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Moondust Project thread [Support moved]

The second SMBX collab!
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Wohlstand
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Re: PGE Project thread (Latest 0.3.0.1)

Post by Wohlstand »

Hello everybody!

I with Kevsoft are had a big work over engine, and now we are have completely new physics to replace Box2d which doesn't fits into platform game-play. New physics provides almost same SMBX physics (values of accelerations and speeds are gotten from SMBX through bunch of a tricks with LunaLUA). With a new physical engine game works faster in 3-4 times faster than was in Box2d. Also new version is going with lua subsystem which provides powerful customization of everything: basic atmosphere, print misc. texts or some debug information, and later will be used to implement NPC algorithms and game-play events required to game work.

This is an experimental version of engine with a new physics which can be used for a preview and tests reasons. You can use it to test any levels or episodes or check out for a new physics system before engine will have finished work with a physics and I will do a creation of NPC Algorithms and layers/events system to have completed implementation of SMBX64 standard gameplay which giving full support of SMBX-based levels, episodes and games.

Important notes! (Read it before use new engine!)
  • New physics are incompatible with old settings defined in the lvl_characters.ini, engine.ini, sound_roles.ini files and characters, script subfolders inside each config pack. Therefore you should overwrite them with files presented in the configs/SMBX folder inside patch archive. If you will try to play game with old settings, character will run super-faster than sonic and will have Giga-jumps and you will fly into outer space .... without suit.
  • There is no slopes yet. All blocks are rectangle. If you can't pass some holes because must be slope, use tail with "alt-run" key to destroy unnecessary blocks (up+altrun and down+altrun to destroy blocks at top or at bottom of the character)
  • All NPC's which are has gravity are will fall down through all blocks. However you can contact with them: coins, power-ups, exits are takable, and contact with some bosses will cause exit from level (while their algorithms are not implemented, you can exit from level to contact with boss instead defeating of them). And you have able to kill than NPC's with a tail.
  • Use 7, 8, 9, 0 number keys to toggle character. 7 - small Peach, 8 - Raccoon peach, 9 - small Mario, 0 - Raccoon Mario
  • If you can't climb on vines (before some things are not implemented), you can fly-up with Alt-jump key which provides unlimited flying up
  • Temporary contact with lava blocks no more kill player.
  • In two-players mode players can't communicate between theme selves unlike previous version of engine. Than is temporary before works with collisions will not be finished.
  • To start using new engine, you should have pre-installed latest PGE (latest version of editor from laboratory is 0.3.0.2) and use special patch to update engine and some INI-files to take experimental engine working (you must have installed "SMBX 1.3 compatible" config pack before updating of engine!). Before physics and lvl_npc.ini file will not be completed, new version of engine has published separately just for preview. When main bunch of works will be finished, new engine will be completely available from laboratory and you can use it for any testing purposes.
  • Layers and events still not implemented yet. Therefore all items of all layers will be shown on the screen. Use tail-whipping with alt-run key to destroy junk blocks and alt-jump key to fly-up if you can't pass some pit because NPC's are not collidable.
  • More written in the Engine.Readme.txt file presented in the archive with patch.
Screenshots
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Dummy Credits Screen uses LUA script
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Download & Install update
First of all you should have a latest PGE version gotten via online installer which you can get here:
http://download.gna.org/pgewohlstand/de ... loader.exe

After upgrading of your PGE, download this archive and replace contents which you have in "%ProgramFiles%\PGE" folder to take usage of new engine (It contains also updated calibrator and bit updated editor where is a WIP garbage cleaner which removes all junk vines which are was flooded with buggy SMBX. It will count them only but actually is not removes them yet.)
http://download.gna.org/pgewohlstand/de ... h-win32.7z
Note: New engine uses incompatible config settings, and you should use updated ini files from "<pge-engine-0.1-alpha-dev-patch-win32.7z>/configs/SMBX/" in your config pack ("SMBX 1.3 Compatible", "raocow Talkhaus", "SMBX Redrawn" or [NOT RECOMMENDED!]"SMBX Integration").
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Re: PGE Project thread (Latest 0.3.0.1)

Post by ztarwuff »

Something about the Metroid blocks was really bothering me, so I used the PGE to zoom in and check the blocks out. Turns out that Blocks 513, 515 and 533 are labelled incorrectly in the PGE, as are 517, 518 and 514. This is the current set up:

513 Item Room Floor 1
515 Item Room Floor 2
533 Item Room Floor 3

518 Item Room Wall
517 Item Room Wall
514 Item Room Wall

After investigating them, I've found that they are actually as follows:

