PGE Project (SMBX-compatible Engine and advanced Editor)

This forum is for any SMBX-related ideas or works in development, including and not limited to in-progress episodes.

New Update! (Editor 0.2.2-rc)

PostPosted by Wohlstand » Sun Jan 04, 2015 11:44 am

-> PGE Editor 0.2.2-rc
In this version fixed a lots of bugs and imperfections. Now you can work in the PGE Editor More convenient!

Main post was updated and reorganized! Updated available on the main post!

P.S. Before I will finish the "QuickStart" guide paragraph, you can read more understandable info on the Wiki page!

Changelog 0.2.2
SPOILER:
- Added "Ask every startup" flag into config manager
- Fixed window focus on switch into placing mode
- Fixed 'Trigger event' and 'Set moving layer' combo-boxes on switch into placing mode
- Fixed crash in protector for 'out of range' inside NPC animator
- Improved stars counter tool: now it counts accurate and everywhere
- Fixed "Add to new layer" not updated layer lists
- Added crash handlers which will display reason of editor crash
- Added basic interprocessing features
- Added smart custom data importing (when you drag&drop files or folders into the editing level file, they will be imported and level will restarted)
- Added flood filling tool
- Added able to use line tool for NPC's.
- Added auto-incrementing of special value (which a much useful for placing of, for example, firebars)
- Added "Don't show properties box" feature for placing mode
- Added position bookmarks. You can store current point into bookmark which give able to return back later
- Added internal tools
- All graphics issues prevented with implementing of alternate unmasking algorithm
- Easier way to fix lazily-made graphics added into [ Tools / Custom data / Fix wrong masks ]
- Added unused custom data removal tool into [ Tools / Custom data / Clear unused data ]
- Added Section modification features: Clone, Delete, Rotate left/right, Flip horizontal/vertical
- Added more edit actions: align selected, flip horizontal/vertical, rotate left/right
- Added basic scripts generation feature
- Organized structure of source code which making code more understandable, flexible and faster
- Added layar movement speed calculator which will help you calculate speed in blocks per seconds.
- More accurate SMBX file formats support: Now PGE can parse SMBX files of ANY version (from 0 to 64)
- Added saving of SMBX LVL and WLD formats with selecting of file format version (useful to edit old episodes which made by old SMBX'es with saving of compatibility with them)
- Added reading of SAV files which show game save statistics in the editor.
- Better resizer boxes, now they are movable and more flexible, added context menu to cut size by any side.
- Added custom counters which giving able to count any specific item ID's.
- Fixed placement of NPC's to the slopes
- Added animated splash screens system into the editor
- Fixed layers and event slots reset bug in the item properties dialog


Screenshots 0.2.2
SPOILER:
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PGE Project links:
SPOILER:
Project site: http://wohlsoft.ru
Forums: http://wohlsoft.ru/forum/
Fresh experimental builds of editor and engine: http://wohlsoft.ru/docs/_laboratory/
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Re: PGE Project (Alternate editor for SMBX)

PostPosted by h2643 » Thu Feb 19, 2015 6:46 am

Switch Blocks are now implemented in PGE Engine:
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Re: PGE Project (Alternate editor for SMBX)

PostPosted by Frankyster26 » Fri Apr 24, 2015 10:20 pm

can PGE open .sav file?
MxW2 finished
no sorry MxW3 thread on NSMBX is not available
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Re: PGE Project (Alternate editor for SMBX)

PostPosted by Wohlstand » Sat Apr 25, 2015 4:14 am

Frankyster26 wrote:can PGE open .sav file?

Starts from 0.3.0 yes!
http://www.supermariobrosx.org/forums/v ... 20#p137320
anyway I will add support of reading sav files by engine, but PGE Engine will use own savx format which will remember more detail game state.
PGE Project links:
SPOILER:
Project site: http://wohlsoft.ru
Forums: http://wohlsoft.ru/forum/
Fresh experimental builds of editor and engine: http://wohlsoft.ru/docs/_laboratory/
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Re: PGE Project (Alternate editor for SMBX)

PostPosted by Wohlstand » Fri May 29, 2015 2:09 am

Sorry, I forgot about this place, but I will push news which I published in 3 may 2014


-> PGE 0.3.0
Updated version of editor and working experimental engine part to test your stuff and having more fun!
EDIT: Bugfix has been applied!

