Ideas & Suggestions for future versions of PGE

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What do you think of these suggestions?

They are perfect addition for this Engine.
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Wohlstand, CaptainSwag101, John Leagsdurg, IngeniousPlatformer, Squishy Rex, Veudekato, the_end_of_WORLD, DeuxEx, CreatorForce, sky2, DatDude, Yingchun Soul, hacheipe399, Fennor, Sambo, itskadenhere, Yoshimoto, Tux-Prowess, Pilzinsel64, Yoshi021, Jayce 777, Bonnies, Caketaco, KesterTank, TheCreator520, Stickman01, Jackson455, Glitchy, Greendan, the GaMERDoG, P3rf3ctXZer0, Axl Gallais, 5438ASPGE71, 3color BombDX, 6824, higgorgao1, PaperMarioYT
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They are not bad, could think of some others.
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I disagree with some of them (specify).
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tb1024, Infobox
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I don't like them at all (specify).
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Post #281by Sambo » 23 Jun 2015, 23:26

While using the PGE editor, I thought of a few minor features:
1. You can replace all instances of an object with instances of another object (replace all npc-1 with npc-10, for example), but why not make a "delete all instances" option? Further, it would be helpful to be able to replace an object with one of a different type (replace a BGO with a block, for instance).
2. A searchable tileset editor. Every other item box is searchable, and it can take forever to find the item you want when building a tileset.
3. You said something about meta-files to be able to save extra data with .lvl files. Why not add the BGO sorting array priorities in there? This way, BGOs with changed sorting array priorities could be saved and not need to be set before every save of the level.
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Post #282by Wohlstand » 23 Jun 2015, 23:49

Sambo wrote:1. You can replace all instances of an object with instances of another object (replace all npc-1 with npc-10, for example), but why not make a "delete all instances" option? Further, it would be helpful to be able to replace an object with one of a different type (replace a BGO with a block, for instance).
Good idea, but while you do "replace", technically elements are still same, there are have changed ID value which caused changing of item picture.
Sambo wrote:2. A searchable tileset editor. Every other item box is searchable, and it can take forever to find the item you want when building a tileset.
It's simple thing to be implemented, while we had NPC Selection dialog (which sources are still in a repo), we had search filter of NPC's. Than can be done with tileset editor too
Sambo wrote:3. You said something about meta-files to be able to save extra data with .lvl files. Why not add the BGO sorting array priorities in there? This way, BGOs with changed sorting array priorities could be saved and not need to be set before every save of the level.
The reason why I doesn't saved sorting BGO priorities values are impossibility to associate fields of meta file with BGO fields because BGO's array usually has random order and you will lose right connection. You have to use modern LVLX which can hold this value natively. The LVLX uses a PGE-X file format where all fields are marked.

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Post #283by Sambo » 5 Jul 2015, 3:50

Actually, I think there is a way it could be done. You could store these parameters in the meta file:

Code: Select all

ID, x-pos, y-pos, sort_priority

Then, at save, the editor could check for a background with that ID in that position and change the sort priority accordingly.
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Requested - Quick Hotkey for Deleting, Quick Drag, Tile Blending, Zmasks and transparency

Post #284by P3rf3ctXZer0 » 9 Jul 2015, 15:30

::Quick Delete::
Concept: It would be used to make deleting small errors quicker and more affective because I often make mistakes in level design that need quick touchups.
Use: ADD people like myself would not be forced to right click and click remove saving 2.1 seconds. (Those seconds add up.)

::Quick Drag::
Concept: Occasionally you need to copy and paste something on the map and in all honesty it would be easier if you could use something like the middle mouse button to quick go into highlight mode.That way you could copy paste huge chunks in seconds.
Use: To effectively utilize copy past functionality.

::Tile Blending::
Concept: I would really like is to be able to blend tiles. This would allow to use of a background tile and water without the bg tile going over the water.
Use: Overlapping tiles without removing previous tiles.

::Zmask or commonly known as negative switch::
Concept: your creating a spooky level and you want to mess with your players ... bam enter the negaverse!
Use: Quickly change a obj or tile to its negative color scheme.

::Transparency::
Concept: Ever want a block to be just barely visible? Maybe you want to hide a one up without only making it invisble or more commonly maybe you want the players to see your badass water level complete with cave wall etc.
Use: To add a slightly invisible or see through affect to a tile or obj.

