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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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 #41by h2643 » 28 Jun 2014, 23:35

Yeah, but I also hope that this "New NPC" will contain all other NPCs, like any other typical ? Block.
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Post #42by Wohlstand » 28 Jun 2014, 23:38

h2643 wrote:Yeah, but I also hope that this "New NPC" will contain all other NPCs, like any other typical ? Block.
As you know, inside SMBX already exists NPC-containers, but via SMBX we can't directly set his contents: this is an egg, herb, SMW Lakitu, bubble, and sizable Ice cube (LVL-file can't contents value for ice cube, all "special values" strictly closed to ID list, what have "special value"). Inside my editor for placing "burred", "egged", etc. you must select this NPC-container and set his contents. I mean, I will made new NPC as these containers. As you see, SMW-Lakitu using his contents for unlimited spawn. Egg spawns his content only once, only on his "death" (Destroying the NPC - is a "death" event, even if it is a non-biology item. And even "taked" is a "death" event, because NPC is destroying after apply to player his action (set powerUP, add coin, etc)).

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Post #43by Sambo » 1 Jul 2014, 4:39

In the editor you should add the ability to make your own tabs, so that you could make a custom tileset and put it in its own tab. This would speed up level building with custom graphics.
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Post #44by Veudekato » 1 Jul 2014, 11:12

Sambo wrote:In the editor you should add the ability to make your own tabs, so that you could make a custom tileset and put it in its own tab. This would speed up level building with custom graphics.
its are already possible. add tiles and types in the .ini file!
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Post #45by Kevsoft » 1 Jul 2014, 11:25

It is not possible to make your own "tabs", later then when the editor get's further with the development. Yes you can make your own groups, but not for custom items yet.
▬▬▬▬▬▬▬▬▬▬ஜ۩۞۩ஜ▬▬▬▬▬▬▬▬ Signature.start() ▬▬▬▬▬▬▬▬▬▬ஜ۩۞۩ஜ▬▬▬▬▬▬▬
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Post #46by Squishy Rex » 2 Jul 2014, 9:21

I have an idea, its something that has bugged me with SMBX for a while. It's hard t explain but anyway. How about a special framestyle command for NPCs like Boo. That way instead of only being allowed to have one frame for both the chase frame and shy frame you have have multiple animation frames for either action.
EG Shy Frames: 1
Chase Frames: 3

I hope that makes sense, if not I'll try to make it more coherent.
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Post #47by Kevsoft » 2 Jul 2014, 19:42

Don't quite understand....
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Post #48by Sambo » 2 Jul 2014, 23:26

Squishy Rex wrote:I have an idea, its something that has bugged me with SMBX for a while. It's hard t explain but anyway. How about a special framestyle command for NPCs like Boo. That way instead of only being allowed to have one frame for both the chase frame and shy frame you have have multiple animation frames for either action.
EG Shy Frames: 1
Chase Frames: 3

I hope that makes sense, if not I'll try to make it more coherent.
He means that there should be a special framesyle where NPCs like Boo could have a certain number of frames for when it's standing still, and a different number of frames for its chasing animation. I hope this helps.

I thought of a few more suggestions. I hope I'm not annoying anyone.
  • Variable-height bouncing NPCs. For example, changing how high jumping Koopas and Podoboos jump, or how high a spring can bounce the player, etc.
  • Can make fire-breathing piranha plants upside-down and sideways.
  • Limited number generators. So, for example, you could set the generator to stop after spawning 17 Goombas.
  • Improved line guides. In SMW there are more sloped lines and curved lines, and if you make a sharp turn in the line, the platform doesn't fall off like in SMBX.
  • When you right-click an NPC, there should be a "create .txt file" button.
  • Ability to make shops, and instead of coins resetting to zero when they reach 100, they just keep counting up and you get a 1up for every 100 coins.
  • Star coins that work like in NSMB.
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Post #49by Veudekato » 3 Jul 2014, 10:54

Sambo wrote:When you right-click an NPC, there should be a "create .txt file" button.
?
if you open txt file editor open npc editor . and you can save text with id of npc. (exaple npc-1.txt)
Move your mouse over the NPC in the list to see ID
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Post #50by Kevsoft » 3 Jul 2014, 11:01

He means that you directly create a new NPC Configuration of a selected NPC in the level editor.