515 Item Room Floor 1
513 Item Room Floor 2
533 Item Room Floor 3

517 Item Room Wall 1
514 Item Room Wall 2
518 Item room Wall 3

That is, if you place them down in numerical order from left to right, then there's no cut off. If you do otherwise, there's cut off. The difference is so subtle that made me question why there were so many copies of the same block. I know I can change the ini file, but I thought I'd post this info here so the next release could have this fixed.
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Re: PGE Project thread (Latest 0.3.0.1)

Post by Wohlstand »

ztarwuff wrote:Something about the Metroid blocks was really bothering me, so I used the PGE to zoom in and check the blocks out. Turns out that Blocks 513, 515 and 533 are labelled incorrectly in the PGE, as are 517, 518 and 514. This is the current set up:

513 Item Room Floor 1
515 Item Room Floor 2
533 Item Room Floor 3

518 Item Room Wall
517 Item Room Wall
514 Item Room Wall

After investigating them, I've found that they are actually as follows:

515 Item Room Floor 1
513 Item Room Floor 2
533 Item Room Floor 3

517 Item Room Wall 1
514 Item Room Wall 2
518 Item room Wall 3

That is, if you place them down in numerical order from left to right, then there's no cut off. If you do otherwise, there's cut off. The difference is so subtle that made me question why there were so many copies of the same block. I know I can change the ini file, but I thought I'd post this info here so the next release could have this fixed.
Oops.., thanks for than, and I will apply fix in lvl_blocks.ini in next update. But you can apply fixed file now https://github.com/Wohlhabend-Networks/ ... 159d78f6f9
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Re: PGE Project thread (Latest 0.3.0.1)

Post by Wohlstand »

PGE Engine: 0 1-alpha. First AI-based NPC


Original Link: http://www.youtube.com/watch?v=M9fYsVOIdEQ
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Re: PGE Project thread (Latest 0.3.0.1)

Post by ztarwuff »

Wohlstand wrote:Oops.., thanks for than, and I will apply fix in lvl_blocks.ini in next update. But you can apply fixed file now https://github.com/Wohlhabend-Networks/ ... 159d78f6f9
Don't fret about it. As I said, the only reason I looked into it was because I found it strange that there were so many blocks that looked so similar.
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Re: PGE Project thread (Latest 0.3.0.3)

Post by Wohlstand »

PGE Editor 0.3.0.3 and PGE Engine 0.2-alpha!
This is a huge update of engine part and some new things in the editor!

This is an engine provides the SMBX-like physics and lua-coded NPC-AI's!
When you will get this update, you should completely update your config packs too, because new changes in the engine are incompatible with properties which are with previous version of PGE.

Editor Changelog 0.3.0.3
- [WIP] tool which provides clean-up of garbage NPC's caused by bug of the SMBX (any climbable NPC's such as vines are flooding by SMBX). Currently tool can count junk NPC's only, in next build will be finished and you will can clean-up your levels from junk NPC's
- Added config pack version notifier (if you have old config pack is old, you will be notified about)
- Better design of development console box
- Fixed a crash which possible if you pressing F5 keys too often.
Engine Changelog 0.2-alpha
- Physics are completely replaced with own coded physical engine
- Working NPC-AI system with support NPC's coded in the Lua
- Exits are works!
- Kill effects [are not works perfect, need a lot of work, but there are works fine]
- Added generators!
- Player can climb on NPC-based climbable walls, not only on the BGO-based!
- Fixed a lot of bugs
- NPC's finally can be spawned from blocks where there are was included!
All download links are been updated! See main post to download latest PGE build!

READ THIS. Important info about PGE Engine
While you play games with PGE Engine, don't forget about controls:
Image

Note about regular keys:
JUMP Regular jumping, always use it instead of alt-jump because "alt-jump" is NOT works right
ALT-JUMP temporary is an unlimited flying up! Use it to get unbeatable heights!
ALT-RUN temporary is a cheating weapon to destroy anybody arroud your characher

==============================================
More detail list of controlls:
==============================================
Arrows:
--------------------
left-right - walk
Up/Down - enter into door/pipe
--------------------
Z - (jump) / enter to level from world map [on German keyboard will work Y key instead by unknown for me reasons :P]
X - (run)
A - (alt-jump) (Temporary, fly up, use it to get inaccessible heights without vines!)
S - (alt-run) (Temporary, tail-whipping to destroy any blocks over face,
S+UP - destroy blocks over head,
S+Down - destroy blocks under self)
==============================================
Engine reserved keys and key combinations
==============================================
Ctrl+F - Toggle fullscreen mode

F2 - enable/disable drawing a debug rectangles of physical engine (render all hitboxes)
F3 - enable/disable printing of debug information
F5 - pause/resume physical loopsteps. Used while collisions are debugged
F6 - enable slow mode of physical loopsteps. Everything will go slow. Used while collisions are debugged.

