4-alpha demo
phpBB [youtube]

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


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

This demo showing up recently implemented NPC Algorithms based on new-implemented NPC-AI features in the PGE Engine 0.2.4-alpha.

Level made for this video: http://wohlsoft.ru/docs/Levels/PGE_Examples/Engine024-updates.zip

Posted: 19 Nov 2015, 18:11
by tb1024
Loved this new update. PGE is really close, and it's fairly advanced. There is a lot of thing in progress, but in that stage, a basic game is possible.

Looking foward for 0.3 alpha (even if there are more 0.2 branch alphas to come, 0.3 alpha should have some great stuff done).