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Post #285by Wohlstand » 9 Jul 2015, 16:20

P3rf3ctXZer0 wrote:::Quick Delete::
Concept: It would be used to make deleting small errors quicker and more affective because I often make mistakes in level design that need quick touchups.
Use: ADD people like myself would not be forced to right click and click remove saving 2.1 seconds. (Those seconds add up.)
Use hotkey DEL to delete selected elements.

P3rf3ctXZer0 wrote:::Quick Drag::
Concept: Occasionally you need to copy and paste something on the map and in all honesty it would be easier if you could use something like the middle mouse button to quick go into highlight mode.That way you could copy paste huge chunks in seconds.
Use: To effectively utilize copy past functionality.
Already implemented: http://www.youtube.com/watch?v=_-Pu0MQKdxE
how to enable if not enabled
Select 1 item and click middle mouse button to switch plaing mode of same item
Select multiple items and middle mouse button will copy selected stuff to mouse position relative to left-top. Don't worry if you missed up, pasted stuff will be selected and you have able to move it to right place

P3rf3ctXZer0 wrote:::Tile Blending::
Concept: I would really like is to be able to blend tiles. This would allow to use of a background tile and water without the bg tile going over the water.
Use: Overlapping tiles without removing previous tiles.
You have to enable "Overwrite mode" in the edit menu when you in placing mode and you can place your tiles over already placed with removing of them (such, place over and overwrite)
Placing mode toolbar:
Overwrite mode

P3rf3ctXZer0 wrote:::Zmask or commonly known as negative switch::
Concept: your creating a spooky level and you want to mess with your players ... bam enter the negaverse!
Use: Quickly change a obj or tile to its negative color scheme.
Such a pallete trick: Later I will implement a palletes system which will allow recoloring of same image. Instead of an image bunch you will be able use alone grey image and bunch of tiny palletes. Include negative switch of color pallete ;-)

P3rf3ctXZer0 wrote:::Transparency::
Concept: Ever want a block to be just barely visible? Maybe you want to hide a one up without only making it invisble or more commonly maybe you want the players to see your badass water level complete with cave wall etc.
Use: To add a slightly invisible or see through affect to a tile or obj.
RGBA Overlay will be implemented too: it is already technically possible at engine side with OpenGL which already used by colored fonts, later all items in LVLX files will have able to redefine RGBA overlay to make transparent item or recolor it.

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Post #286by Kevsoft » 9 Jul 2015, 21:14

Given how many people ask for features which are already implemented, here is another suggestion:
Implement a "Tip of the day" :P
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Post #287by Wohlstand » 9 Jul 2015, 21:18

Kevsoft wrote:Given how many people ask for features which are already implemented, here is another suggestion:
Implement a "Tip of the day" :P
...which also will be translated into foreign laugnages too :biggrin:

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Post #288by Alucard » 9 Jul 2015, 22:21

Wohlstand wrote:
Kevsoft wrote:Given how many people ask for features which are already implemented, here is another suggestion:
Implement a "Tip of the day" :P
...which also will be translated into foreign laugnages too :biggrin:
I would also suggest port some tips from SMWCentral`s tip of the day box. They can give valuable advices in terms of game design.

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Post #289by P3rf3ctXZer0 » 10 Jul 2015, 1:07

Actually yeah a help file would be greatly appreciated because I am not familiar with how exactly I can use the program and there is not enough in program documentation. Sorry if I suggested things that already existed.

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Post #290by tb1024 » 10 Jul 2015, 3:57

P3rf3ctXZer0 wrote:Actually yeah a help file would be greatly appreciated because I am not familiar with how exactly I can use the program and there is not enough in program documentation. Sorry if I suggested things that already existed.
You just suggested something that already exists, and the Wohl's answer links to it.
Wohlstand wrote:how to enable if not enabled
It links to: http://help.wohlsoft.ru/tools/app_settings.html#Editor_settings
With a bit of thinking you may infer that help.wohlsoft.ru is the help link.
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Post #291by P3rf3ctXZer0 » 10 Jul 2015, 14:25

tb1024 wrote:
P3rf3ctXZer0 wrote:Actually yeah a help file would be greatly appreciated because I am not familiar with how exactly I can use the program and there is not enough in program documentation. Sorry if I suggested things that already existed.
You just suggested something that already exists, and the Wohl's answer links to it.
Wohlstand wrote:how to enable if not enabled
It links to: http://help.wohlsoft.ru/tools/app_settings.html#Editor_settings
With a bit of thinking you may infer that help.wohlsoft.ru is the help link.