F12 - take screenshot (will be saved in the 'screenshots' folder which will be in PGE folder or in the %UserProfile%\.PGE_Project).
Screenshots will be written into PNG format and will have timedate based filename.

1, 2, 3, 4, 5 degits keys - spawn something effect (made temporary while effects system are debugged)
7, 8, 9, 0 - toggle character and it's state: 7 - Small Peach, 8 - Raccoon Peach, 9 - Small Mario, 0 - Raccoon Mario

i - disable/enable walkable zone limit on the world map (you will have able to walk anywhere)

Enter, Esc - pause/resume game, show pause menu
Screenshots
Hot placing of items into engine while level testing in process
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AI-Based NPC's such as podoboo and piranha plants are coded in Lua and can be customized
Image

Image

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Re: PGE Project thread (Latest Editor 0.3.0.4 and Engine 0.2.1-alpha)

Post by Wohlstand »

SMBX Experiments: Warps comarision with PGE Engine 0.2.1-alpha


Original link: http://www.youtube.com/watch?v=WZofteiKl1c

Small comparison between SMBX 1.3 and PGE Engine 0.2.1-alpha.
PGE Engine has:
- Better condition of allowing to warp
- Better warp animation
- Unlike SMBX, PGE Engine doesn't move character to center of warp point (moving of character to center of warp point usually looks ugly)
- Screen fading while going between different sections
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Re: PGE Project thread (Latest Editor 0.3.0.4 and Engine 0.2.1-alpha)

Post by Arctangent »

Centering the character at the warp might be better as a world setting, because it's actually based on how Mario does it iirc.

Plus it looks kind of odd with the doors and it's a bit weird how the character isn't aligned when they enter and exit the pipe.
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Re: PGE Project thread (Latest Editor 0.3.0.4 and Engine 0.2.1-alpha)

Post by Wohlstand »

Arctangent wrote:Centering the character at the warp might be better as a world setting, because it's actually based on how Mario does it iirc.

Plus it looks kind of odd with the doors and it's a bit weird how the character isn't aligned when they enter and exit the pipe.
To completely solve problem of aligning with doors/pipes of different widths/heights I will provide resizable entrance points to expand (wide pipe or big door) or reduce enterable area (1-block width vase or small door), but default settings I will calibrate anyway: I will require intersect into door entrance point to have able to enter into it. Aligning is always looks ugly (try to enter into vertical pipe at nearest edge in the SMBX, result will be ugly!), therefore I aligns only y-position (to be on same level as pipe) but not X-position or I align X-position for horizontal pipes but not Y-position. LVLX will provide flexible configuration of entrance warp point where you will have to expand or reduce enterable area yourself (if you wanna small vase or even tea cap! to be pipe entrance, or you wanna make it as a huge chimney)
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Re: PGE Project thread (Latest Editor 0.3.0.4 and Engine 0.2.1-alpha)

Post by Wohlstand »

Editor update 0.3.1!

On last week was made small but important updates of the editor side
Image
Updated editor is available by same download links on main post or on the homepage or from online installer!

What's new
Introduced a NPC garbage cleaner!
I think, you know old bug of SMBX Editor where you draw vines or ladders and you see than you have overflown max NPC bank or your level is lags by unknown reasons. [You can watch detail demo of this bug with SMBX 1.3 and with old Box2d based engine 0.0.11-pre-alpha].
I have beee implemented a small tool which will help to clean-up your level from those junk NPC's:
Access to this feature in the tools menu:
Image

Report about found junk NPC's (you also can check out: which and where was found junk NPC's)
Image
If you wanna know which condition to mark NPC as junk: is a same NPC-ID with same layer, with same X-Y position, with same direction with same properties, etc. If you have similar NPC's on different layers or with different messages/properties,etc. than NPC's are will not be marked as junk.

Found junk NPC's
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Report about removed junk NPC's
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Boosted performance
The common work of the editor has been improved for a big maps where you had a slow down of a placing action. Now you can place/drag&drop on a huge maps much faster!
Image
Completed support of extra sections per level!
Than means, you have able to have more than 21 sections per level. Don't forget than you should save LVLX file format if you wanna use more than 21 section or you will lose settings of those sections.
Image
Bit but useful: 'friendly' flag in the message box editor
I think, this thing will be useful for some people who requested this feature from me. Thanks to cramps-man who finally implemented it!
If you wanna know is your talking NPC friendly or not, you can modify flag directly from a message box dialog!
Image
Bit but useful: Multi-selection support for item selection dialog box
This feature works especially for a custom counters editor where you wanna add into counters list multiple items at one run!
Image
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Re: PGE Project thread (Latest Editor 0.3.1.1 and Engine 0.2.2-alpha)

Post by Wohlstand »

PGE Engine 0.2.2-alpha is available!
Download links are in the main post and you can use online installer to automatically update all config packs which you already have.

