Engine/Editor Screenshots Thread

Description: Outdated discussions about Moondust Project (formerly PGE) and related stuff

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Post #21by Squishy Rex » 29 Aug 2014, 14:56

I agree, this is very convienient, especially for larger tilesets, like for example one of the extended tilesets made by Sednaiur or Valtteri. Now, I don't know if this would be overly useful, but what about being able to save a custom tileset item box as a Notepad txt. file to go with your custom tilesets when they are released as public graphics. That way you add the graphics and the tileset txt. file and the custom tileset item box comes pre-made for other users.
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Post #22by Wohlstand » 29 Aug 2014, 15:14

Squishy Rex wrote:I agree, this is very convienient, especially for larger tilesets, like for example one of the extended tilesets made by Sednaiur or Valtteri. Now, I don't know if this would be overly useful, but what about being able to save a custom tileset item box as a Notepad txt. file to go with your custom tilesets when they are released as public graphics. That way you add the graphics and the tileset txt. file and the custom tileset item box comes pre-made for other users.
Hi, the "custom" tab of tilesets will be level/world specific. I.e. for each world/level tileset group will be generated automatically from your .ini files which have double extension ".tileset.ini". When you press "new tileset" must be opened tileset editor, where you can drag some items into tileset grid (also you can change size), and save them. And this will be generate the .tileset.ini file which will be stored into "level/world custom folder" (yes, PGE support custom dir for world maps, you will not need to trash the episode root with WLD's custom GFX). I.e. if you have the CGFX pack, you need use the "*.tileset.ini" files for include them into episode/level.
But custom tab will work in next lab-build, now you can edit only global tilesets.
Also for SMBX config I will create "Pre-Defined" tilesets. I.e. tilesets which will already placed with SMBX config which will copy original SMBX's tilesets, but, all is editable ;-)

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Post #23by Squishy Rex » 29 Aug 2014, 17:35

Oh that seems really flexible, and I'm sure it will be a big hit when it gets released. This is really going to step up efficiency in the editor once the custom tab is finished and working. Great job! :)
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Post #24by Wohlstand » 31 Aug 2014, 20:24

Level/World specific custom tilesets can now be created by everyone: ;-)
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I'll also add an "edit" button for each custom tileset so that you can edit them quickly.

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Post #25by Tinkerbell » 31 Aug 2014, 23:17

That looks very nice Wohlstand. And hence it says Shy Guys can you do the same with Goombas also?

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Post #26by Wohlstand » 31 Aug 2014, 23:23

ViolaCourtes wrote:That looks very nice Wohlstand. And hence it says Shy Guys can you do the same with Goombas also?
Yea, everybody can create any tileset of their own! ;-)
Use the "New Tileset" button to create a new tileset for a level or episode (use the "open" button for opening one of existing tilesets) (We are now working for adding a "edit" button for each custom tileset which will help to edit them). And remember that the Tileset itembox is available in the "View" menu ;-)

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Post #27by Wohlstand » 1 Sep 2014, 10:18

New section buttons:
(Will be highlighted only when this section is selected)
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Post #28by Veudekato » 1 Sep 2014, 10:34

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power of 'no collisions'
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Post #29by Squishy Rex » 1 Sep 2014, 10:38

Wow, you work extremely fast Wohlstand, it's nice to see custom ini. files for the tileset item boxes. Plus the new look for the section buttons seems to have a little more appeal to me now than what they did before.

Veudekato: Nice! Though there may be a few too many bushes in that example. :) Lol It's great to have a no collisions feature, especially for smaller BGOs that replace the SMB1 Large Castle.
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Post #30by Veudekato » 1 Sep 2014, 10:46

Squishy Rex wrote:SMB1 Large Castle.
HAHA NO PROBLEM

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my own kingdom ( curve. I'm to blame)
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Post #31by Squishy Rex » 1 Sep 2014, 11:03

Wow, I can't believe you actually just did that. :biggrin:

Oh the Beta of PGE will be so much better than SMBX in a million ways. At least the no collision feature will help with my palm tree BGO problem.
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Post #32by Wohlstand » 1 Sep 2014, 11:45

Let's make more huge castle :biggrin: :biggrin: :biggrin:
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Also notice:
- When you save in the LVL format, will applying the "BGO Sorting priority" which sorting BGO's array which make lossy of Z-indexes of BGO's (After Beta I will make the LVLX saving/opening for save the Z-Indexes of BGO's, and you can correctly change the BGO's Z-position by variable value, and your art will be saved/restored correctly by PGE).
- For use the "No collision", you should place item in the free place and move them by "selection mode". the "No Collision" feature applying only to select mode, but not for placing mode.

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Post #33by Squishy Rex » 1 Sep 2014, 11:52

Okay that sounds good, at least that will nullify SMBX's placement rendering for good.

Also I see we have a Castle War going on here....
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Post #34by castlewars » 1 Sep 2014, 12:23

Squishy Rex wrote:Okay that sounds good, at least that will nullify SMBX's placement rendering for good.

Also I see we have a Castle War going on here....

Did someone mention me?

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Post #35by Squishy Rex » 1 Sep 2014, 12:34

castlewars wrote:
Squishy Rex wrote:Okay that sounds good, at least that will nullify SMBX's placement rendering for good.

Also I see we have a Castle War going on here....

Did someone mention me?

Now that's funny! Welcome to the forums castlewars!
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Thumbs in the background

Post #36by Wohlstand » 2 Sep 2014, 2:20

I did some work with experimental support on displaying thumbs of backgrounds in the combo box (Squishy Rex's feature request):
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I think, will be more visually for find the necessary background image in the list.

Also I optimized the NPC animator, and editor will be more quicker.
And before Beta leave only two things: some pages in the guide and "edit" icon for custom tilesets in the toolbox.

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Post #37by Squishy Rex » 2 Sep 2014, 2:51

Oh that is much better now, and by the looks of it, the custom BGs show up as well. Nice. :)

Not much left for the Beta now! I can't wait, I haven't downloaded many of the Laboratory Builds as I've been trying to wait for this. It looks great and I'm sure it will live up to everyones' expectations.
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Beta almost ready!

Post #38by Wohlstand » 2 Sep 2014, 18:36

The tileset item box is completed!
A last touch to it: an edit icon for custom tilesets
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Now you can easily edit your tileset.
Before Beta I plan to add all existing SMBX tilesets into the global config

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Post #39by h2643 » 2 Sep 2014, 23:34

A random SMB2 level I'm trying to make:
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Not much progress done...
<Knux> h2643 the super computer

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Post #40by tb1024 » 2 Sep 2014, 23:55

We're only months to the beta, Wohl?
(considering development of a engine, that's few time)
Do you want fries with that?
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Mal posso esperar para a versão final da engine de Wolhstand!
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I can't wait for Wohlstand's Engine final version :D


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