Gah sorry I am looking like an idiot :( anyways can you make that a pdf format? I would love to download the entire thing and study it. I don't like reading manuals online cause internet speed. Also I am used to seeing them in the program because then they are usually completely updated. My luck with wikis and tutorials online has always been faulty at best.

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Post #292by Wohlstand » 10 Jul 2015, 16:13

P3rf3ctXZer0 wrote:
tb1024 wrote:
P3rf3ctXZer0 wrote:Actually yeah a help file would be greatly appreciated because I am not familiar with how exactly I can use the program and there is not enough in program documentation. Sorry if I suggested things that already existed.
You just suggested something that already exists, and the Wohl's answer links to it.
Wohlstand wrote:how to enable if not enabled
It links to: http://help.wohlsoft.ru/tools/app_settings.html#Editor_settings
With a bit of thinking you may infer that help.wohlsoft.ru is the help link.

Gah sorry I am looking like an idiot :( anyways can you make that a pdf format? I would love to download the entire thing and study it. I don't like reading manuals online cause internet speed. Also I am used to seeing them in the program because then they are usually completely updated. My luck with wikis and tutorials online has always been faulty at best.
You can download full standalone guilde as html bunch. It optionally available in the online installer (instead of online guide opening will be opened a standalone guide) but you also can download entire guide on main page. Find the "Download standalone guide" link, and you will can read it offline ;-)

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Post #293by P3rf3ctXZer0 » 11 Jul 2015, 0:05

Wohlstand wrote:
P3rf3ctXZer0 wrote:
tb1024 wrote:
P3rf3ctXZer0 wrote:Actually yeah a help file would be greatly appreciated because I am not familiar with how exactly I can use the program and there is not enough in program documentation. Sorry if I suggested things that already existed.
You just suggested something that already exists, and the Wohl's answer links to it.
Wohlstand wrote:how to enable if not enabled
It links to: http://help.wohlsoft.ru/tools/app_settings.html#Editor_settings
With a bit of thinking you may infer that help.wohlsoft.ru is the help link.

Gah sorry I am looking like an idiot :( anyways can you make that a pdf format? I would love to download the entire thing and study it. I don't like reading manuals online cause internet speed. Also I am used to seeing them in the program because then they are usually completely updated. My luck with wikis and tutorials online has always been faulty at best.
You can download full standalone guilde as html bunch. It optionally available in the online installer (instead of online guide opening will be opened a standalone guide) but you also can download entire guide on main page. Find the "Download standalone guide" link, and you will can read it offline ;-)
Thanks infinitely :D

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Post #294by Squishy Rex » 12 Jul 2015, 2:00

Here's a concept in regards to Yoshi:
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Basically it is thought that in SMA4, when Yoshi ate a Giant Shell he would spit one Giant Fireball instead of the three smaller diverging ones. This was never implemented in SMA4 of course as we know, however, it is quite a cool concept to introduce into a game and ties in a unique mechanic between Yoshi and Gargantua Koopas.

This could also allow Gargantua Koopas of say a Blue or Yellow variant to have unique Yoshi properties as well. If there were a Yellow variant, it's ground pound property could be increased to that of a Sledge Bros that temporarily paralyzes all enemies on screen.

What do you guys think?
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Post #295by tb1024 » 14 Jul 2015, 17:17

Squishy Rex wrote:Here's a concept in regards to Yoshi:
Image

Basically it is thought that in SMA4, when Yoshi ate a Giant Shell he would spit one Giant Fireball instead of the three smaller diverging ones. This was never implemented in SMA4 of course as we know, however, it is quite a cool concept to introduce into a game and ties in a unique mechanic between Yoshi and Gargantua Koopas.

This could also allow Gargantua Koopas of say a Blue or Yellow variant to have unique Yoshi properties as well. If there were a Yellow variant, it's ground pound property could be increased to that of a Sledge Bros that temporarily paralyzes all enemies on screen.

