



Sure why not :PSambo wrote:I was looking at the markers and noticed that gravity could be changed. Will we be able to make gravity upside-down or sideways?
Sure!4matsy wrote:One thing I'd like to see, that SMBX currently doesn't do, is enemies that spawn facing the player, regardless of whether said player spawned them on the left or right side of the screen (like the official Mario games do).
Belive me or not, that's why I joined the Project: Playing with friends over the internet!4matsy wrote:Something I'd like to see eventually (like, I know it wouldn't be worked on right away, but rather in the far future) would be some sort of online capability, so that games made with the PGE editor could be played over the internet with friends. ^_^





Exists methods for playing into and loop middle by markers in one file. "SMC" and "IT" formats can have original SNES music and loops like SNES. Also I can made possible use loop ranges in current musics, but you need open music file and find positions (in samples) and set loop points manually in the INI file.Mikepjr wrote:New thought/idea just emerged into my head!
Music does not have intros and loop sections.
Why not have it so when you pick a song you have 2 parts to it.. so like.. you have a song called Butter Bridge you play in a level.. it would have 2 parts.. Butter Bridge-A.mp3 and Butter Bridge-B.mp3 A would only get played once each time you enter a level, but right after A finishes B will play but it will loop.
This will fix that issue SMBX has with music being long and repeating the intro. along with the rest of it.




I will add loopstart and loopend into the music INI file for each music file. For custom musics will need to append loop points values for section settings of LVLX format and for custom music event action. This values need for music formats which not support a the loop points values.Mikepjr wrote:Sadly i make music, and i have NO clue how to make SMC music, i can make OGG and MP3.. granted there is a way to add said loop points.. it's a method that RPG Maker VX Ace uses.. where you set the LOOPSTART and LOOPLENGTH, which VX Ace reads and knows to loop.
I do that with Audacity.. is that what you're speaking of when you mention the manual thing with INI files?




why? i know how but with LunaDLL and this hard..Mikepjr wrote:i noticed that in SMBX you can not have custom sound effects


What about customizing of sound effects, I will check them. My idea is:Mikepjr wrote:Ah alright.
Also, maybe it's been talked about.
But, i noticed that in SMBX you can not have custom sound effects just for your own project or "world".
Any plans to change that so it can read the sound effect files from the world folder if you want, rather than the main sound folder?




This:Veudekato wrote:what about 'select sound file from folder with lvl file' ? as in lunadll
means the "play sound from folder". Sound file - relative path to sound file which will be playedfor events with "play sound ID" I will made "play sound file" action which allow to use any extenal files.





Yes, because this gives to you lot of many useful features. At first I will try to implement LunaDLL's script language as internal script engine with same modifications of game play staff. For programming NPC I will use the lua and own NPCS language.tb1024 wrote:Maybe could we place a scripting engine (lunaDLL equivalent) in Platgenwolh?
Yes, for replace only some sounds and only per level/worldtb1024 wrote:My idea for custom SFX: Custom SFX will be placed at the graphics folder with the same name from the sound folder. Ex: replace the "Stomp.extension" SFX by putting "Stomp.extension" at the graphics folder. Good?



It WILL be implemented in the engine.Sambo wrote:I just thought of something that should be implemented. The new engine should be compatible with parallaxing backgrounds. Just in case you don't know what that is, that's where the backgrounds have different layers that move at different speeds, to create a sort of 3D effect. Another thing that should be added is the ability to make a background or a layer in the background autoscroll to create a movement effect, like if you wanted moving clouds, or a moving BG for a train level, for example.




NPC Creator is very unlikely. I have a ton of questions, such as how it'll be stored, what about using it in a episode... Wohlstand already said that there will be a Lua scripting engine. And you're probably going to be able to write anything in PGE. Wohlstand said on the IRC that the entire NPC algorithm can be replaced. In other words, NPC's entire behavior can be modified using the Lua script. Which in fact, is a much more user-friendly programming language than the almost assembler level LunaDLL Scripts. Yes. Assembler Level. In LunaDLL there's direct memory manipulation, so it's assembler level. I hope he gives us some nice variables and events (PlayerDirection, NPCDirection, OnCollision).Meowflash wrote:Can you add an NPC creator and more SMB1 NPCs, more SMB2 NPCs and more SMB3 NPCs?
LunaDLL is very hard. Let Lua and the npcs.txt alone, it's much more user-friendly.Wohlstand wrote:Yes, because this gives to you lot of many useful features. At first I will try to implement LunaDLL's script language as internal script engine with same modifications of game play staff. For programming NPC I will use the lua and own NPCS language.Maybe could we place a scripting engine (lunaDLL equivalent) in Platgenwolh?
Code: Select all
function Talk()
if (PlayerDirection != NPCDirection) { Message("Hey, turn back and look that!"); } else { Message("Koopa is stealing the mushrooms!"); }
end

you will can male own npcs on the special scripts.tb1024 wrote:Can you add an NPC creator and more SMB1 NPCs, more SMB2 NPCs and more SMB3 NPCs?
NPC Creator is very unlikely. .
NO,its very easy (for me)tb1024 wrote:LunaDLL is very hard.
LunaDLL can do more functions - what in the interfacetb1024 wrote:Wohl, don't implement LunaDLL. Please.
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