Sambo wrote:When you right-click an NPC, there should be a "create .txt file" button.
Done!
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Post #51by Wohlstand » 4 Jul 2014, 2:14

Veudekato wrote:if you open txt file editor open npc editor . and you can save text with id of npc. (exaple npc-1.txt)
Move your mouse over the NPC in the list to see ID
Means:
Create new NPC config by context-menu of already placed on level map NPC, and will be created new NPC-config with his ID.
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Post #52by Alucard » 4 Jul 2014, 19:30

Did you know, that SMBX can play MIDI`s for custom music (even though at crappy playback quality)? I am remembering an old episode named "Super Mario Bros. 64 X". This episode was using MIDI as final stage theme.

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Post #53by h2643 » 4 Jul 2014, 19:38

SMBX also can play WAVs as custom music, if you didn't know this. And Super Mario Bros. 64 X was my and rainbowyoshi's episode :)
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Post #54by Wohlstand » 4 Jul 2014, 23:26

Alucard wrote:Did you know, that SMBX can play MIDI`s for custom music (even though at crappy playback quality)? I am remembering an old episode named "Super Mario Bros. 64 X". This episode was using MIDI as final stage theme.
Hi, yes, can, but because it overloading CPU to 100%, MIDI will played crappy. But in player without SMBX playing good (on same MIDI-Synth).

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Post #55by Squishy Rex » 8 Jul 2014, 3:55

Well, I don't know if this has been suggested, but, what about implementing the clear pipes from 3D World, that would make for a really cool feature, OR even just the player tracking when using pipes like in SMB3 that don't warp to another section. Mario Builder v11.1 uses this feature.
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Post #56by Kevsoft » 8 Jul 2014, 9:41

Would be possible, but we would need custom animated spirtes for clear pipes.
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▬▬▬▬▬▬▬▬▬▬ஜ۩۞۩ஜ▬▬▬▬▬▬▬▬ Signature.end() ▬▬▬▬▬▬▬▬▬▬ஜ۩۞۩ஜ▬▬▬▬▬▬▬▬

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Post #57by Squishy Rex » 8 Jul 2014, 10:59

I could probably make some for Mario, Luigi, Toad, Peach and Link, though for the non-copyright release using Wohlstand's "Anthony" if that's the characters being used, it may take a while.
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Post #58by Kevsoft » 8 Jul 2014, 16:31

Take your time, we still didn't begin the engine anyway, and if we begin, the first thing we would develop is the compatibility for the SMBX format.
▬▬▬▬▬▬▬▬▬▬ஜ۩۞۩ஜ▬▬▬▬▬▬▬▬ Signature.start() ▬▬▬▬▬▬▬▬▬▬ஜ۩۞۩ஜ▬▬▬▬▬▬▬
▬▬▬▬▬▬▬▬▬▬ஜ۩۞۩ஜ▬▬▬▬▬▬▬▬ Signature.end() ▬▬▬▬▬▬▬▬▬▬ஜ۩۞۩ஜ▬▬▬▬▬▬▬▬

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Post #59by Sambo » 9 Jul 2014, 6:25

Wohlstand wrote:Create new NPC config by context-menu of already placed on level map NPC, and will be created new NPC-config with his ID.
I tested this feature in the newest build and it works fine, but I noticed that the NPC's default graphic is always shown when you use it. You should make it load custom graphics over that NPC if there are any, to improve usability.
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Post #60by Kevsoft » 9 Jul 2014, 9:25

Sambo wrote:
Wohlstand wrote:Create new NPC config by context-menu of already placed on level map NPC, and will be created new NPC-config with his ID.
I tested this feature in the newest build and it works fine, but I noticed that the NPC's default graphic is always shown when you use it. You should make it load custom graphics over that NPC if there are any, to improve usability.
We'll see, what we can do...
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