What do you guys think?
A nice concept for SMBXtended. I loved the idea.
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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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Post #296by kop9000 » 28 Jul 2015, 14:45

Привет Я играл в super mario infinite 2011 там есть функция генератор уровней. добавите ли вы в ваш проект возможность добавлять шаблоны которые будут автоматически создаваться на уровнях и затем можно будет их проходить? короче говоря добавите ли вы в ваш проект функцию генератор уровней?

English translation:
Spoiler
Hello, I played a game called Super Mario Infinite 2011 and there was a function, where you can make levels generate automatically. Will you add a function to the project, where you will be able to create your own templates, which automatically will create levels and you will be able to play them? tl;dr will you add a level generator function to your project?
Last edited by h2643 on 4 Aug 2015, 23:40, edited 6 times in total.
Reason: Moved post to the correct topic

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Post #297by Wohlstand » 28 Jul 2015, 15:11

kop9000 wrote:Привет Я играл в super mario infinite 2011 там есть функция генератор уровней. добавите ли вы в ваш проект возможность добавлять шаблоны которые будут автоматически создаваться на уровнях и затем можно будет их проходить? короче говоря добавите ли вы в ваш проект функцию генератор уровней?

English translation:
Spoiler
Hello, I've played a game called Super Mario Infinite 2011 and there was a function, where you can make levels generate automatically. Will you add a function to the project, where you will be able to create your own templates, which automatically will create levels and you will be able to play them? tl;dr will you add a level generator function to your project?
Интересная концепция, хотя можно взять и расставить элементы....случайно, и потом попытаться пройти этот бред, который был сгенерирован. Шаблоны не всегда полезны, порой быстро надоедают, почему ценится ручной труд, который позволяет создать воистину что-то уникальное. Силами редактора легко можно копировать фрагменты уровней и карты мира и вставлять в блокнот чтобы сохранять их куда-нибудь, потом копировать из блокнота и вставлять в редактор. Не забывай, что редактор PGE имеет очень много фич, и поэтому если наловчиться, то можно создавать офигенные вещи за короткий промежуток времени, и не мучиться в оригинальном редакторе.

P.S. Переводи свои сообщения на английский, т.к. форум международный, иначе если ты плохо понимаешь язык, смело пиши в русский раздел, мы все админы Русские и прекрасно тебя поймём ;-)

English translation:
Spoiler
Interest concept, but you can take and put elements....randomly, and then try to pass this nonsence which was generated. Templates are not always useful, sometimes fastly gets annoyed why manual artistism cost more which has ability to create true unique something. With editor's features you can easily copy fragments of the levels or world maps and paste into notepad to save them to some place, later you can copy out and paste them to editor. Don't forget than PGE Editor has a lot of feature, and when you will get some skills, you can create awesome things in small time, and don't have pain with original SMBX editor.

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Post #298by kop9000 » 28 Jul 2015, 15:32

If there will be a lot of templates, it would be cool (something like level design tutorials), because without them editor has no use for me.

though it's very interesting to design levels without templates. I think that you should decide this by yourself

Can I make something like this in PGE Editor right now? If yes, then how? And another question: can you add this function right now or no?

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Post #299by Wohlstand » 28 Jul 2015, 16:13

kop9000 wrote:If there will be a lot of templates, it would be cool (something like level design tutorials), because without them editor has no use for me.

though it's very interesting to design levels without templates. I think that you should decide this by yourself

Can I make something like this in PGE Editor right now? If yes, then how? And another question: can you add this function right now or no?
Complex tutorials are planned to be created: videos, articles, even a bunch of examples with demos of various things.
However you can download various already made levels of other people and check out than things. Anyway if you have some questions about PGE Editor parts, check out help contents and find full information about each editor feature which implemented

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Post #300by kop9000 » 28 Jul 2015, 16:35

Wohlstand wrote:
kop9000 wrote:If there will be a lot of templates, it would be cool (something like level design tutorials), because without them editor has no use for me.

though it's very interesting to design levels without templates. I think that you should decide this by yourself

Can I make something like this in PGE Editor right now? If yes, then how? And another question: can you add this function right now or no?
Complex tutorials are planned to be created: videos, articles, even a bunch of examples with demos of various things.
However you can download various already made levels of other people and check out than things. Anyway if you have some questions about PGE Editor parts, check out help contents and find full information about each editor feature which implemented
I would like to watch this video tutorial from you as soon as possible. I just love games with generator levels


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