Updated engine finally has basic layers and partial events system, so, you can test various levels which has layers and events, but be sure than layer movement, autoscroll, section properties, holding of player controls are not implemented yet

Engine Changelog 0.2.2-alpha
- Added support of the layers and basic events! [layers: show, hide, toggle; message box; play SFX; trigger another event; other event actions are not implemented yet]. Working event triggers: block destroy, hit, empty-layer; NPC died, activated, empty layer [talk is not implemented yet!]
- Fixed random crash caused by lua activation event when camera catched a corpse of NPC
- Fixed slow performance caused by bad time delay function
- Player finally can ride on NPC's heads [anyway, is not finished yet]
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Re: PGE Project thread (Latest Editor 0.3.1.3 and Engine 0.2.2.2-alpha)

Post by Wohlstand »

PGE Editor 0.3.1.3 and PGE Engine 0.2.2.2 are available!
Download links are in the main post and you can use online installer to automatically update all config packs which you already have.

This is a bugfix update with adding of detectors API of NPC-AI which gave ability to have NPC's like thwomps, venus firetrap, boos, etc.
With updated fork of SDL2_mixer we now have support of loop points with OGG files (later tutorial will be outed). With this update of modified SDL2_mixer Same update LunaLUA got too!

Changelog Editor 0.3.1.3
- Fix of a crash on closing of musicbox while fetching in process
- Fix of desynced frames on exported images
- With updated SDL2_mixer_ext, is possible to have looped OGG files (vorbis tags LOOPSTART and LOOPEND with PCM-sample position are reqired (you can put them via Audacity))
Changelog Engine 0.2.2.2
- Basic Detectors API for NPC-AI which giving able to catch objects came to specific area
- Fixed bug with super-fast game loop
- Stompable NPC's are can be stomped!
- Work with a speed-summing part of physical engine gives ability to stay and ride on the moving objects
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Re: PGE Project thread (Latest Editor 0.3.1.3 and Engine 0.2.2.2-alpha)

Post by ztarwuff »

Wohlstand wrote:PGE Editor 0.3.1.3 and PGE Engine 0.2.2.2 are available!
Download links are in the main post and you can use online installer to automatically update all config packs which you already have.

This is a bugfix update with adding of detectors API of NPC-AI which gave ability to have NPC's like thwomps, venus firetrap, boos, etc.
With updated fork of SDL2_mixer we now have support of loop points with OGG files (later tutorial will be outed). With this update of modified SDL2_mixer Same update LunaLUA got too!

Changelog Editor 0.3.1.3
- Fix of a crash on closing of musicbox while fetching in process
- Fix of desynced frames on exported images
- With updated SDL2_mixer_ext, is possible to have looped OGG files (vorbis tags LOOPSTART and LOOPEND with PCM-sample position are reqired (you can put them via Audacity))
Changelog Engine 0.2.2.2
- Basic Detectors API for NPC-AI which giving able to catch objects came to specific area
- Fixed bug with super-fast game loop
- Stompable NPC's are can be stomped!
- Work with a speed-summing part of physical engine gives ability to stay and ride on the moving objects

Just wanted to say that every time I update using the online installer, PGE keeps saying I'm using a legacy A2XT config pack after I open it up. Does the online installer install the config packs as well?
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Re: PGE Project thread (Latest Editor 0.3.1.3 and Engine 0.2.2.2-alpha)

Post by Wohlstand »

ztarwuff wrote:
Wohlstand wrote:PGE Editor 0.3.1.3 and PGE Engine 0.2.2.2 are available!
Download links are in the main post and you can use online installer to automatically update all config packs which you already have.

This is a bugfix update with adding of detectors API of NPC-AI which gave ability to have NPC's like thwomps, venus firetrap, boos, etc.
With updated fork of SDL2_mixer we now have support of loop points with OGG files (later tutorial will be outed). With this update of modified SDL2_mixer Same update LunaLUA got too!

