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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Post #61by Wohlstand » 9 Jul 2014, 13:51

Sambo wrote: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.
For displaying any custom graphics for any items, you must switch the category to [custom]. If it's empty, it would mean that the level doesn't have any custom graphics. And if you save the file for loading custom graphics, you need to use the "Reload current file" action

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Post #62by Sambo » 10 Jul 2014, 22:57

What I meant was when you right-click on the NPC and choose the 'New NPC Configuration' option, the NPC txt editor always shows the default graphic, even if there is a custom graphic in the level's folder, so you have to save and reload the file to see the custom graphic. You should make it load the custom graphic in the preview box when editing the NPC's configuration.
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Post #63by Wohlstand » 10 Jul 2014, 23:02

Sambo wrote:What I meant was when you right-click on the NPC and choose the 'New NPC Configuration' option, the NPC txt editor always shows the default graphic, even if there is a custom graphic in the level's folder, so you have to save and reload the file to see the custom graphic. You should make it load the custom graphic in the preview box when editing the NPC's configuration.
Oh, you meant the:
If level folder have the npc-*.txt file for selected NPC - open them in new tab, if not - create new for selected NPC.
Right?
I will made later this check, and exist custom NPC.txt will be open on this action.

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Post #64by Sambo » 10 Jul 2014, 23:19

Wohlstand wrote:Oh, you meant the:
If level folder have the npc-*.txt file for selected NPC - open them in new tab, if not - create new for selected NPC.
Right?
I will made later this check, and exist custom NPC.txt will be open on this action.
Yeah, that was what I meant. :)
I noticed that there is a "resize" option for sizeable blocks, but not for water and quicksand. You should implement the "resize" option for those.
And I know it wouldn't be compatible with SMBX, but you should make it so that in underwater sections, the "water" environment type works in reverse and makes the part of the section it's on not water.
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Post #65by Wohlstand » 10 Jul 2014, 23:44

Sambo wrote:You should implement the "resize" option for those.
Sorry, forgot, will made too :wink:

Sambo wrote:And I know it wouldn't be compatible with SMBX, but you should make it so that in underwater sections, the "water" environment type works in reverse and makes the part of the section it's on not water.
This possible in engine part without lost compatible with SMBX, because need only make subtract water physics by "water environment" rectangles if "underwater" flag was set for this section, and it will work in revers. But inside SMBX this feature will not be work, total section space will have water physics even inside water environment rectangle.
But as new feature of new file format will be implemented the extended physical environment rectangle, what will have more features than SMBX's, what can made only water or quicksand physics.

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Post #66by Sambo » 11 Jul 2014, 2:41

I noticed that in PGE, it says the "max 28 characters per line" in the "set message" box, but you can put more than 28 characters in a line. Why don't you make it only allow 28 characters per line, so you have a better idea of what it will look like in SMBX? Also, when I try to put in extra spaces or press Enter to go to a new line, the extra spaces are removed from the message. So if I try to make a sign say:
--WARNING--
Cheep-Cheeps will jump out of
the water at you.

It gets changed to:
--WARNING-- Cheep-Cheeps
will jump out of the water
at you.

(I used extra spaces to get to the next line, because You can't use Enter in NPC messages in SMBX.)
So you should make it so it doesn't remove extra spaces from messages and only allow 28 characters per line.
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Post #67by Wohlstand » 11 Jul 2014, 14:12

Sambo wrote:ut more than 28 characters in a line. Why don't you make it only allow 28 characters per line, so you have a better idea of what it will look like in SMBX? Also, when I try to put in extra spaces or press Enter to go to a new line, the extra spaces are removed from the message. So if I try to make a sign say:
--WARNING--
Cheep-Cheeps will jump out of
the water at you.

It gets changed to:
--WARNING-- Cheep-Cheeps
will jump out of the water
at you.
(I used extra spaces to get to the next line, because You can't use Enter in NPC messages in SMBX.)
So you should make it so it doesn't remove extra spaces from messages and only allow 28 characters per line.
I will check them, must be removed only quotes and new line "\n" characters for escape conflicts with SMBX format, but not extra spaces

Added after 1 hour 29 minutes:
Fixed!
Also, I set to "always visible" vertical scroll bar, for display message in this box equal to SMBX message box:
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Post #68by Sambo » 15 Jul 2014, 6:21

From the screenshot it looks like the messages match SMBX on your computer, but on mine, it doesn't match SMBX:
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And it still removes the extra spaces from my messages. What I wanted was to be able to add extra spaces to messages because in SMBX you can't use the Enter key to get a new line, so to get a new line in the message I would just add spaces to the end of the line I was in.
Like this:
Image
Note the extra spaces that I used to get to the next line.
And the new version isn't quite stable. When I try to open a certain level, PGE stops working and must be closed. It may be because this level has a lot of events, but I could open it in the older version.
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Post #69by Wohlstand » 15 Jul 2014, 14:22

Sambo wrote:From the screenshot it looks like the messages match SMBX on your computer, but on mine, it doesn't match SMBX:
As you see, your message box (PGE Editor) is displayed with another font type (the font must be mono-weight, I think this is because you don't have them).
Get this font archive http://wohlsoft.ru/docs/_files_for_posts/Liberation%20fonts.zip and copy/paste them into "Control panel -> fonts", and then restart the PGE Editor. I think then the message box will be displayed normally. I will include these fonts with the PGE builds archives just in case.

