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PGE Project thread (Latest Editor 0.3.1.13 and Engine 0.3-alpha)

The second SMBX collab!
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ano0maly
Retired Tester
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Joined: 6 years ago

Re: PGE Project thread (Latest Editor 0.3.1.12 and Engine 0.2.6-alpha)

Postby ano0maly » 10 months ago

What is the PGE Project?

My understanding was that the goal of PGE was to reproduce and create a royalty-free platforming engine that is also backwards-compatible with SMBX 1.3x.

But then SMBX 2.0 came along and that changed the whole story. If PGE and SMBX 2.0 coexist, what would be their relationship?
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Wohlstand
PGE and LunaLUA developer
Posts: 154
Joined: 3 years ago

Re: PGE Project thread (Latest Editor 0.3.1.12 and Engine 0.2.6-alpha)

Postby Wohlstand » 9 months ago

ano0maly wrote:What is the PGE Project?

My understanding was that the goal of PGE was to reproduce and create a royalty-free platforming engine that is also backwards-compatible with SMBX 1.3x.

But then SMBX 2.0 came along and that changed the whole story. If PGE and SMBX 2.0 coexist, what would be their relationship?
PGE Project - game engine (pge_engine) and toolkit (editor, calibrator, gfx-tools, maintainer, musplayer), and here is multiple purposes to use PGE:
- As successor of old SMBX Engine for continuing original game series with upgraded and controllable base
- As generic game engine of platform gengre to create brand new games from scratch, using any free-available/own-drawn graphics, legal free-available/own-recorded musics/sounds, and lua-scripts for gameplay, AIs and easter eggs ;-)
PGE Engine part is main part which is now in alpha state, and SMBX 2.0 is using LunaLua core until PGE Engine will be released and it will have completed implementation of necessary API to move already coded things to it.

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Wohlstand
PGE and LunaLUA developer
Posts: 154
Joined: 3 years ago

Re: PGE Project thread (Latest Editor 0.3.1.12 and Engine 0.2.6-alpha)

Postby Wohlstand » 5 months ago

Hello, everybody!

Important news, please read!

Recently we found a massive bug in Version 3.0 (older versions aren't affected) of the GIFs2PNG tool: When trying to convert images using a config pack and having the "-r" flag (remove source images) set, GIFs2PNG would also remove masks from the config pack!

We have updated the PGE Project builds to update GIFs2PNG to Version 3.0.1 which fixes this bug!

The next update to the PGE Project will come soon after we complete a lot of work on the engine application. The editor is preparing for a big reorganizing and will have many new features!

See you soon! Image

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Wohlstand
PGE and LunaLUA developer
Posts: 154
Joined: 3 years ago

New Update!

Postby Wohlstand » 2 months ago

Greetings hoomans!

Here's a quick rundown of some (hopefully exciting!) news from the PGE devs for y'all.


We're releasing new versions of the Engine, Editor and other tools. These include small feature additions and numerous bugfixes for known bugs and crashes. This update also adds improved support for 38A level files and read-only support for 38A-formatted world maps.
PGE also finally has 64-bit assembly support for Windows (previously 64-bit support only went as far as Linux and macOS).

We're rebranding! The project you've known till now as the PGE Project will now be rebranding itself as the "Moondust" Project. For anyone feelin' out of the loop: For a while now, our devs have had the intention to have a project name that not only felt easier to remember, but something that had a more unique distinctive brand to reflect the project.

We think we've succeeded in figuring that out, and I'd like to thank everyone who participated in voting and/or provided feedback!

We're beginning a rather massive reorganization of the editor.
Yess it's true! The Editor is set to recieve a major overhaul and will be completely rewritten. Don't ring those alarm bells yet though! The existing editor will still be supported fully till we can get its replacement complete and up and running.

Article credits to Nexiana

All downloads have been updated

Editor changelog 0.3.1.12
* All frame delay values in all INI files have been renamed from "framespeed" and "frame-speed" into "frame-delay". Old values have been kept as aliases. The "framespeed" alias now has units in 1/65 seconds (to match with SMBX 1.3), while others have units in milliseconds.
* Added an absolute Z-Value definition for BGOs in the INI configuration
* Custom item INI files no longer require the section declaration at the beginning
* Added the absolute ~/Application/PGE Project alternate folder to escape path randomizing on macOS Sierra and higher
* Added ability to choose engine application in different folder if pge_engine does not exist in the same folder as editor
* Use physical hitboxes instead of bounding rectangles as grabbable area for every element
* Fixed crash caused by phantom R-Tree entries with dead pointer and zero size
* Fixed wrong initial frame for right-facing NPCs when animation is disabled
* Section numbers are now count from 0 (instead of counting from 1) to match SMBX and LunaLua core
* Added ability to hide meta-signs shown over blocks and NPCs when exporting images
* Added ability to hide enabled grid when exporting images
* Added ability to hide invisible blocks when exporting images
* Added more physical environment types
* Physical environment zones are now only grabbable by the border line again
* Fixed most rendering artifacts caused when animation is turned off
* Better "New File" toolbar drop-down menu icon
* Fixed a translation of Vanilla-like toolbar
* Fixed inability to save tileset when forbidden file path characters were used
* Custom counter settings now save into the "settings" subfolder along with all other settings INI files
Engine changelog 0.3-alpha
* Qt has been removed from dependencies for PGE Engine. PGE Engine now requires SDL2 only
* Font Manager has been reworked to use the FreeType library instead of QFont
* Added the ability to skip the long path opening animation by hitting the pause key on the world map
* Accuracy of the path opener has been improved and added support for debug rendering for it on the world map
* Added a smooth camera to opening path tiles on the world map
* Fixed the blinking of the playable character when shown on multiple cameras
* Fixed a bug which caused the appearance of self in the list of contacted objects, causing unexpected results
* All frame delay values in all INI files have been renamed from "framespeed" and "frame-speed" into "frame-delay". Old values have been kept as aliases. The "framespeed" alias now has units in 1/65 seconds (to match with SMBX 1.3), while others have units in milliseconds.
* Added an absolute Z-Value definition for BGOs in the INI configuration
* Custom item INI files no longer require the section declaration at the beginning
* Fixed issues related to HighDPI screen support: mouse cursor accuracy and rendering (worst case found on macOS with Retina screen)
* Use a subfolder of the default screenshot folder on macOS operating systems
* Added support for true multi-layered backgrounds


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