Changelog Editor 0.3.1.3
- Fix of a crash on closing of musicbox while fetching in process
- Fix of desynced frames on exported images
- With updated SDL2_mixer_ext, is possible to have looped OGG files (vorbis tags LOOPSTART and LOOPEND with PCM-sample position are reqired (you can put them via Audacity))
Changelog Engine 0.2.2.2
- Basic Detectors API for NPC-AI which giving able to catch objects came to specific area
- Fixed bug with super-fast game loop
- Stompable NPC's are can be stomped!
- Work with a speed-summing part of physical engine gives ability to stay and ride on the moving objects

Just wanted to say that every time I update using the online installer, PGE keeps saying I'm using a legacy A2XT config pack after I open it up. Does the online installer install the config packs as well?
Mayby you forgot to set checking to A2XT config pack, because I wasn't made remembering of "installed" checks, and you must set them again. Anyway you can download&unpack it manually from official PGE site
P.S. source of installer: http://engine.wohlnet.ru/docs/_laborato ... er-gna.nsi (NSIS, also needs for some plugins)
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Re: PGE Project thread (Latest Editor 0.3.1.4 and Engine 0.2.2.3-alpha)

Post by Wohlstand »

PGE Editor 0.3.1.4 and PGE Engine 0.2.2.3 are available!
Download links are in the main post and you can use online installer to automatically update all config packs which you already have.

This is a small bugfix update where fixed some small bugs in the editor and in the Engine. Also editor got updated event toolbox design which will more convenient than previous.

Changelog Editor 0.3.1.4
- New Design of classic events tool box
- Fixed the dialog lockers
- Middle mouse button with selected alone item now can copy settings of item too!
- Added support to exit from hand-drag scroll mode with right mouse button
- Added support of redefinition of some initial item properties
Changelog Engine 0.2.2.3
- Fixed imperfection with auto-closing of message box while "run" or "jump" key are holding
- Episode/Level lists are no more freezing engine!
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Re: PGE Project thread (Latest Editor 0.3.1.3 and Engine 0.2.2.2-alpha)

Post by ztarwuff »

Wohlstand wrote:Mayby you forgot to set checking to A2XT config pack, because I wasn't made remembering of "installed" checks, and you must set them again. Anyway you can download&unpack it manually from official PGE site
P.S. source of installer: http://engine.wohlnet.ru/docs/_laborato ... er-gna.nsi (NSIS, also needs for some plugins)
Having just used the Online Installer for 0.3.1.4, I have found out that that was indeed the issue. Thanks for the help.

Also, you may want to do something about the below situation. Both the SMB3 and SMW Leek are labelled the same thing, which could cause confusion. I would suggest Collectable Leek and Exit Leek.
snapshot.PNG
snapshot.PNG (7.45 KiB) Viewed 9984 times
I've changed it on my copy, but you may want to change it for the next update.

EDIT: Also, you've got them the wrong way too. NPC-97 is supposed to be the SMB3 and NPC-196 is supposed to be the SMW. I didn't realise until I started testing something a few minutes ago. Thank goodness your editor enables me to replace multiple NPCs!
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Re: PGE Project thread (Latest Editor 0.3.1.3 and Engine 0.2.2.2-alpha)

Post by Wohlstand »

ztarwuff wrote:
Wohlstand wrote:Mayby you forgot to set checking to A2XT config pack, because I wasn't made remembering of "installed" checks, and you must set them again. Anyway you can download&unpack it manually from official PGE site
P.S. source of installer: http://engine.wohlnet.ru/docs/_laborato ... er-gna.nsi (NSIS, also needs for some plugins)
Having just used the Online Installer for 0.3.1.4, I have found out that that was indeed the issue. Thanks for the help.

Also, you may want to do something about the below situation. Both the SMB3 and SMW Leek are labelled the same thing, which could cause confusion. I would suggest Collectable Leek and Exit Leek.
snapshot.PNG
I've changed it on my copy, but you may want to change it for the next update.

EDIT: Also, you've got them the wrong way too. NPC-97 is supposed to be the SMB3 and NPC-196 is supposed to be the SMW. I didn't realise until I started testing something a few minutes ago. Thank goodness your editor enables me to replace multiple NPCs!
OOps Image
It was mistake in my syncronizing script:
All edits I'm adds into "SMBX" config pack, and this script copying updated ini files, but especially for Talkhaus I used sed tool to rename most of items in the config pack. I will check out my script which renames NPC's to fit into Talkhaus and I will fix that miss up
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Re: PGE Project thread (Latest Editor 0.3.1.5 and Engine 0.2.2.4-alpha)

Post by Wohlstand »

Editor 0.3.1.5 and Engine 0.2.2.4-alpha!