Sambo wrote:When I try to open a certain level, PGE stops working and must be closed. It may be because this level has a lot of events, but I could open it in the older version.
Please send me this same level, I think a bug exists which makes it crash. Compared to SMBX, PGE doesn't have item limits.
Sambo wrote:Like this:
Note the extra spaces that I used to get to the next line.
And the new version isn't quite stable. When I try to open a certain level, PGE stops working and must be closed. It may be because this level has a lot of events, but I could open it in the older version.
Don't forget the frequency at which my "laboratory" updates arrive at. If you see a new "updated at" time, you must re-download them. I already probably fixed the removing of the extra-spaces. I think you might be using an old version which doesn't contain this fix. Check the ? -> About dialog. You must see the cat mascot/logo instead of the mushroom, as I replaced it very recently.

EDIT: If you got crashes or bugs with levels, always attach same level (which its custom graphics and txt's) which makes bugs and crashed, it will help us to fix errors.

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Post #70by Kevsoft » 15 Jul 2014, 20:49

Sambo wrote:And the new version isn't quite stable. When I try to open a certain level, PGE stops working and must be closed. It may be because this level has a lot of events, but I could open it in the older version.

Also please send us an copy of the level, so we can have a look what's wrong.
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Post #71by Luigifan2010 » 17 Jul 2014, 20:47

Not sure how active this thread is but something I'd like are per level custom categories.

You know when you're working with say, extended tilesets, which involve some tiles being under custom and some being under, let's say, wood? It can get quite repetitive to switch back and forth. So how about we allow users to setup their own on a per level basis. The INI's could be stored under the same name as the level and possibly in the same directory.

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Post #72by Wohlstand » 17 Jul 2014, 21:44

Luigifan2010 wrote:Not sure how active this thread is but something I'd like are per level custom categories.

You know when you're working with say, extended tilesets, which involve some tiles being under custom and some being under, let's say, wood? It can get quite repetitive to switch back and forth. So how about we allow users to setup their own on a per level basis. The INI's could be stored under the same name as the level and possibly in the same directory.
...Or I can define in the LVLX new section for custom tilesets :)
How I wrote in the specification: LVLX using marked parameters and it can contain the custom markers and sections without lost of compatibility ;-)
But personal INI file for old LVL files I will use =)

Now I'm creating world map support, and for them I think for start using of tilesets as "pattles" in the graphical editors. And Kevin now creating the customizing tileset for users can define his item tilesets and pattles :cool:

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Post #73by Squishy Rex » 18 Jul 2014, 13:03

So I've been playing Super Mario 3D World and Crush the Castle 2 and I had an idea, what about customizable achievements or collections for things like Stamps like in Super Mario 3D World or Super Mario Bros Deluxe's Scrapbook? Something like this could have unimaginable original uses and would be a fresh objective (like stomping 100 Goombas) than just collecting Stars.
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Post #74by Kevsoft » 18 Jul 2014, 14:01

Good idea...
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Post #75by Sambo » 18 Jul 2014, 20:25

Different layers should be highlighted in different colors or something so you can tell if an object is on another layer.
Also, it would be nice to have an option to show hidden layers, but have them shown semi-transparent so you can tell that they're hidden.

Another thing that should be included is an event trigger object that can be resized, and you can set it to trigger the event only once or every time the player touches it.
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Post #76by Kevsoft » 18 Jul 2014, 21:00

Sambo wrote:Different layers should be highlighted in different colors or something so you can tell if an object is on another layer.

Like some sort of color touch over the objects?

Sambo wrote:Also, it would be nice to have an option to show hidden layers, but have them shown semi-transparent so you can tell that they're hidden.

The problem about that is, that there is already a option for block to be hidden, and they are displayed semi-transparent. But still we'll look what we can do.

Sambo wrote:Another thing that should be included is an event trigger object that can be resized, and you can set it to trigger the event only once or every time the player touches it.

It will be a huge discussion about the new event system. We'll see later on, but the option to deactivate and activate triggers will be implemented in the new format.
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Post #77by Wohlstand » 18 Jul 2014, 21:16

Sambo, /viewtopic.php?f=17&t=181
If you will read values of markers, you will know, what will contain new file format

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Post #78by Sambo » 18 Jul 2014, 23:36

Kevsoft wrote:
Sambo wrote:Different layers should be highlighted in different colors or something so you can tell if an object is on another layer.

Like some sort of color touch over the objects?

Something like this, where each layer is tinted a different color:
Spoiler
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Wohlstand wrote:Sambo, /viewtopic.php?f=17&t=181
If you will read values of markers, you will know, what will contain new file format

That looks like a good idea. :) It would make it so you could remove the unused values from the files to save a bit of memory, without causing problems in reading the files.

I thought of 1 more thing that would speed up workflow in the program. You could make it so "Square Fill" is activated when holding Shift, so you can use square fill by holding Shift and clicking and dragging.
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Post #79by Wohlstand » 18 Jul 2014, 23:52

Sambo wrote:I thought of 1 more thing that would speed up workflow in the program. You could make it so "Square Fill" is activated when holding Shift, so you can use square fill by holding Shift and clicking and dragging.
Good idea, add switch between square-fill and normal place by key, I think, will better if this key will be TAB:
I.e. when you press TAB key, you will switch into the square fill mode and back if you press TAB key again. In next time I think to add Line-Fill, for speed-up drawing of slope process

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Post #80by Meowflash » 27 Jul 2014, 4:58

I'd like an ability to place stuff on the foreground.


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