This is a set of updates did since from 0.3.0.2 to 0.3.1.5 versions of editor and a set of updates of engine part from 0.1.0-alpha to 0.2.2.4-alpha.

https://github.com/Wohlhabend-Networks/ ... tag/v0.3.2

Editor Changelog from 0.3.0.2 to 0.3.1.5
- Fixed the small bug with missed up refreshing of item counters after flood-fill operation
- New Design of classic events tool box
- Fixed the dialog lockers
- Middle mouse button with selected alone item now can copy settings of item too!
- Added support to exit from hand-drag scroll mode with right mouse button
- Added support of redefinition of some initial item properties
- Fixed a crash in relation to closing the musicbox while fetching is in process
- Fixed a bug in relation to desynced frames on exported images
- With the updated SDL2_mixer_ext, it is now possible to have looped OGG files (vorbis tags LOOPSTART and LOOPEND with PCM-sample position are required (you can insert this via Audacity))
- Fixed a small issue with unreseted NPC parameters on taking new NPC's to place
- Added "tip of day" to bring attention to some useful features in the Editor.
- Added tool which provides clean-up of garbage NPC's caused by SMBX bug (any climbabme NPC's such as vines are flooding SMBX)
- Added config pack version notifier (if your config pack is outdated, you will be notified)
- Better designed development console box
- Fixed a bug which made crashing possible if the F5 keys were pressed too often.
- Performance when editing big levels and world maps, has been immproved.
- In flood-fill mode, BGOs are now colliding with other BGO's.
- Added "Transform all Item-ID's in current section" menuitem
- Added ability to transform music boxes.
- Added multiselection for item selection dialog for "add" action in the custom counters editor.
Engine Changelog from 0.1.0 to 0.2.2.4
- Physics are completely replaced with own coded physical engine
- Working NPC-AI system with support NPC's coded in the Lua
- Exits are works!
- Kill effects [are not works perfect, need a lot of work, but there are works fine]
- Added generators!
- Player can climb on NPC-based climbable walls, not only on the BGO-based!
- Fixed a lot of bugs
- NPC's finally can be spawned from blocks where there are was included!
- Added support of the layers and basic events! [layers: show, hide, toggle; message box; play SFX; trigger another event; autoscroll speed, changing of limit borders per section, toggling section background, toggling section music, other event actions are not implemented yet]. Working event triggers: block destroy, hit, empty-layer; NPC died, activated, empty layer [talk is not implemented yet!]
- Fixed random crash caused by lua activation event when camera catched a corpse of NPC
- Fixed slow performance caused by bad time delay function
- Player finally can ride on NPC's heads [anyway, is not finished yet]
- Basic Detectors API for NPC-AI which giving able to catch objects came to specific area
- Fixed bug with super-fast game loop
- Stompable NPC's are can be stomped!
- Work with a speed-summing part of physical engine gives ability to stay and ride on the moving objects
- Fixed imperfection with auto-closing of message box while "run" or "jump" key are holding
- Episode/Level lists are no more freezing engine!
- Working auto scrolling of sections has been implemented! (Unlike SMBX, autoscroll internally is an option of specific section which will works anyway, even you entered into this section from a side, you will get autoscrolling in this section)
P.S. If you wanna test autoscrolling thing of engine, try to play this level in the PGE Engine:
http://engine.wohlnet.ru/docs/_files_fo ... -0.2.2.lvl
Be sure than same level in the SMBX will have not working autoscroll (here you can start autoscroll by ...hiting of the block)
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Re: PGE Project thread (Latest Editor 0.3.1.5 and Engine 0.2.2.4-alpha)

Post by onpon4 »

I just tried what I think is the latest alpha of the engine for the first time. Seems good with what you've got so far! I did identify a couple problems unrelated to the incompleteness of it:

- The directory where you're supposed to be able to put your levels in the home directory didn't work for me. Maybe a problem with casing of the name? (Windows filesystems are case-insensitive, but most typical Linux filesystems, including the one I use, are case-sensitive.)

- I was confused by the window you get when you start up the engine, because I couldn't tell what I needed to grab. At first I assumed a "game" was a level or levelset. I didn't figure it out until I decided to try looking at something in the editor, which threw a helpful error. The engine should throw this error as well. :)

But anyway, you're doing great so far. I look forward to seeing it progress further! :)
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Re: PGE Project thread (Latest Editor 0.3.1.5 and Engine 0.2.2.4-alpha)

Post by Wohlstand »

onpon4 wrote:I just tried what I think is the latest alpha of the engine for the first time. Seems good with what you've got so far! I did identify a couple problems unrelated to the incompleteness of it:

- The directory where you're supposed to be able to put your levels in the home directory didn't work for me. Maybe a problem with casing of the name? (Windows file systems are case-insensitive, but most typical Linux file systems, including the one I use, are case-sensitive.)

- I was confused by the window you get when you start up the engine, because I couldn't tell what I needed to grab. At first I assumed a "game" was a level or levelset. I didn't figure it out until I decided to try looking at something in the editor, which threw a helpful error. The engine should throw this error as well. :)

But anyway, you're doing great so far. I look forward to seeing it progress further! :)
1) it's /home/Me/.PGE_Project/worlds (folder is hidden because has dot at begin)
- put single levels in that folder and episodes inside subfolders
- be sure than you can open level files directly:

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./pge_engine /path/to/level/file.lvl
and you even can skip config pack selection dialog with definition of direct path of config pack: --config=/path/to/configs/SMBX/
- custom config packs can be in: application directory with game engine or inside ~/.PGE_Project/configs/ folders (everything will be detected)
2) you can apply LazyFixTool to whole episode to fix not only "lazily-made masks", also fixes bad filenames of custom files (example: "npc-4.GIF" will be forcedly renamed into "npc-4.gif"):

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./LazyFixTool -W /path/to/episode/folder/
Later I will unite LazyFixTool, GIFs2PNG, PNG2GIFs into "Maintensing Tool" which will have that things inside alone application (for example, pge_maintencer png2gif -W /path/to/episode instead of GIFs2PNG -W /path/to/episode/). This will give less total size, because with specifics of static build of Qt, each app file has 5-9 MB as minimum which can be compressed to 3-5 MB with UPX. Also I plan to make Maintencing tool as hybrid of Console [to be able use that via scripts] and GUI [to be user friendly]. GUI variant will be ranned if no arguments, Console variant will work when same application ranned with any additional arguments and will print everything into console and will don't show GUI. Current version of PNG2GIFs already has this thing
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Re: PGE Project thread (Latest Editor 0.3.1.5 and Engine 0.2.2.4-alpha)

Post by SAJewers »

I must be missing something: How do I move a warp to another section?
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Wohlstand
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Re: PGE Project thread (Latest Editor 0.3.1.5 and Engine 0.2.2.4-alpha)

Post by Wohlstand »

SAJewers wrote:I must be missing something: How do I move a warp to another section?
Are you mean installing warp point in another section?
it's easy:
- Right mouse button -> properties to open in the Warps toolbox settings of specific warp entry.
- same Right Click and remove your warp point (in the warp toolbox you must see than warp point was removed)
- click to "set Entrance" button and put that point to another section
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Re: PGE Project thread (Latest Editor 0.3.1.5 and Engine 0.2.3.0-alpha)

Post by Wohlstand »

New experimental update of the engine part - 0.2.3.0!

- Now it's not a child toy, real live! that means, playable character will get hurt (each level you have 3 HP, with no repair yet) when it contacts with dangerous surfaces or enemies, and no more can whip everything. However I'v made debug sub-system where you able to press "~" key and type a special command - cheat code. You will be able to: fly up, whip evrything, to be a god! (P.S> don't worry if player will get hurt from wrong side of horizontal SMB3-spikes, that mine mistake in a config file which I will apply globally later)
- NPC's are talkable now, so, "talk" event is working.
- Experimental support of slopes! Player now able walk on slopes correctly, BUT how I warned, it's experimental: player can't slide on them, to jump player should be faced slope-up or be idle while faced to slope-down.
- Engine has controllable VSync! If you has a good video, you will have smooth and fast animation. If you has no installed drivers or you are has bad video card, you will be able to play games/levels on PGE Engine without VSync, but you need to configure "time of tick" yourself to get best view/performance for your screen! Note: if VSync is enabled, time of tick calculating automatically from your actulal monitor refresh rate. If you wanna faster screen, feel free to open control panel and change frequency of your monitor to maximal available rate. (most popular 60 hz but modern monitors are able to have 75 or even 80 hz and faster!).

Changelog 0.2.3.0
- Text Input dialog box has been completely implemented
- Cheating features are been moved into cheat environment and can be used only after typing of special commands by "~" key clicking
- Playable character can be harmed by dangerouse surfaces and will die in lava
- Experimental support of slopes
- Player can talk with NPC's
- better work of collisions, but some things are still experimental
- better V-Sync control


Also the configuration packages are has some updates:
- All Piranha plants now are has 16x16 grid size unlike SMBX where most of piranha plants are had 32x32 grid size!
- Working SMB1-elevators!
- A2XT config pack has got update of music and some graphics stuff since SAJewers's update of dev-kit!

Editor's version is same, but it has minor updates:
- in the Image Export dialogs has been added "2x", "1x" and "0.5x" auto-size buttons which will help you to quickly use 1/2 of screenshot size or make wide screenshot of a small area, etc.
- Level editor has context menu in the empty area! So, you can press right mouse button in the empty space and you will be able to quickly open section settings box or level properties box too. If you has a with, I will proxy most of level editing menus to this context menu to make usage of them more convenient
- Fixed a bug of the LVLX writer which causes losing of "onActivated" event trigger field value on file saving

All download links on the main post or on the mainpage are has updated PGE components!
You also can use online installer to retrieve all PGE components in one run (PGE core and config packs)
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Re: PGE Project thread (Latest Editor 0.3.1.7 and Engine 0.2.3.1-alpha)

Post by Wohlstand »

New Update Is available!
PGE Editor 0.3.1.7 and PGE Engine 0.2.3.1-alpha
This update has updates of a core and some bug-fixes.
P.S. Sorry for a too late update, I was very busy on my job, but now I have more time to work with development of PGE hard.

Next update is going to take a big code optimization to resolve existing issues with configuration packs data management in total. With this optimization also will be added a custom configs support like block-*.txt, background-*.txt, tile-*.txt, scenery-*.txt, path-*.txt, level-*.txt, and effect-*.txt, but unlike NPC.txt there are will use INI syntax and will use same specification as global configuration package, but unlike global configuration, each of those configs will have definition of alone element with replacing settings like to npc.txt.

Both Editor and Engine changelog
- Small update of File Library: increased performance and code organizing. Available to build STL version to use PGE File Library with any other C++ applications without using of Qt.
- Support for "health" tag inside npc-*.txt custom configs
- Added support of emulated FM Synth MIDI playback based on ADLMIDI. Also added support of loopStart/loopEnd tags in MIDI files
- Added support of game musics formats
- Updated application icon (New 32x32 and 48x48 versions made by Orakel)
- Added independent to config pack support of PNG CGFX together with masked GIFs format. Now allowed to mix vanilia and modern CGFX compiled sprites together independent to configuration package request.


Editor changelog 0.3.1.7
- Fixed serious bug causes crash on attempt to place something after removing with enabled collisions.
- Added experimental support of background2-.txt custom configs (currently works with Editor only, engine still don't work with it) which allows to reconfigure animation, image filenames or settings for custom backgrounds. Note: unlike npc-.txt, background2-*.txt uses INI-file syntax and requires a header "[background2-x]" at top of file. Instead of X put a number of background.
- Fixed bug with locked event entry after undeletion


Engine changelog 0.2.3.1
- Better (but not ideal) support of slopes, and NPC's are supports slopes too
- Experimental auto-toggling of player state from 2 to 1 if left health is smaller than 2.


More detail description and screenshots are here

All download links on the main post or on the mainpage are has updated PGE components!
You also can use online installer to retrieve all PGE components in one run (PGE core and config packs)

EDIT: I totally forgot about background2-*.txt example and info:

Here is a small example and you can try to open that level in the updated PGE Editor:
http://engine.wohlnet.ru/docs/_files_fo ... undTXT.zip
Anyway, if you would to do some experiments with custom background configs, I have a specification of this thing:
http://engine.wohlnet.ru/pgewiki/Game_C ... _bkgrd.ini
* You will need "[ background2-*]" section where you need replace "*" with actual BackgroundID which you reconfiguring.
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Re: PGE Project thread (Latest Editor 0.3.1.7 and Engine 0.2.3.1-alpha)

Post by Wohlstand »

Hotfix
Hello!
Because serious bug was found which has been fixed:
https://github.com/Wohlhabend-Networks/ ... 8657401e30,
I was updated all published packages just now.
This bug has been reported by Sednaiur. This bug causes wrong blocks order while you saving LVL file. In result, NPC's will miss some blocks in the SMBX and will fall through them. Ordering of blocks is required because collision detection algorithm is based on nearest by index. Those files are can be fixed with re-saving in the SMBX (before updating of editor, and if you kept your file in SMBX64 standard without workarounds to extend internal limits) or take fixed PGE Editor and re-save files by them.

You have to retrieve entire update for PGE, or just take those fixed EXE-s for Windows:
http://engine.wohlnet.ru/docs/_laborato ... _fixed.zip
and ELF's for Linux:
http://engine.wohlnet.ru/docs/_laborato ... xed.tar.gz
and overwrite with them your current binaries in your actual PGE folder.

This update also adds:
- Vertical wrap section property (will be greyed for SMBX LVL files, but you can use it with LVLX files)
- WIP features of npc.txt:
grid, gridoffsetx, gridoffsety, gridalign tags to modify grid properties without modifying of lvl_npc.ini, but I wasn't added GUI elements into NPC.txt editor to modify those tags, therefore you will need to edit those tags in the notepad before next update.

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grid - align grid size
gridoffsetx - X offset relative to grid border
gridoffsetx - Y offset relative to grid border
gridalign - 0 align at center of grid cell (most of regular NPC's), 1 align relative to vertical border between grid cells (like thwomps)
Configuration packages are updated too:
- Applied latest updates of devkit to A2XT Configuration package
- Most of OGG musics are been replaced into SPC's in the SMBX 1.3 Compatible configuration package. Now instead of 80 MB it has 53 MB!
- Added dummy NPC slots from 293 to 300 (those NPC slots are been reserved internally but there are was found by h2643 and later confirmed by Kevsoft via LunaLUA with giving actual settings values).

Good luck ;-)
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