Changelog 0.3.0.1
SPOILER:
Editor 0.3.0
- Fixed group collision random crash
- Fixed 'too large weight' crash
- Added update checking
- Better history manager
- Added support of user specific settings and logs
- Interprocess communication system is fixed for Linux and Windows systems!
- Fixed freezing on reading some NPC.txts with mistakes
- Added ability to save progress on file reload
- Added more soft parsing of NPC.txt files. Instead of rejecting, you will be warned about wrong values but file will be loaded!
- Added more smart reloading of files
- Added basic communication with LunaDLL to run test of current level in the opened SMBX Editor. This feature will work on Windows platform only. (LunaDLL with LUA v0.5.3-beta and higher is required in the SMBX)
- Added "force-portable" settings to keep using of application directory instad of ~/.PGE_Project folder if you was installed editor by installer
- Added crash autosave which will give chance to keep most of your progess even crash happened
- Added history manager limit to prevent memory overflow.
- Fixed a lots of bugs in the layers and events tool-boxes.
- Fixed blinking of toolboxes on startup.
- Added SoX autio converter GUI to provide quick and easy audio files fixing toolset.
- Added message box event creator for blocks context menu.
- Fixed bug of events toolbox when changing language.
- Added soft refusing of file saving into LVL/WLD on excite of the SMBX64 limits
- Added working file association for Linux
- Fixed crash on attempt to undo while resizing mode in process and when resizing was applied
- Added "Transform all Item-ID into" context menu feature which works like "swap blocks" in the SMBX.
- Fixed crash on wrong log path, added log rotation on each start-up of editor like made in the engine.
- If configuration package is failed, config status window will pop-up automatically
- Added testing of world maps!
- Added ability to install config pack into %UserProfile%\.PGE_Project, ~/.PGE_Project or ~/Library/Application Support/PGE Project folder
- Added "delete tileset" button to provide built-in removing of junk tilesets
- Fixed bug with music boxed placing undo history action
- Loading speed has increased
Minor updates after release (updated version since 11 may 2015 build date):
- Fixed musicbox history
- Fixed history of z-values
- Copy-pasting bugs has been fixed
- Added support of custom music on world map (WLDX files only!)


Screenshots
SPOILER:
PGE Editor in action


PGE Engine v0.0.8 pre-alpha - Gameplay Footage


Experimental engine part in work (0.0.7-pre-alpha):


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Note: If you looking up for engine controlling, read this text file. In next builds of engine I will add ability to set up custom control keys.

Online installer
Image Get updated Online Installer for Windows. Online installer will download and install all necessary stuff automatically!

Portable packages
Standalone archives are including Editor, Engine, Playable Character Sprite Calibrator, GIFs2PNG, PNG2GIFs and LazyFix Tool. To get PGE working you must download one of configuration packages here

Image Download PGE 0.3.0.1 for Win32


Minor updates after release (updated version since 11 may 2015 build date):
- Fixed musicbox history
- Fixed history of z-values
- Copy-pasting bugs has been fixed
- Added support of custom music on world map (WLDX files only!)

Links and main-post are updated!


Small news
Just found problem with PGE Editor on Windows XP. Problem has been fixed, all downloads has been updated.
Image Download PGE 0.3.0.1 for Linux Mint/Ubuntu

Image Download PGE 0.3.0-beta2 for Mac OS X
(be careful, this build is older than current builds for Windows and Linux. It works fine, but contains small unfixed bugs, to fix them I need rebuild it, but temporary I can't make new Mac builds)

Image Download experimental Android built of PGE Editor 0.3.0.1
(Recommended usage on tablets. Sound and music is not works. Install config pack into /sdcard/PGE Project data/configs folder)

Source code
Image Download source code (zip)

Image Download source code (tar.gz)
PGE Project links:
SPOILER:
Project site: http://wohlsoft.ru
Forums: http://wohlsoft.ru/forum/
Fresh experimental builds of editor and engine: http://wohlsoft.ru/docs/_laboratory/
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Re: PGE Project (Alternate editor for SMBX)

PostPosted by Wohlstand » Tue Jun 16, 2015 9:06 pm

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!)
SPOILER:
  • 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
SPOILER:
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Dummy Credits Screen uses LUA script
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Download & Install update
SPOILER:
First of all you should have a latest PGE version gotten via online installer which you can get here:
http://download.gna.org/pgewohlstand/dev/win32/pge-online-downloader.exe

http://download.gna.org/pgewohlstand/dev/win32/pge-engine-0.1-alpha-dev-patch-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").
PGE Project links:
SPOILER:
Project site: http://wohlsoft.ru
Forums: http://wohlsoft.ru/forum/
Fresh experimental builds of editor and engine: http://wohlsoft.ru/docs/_laboratory/
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Re: PGE Project (SMBX-compatible Engine and advanced Editor)

PostPosted by Jayce 777 » Tue Jun 14, 2016 3:49 pm

How about different Firebar movement styles?
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Re: PGE Project (SMBX-compatible Engine and advanced Editor)

PostPosted by Wohlstand » Tue Jun 14, 2016 9:27 pm

Jayce 777 wrote:How about different Firebar movement styles?

Just append in lvl_npc.ini (in the root of config pack) a second special parameter, then modify firebar.lua (in the script/npcs/ folder) to extend it's algorithm <;)>
PGE Project links:
SPOILER:
Project site: http://wohlsoft.ru
Forums: http://wohlsoft.ru/forum/
Fresh experimental builds of editor and engine: http://wohlsoft.ru/docs/_laboratory/
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Re: PGE Project (SMBX-compatible Engine and advanced Editor)

PostPosted by Jayce 777 » Sat Jun 18, 2016 3:21 pm

How do you open lua files? I can't even make them. My laptop isn't compatible.
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Re: PGE Project (SMBX-compatible Engine and advanced Editor)

PostPosted by Wohlstand » Sat Jun 18, 2016 3:25 pm

Jayce 777 wrote:How do you open lua files? I can't even make them. My laptop isn't compatible.

Just use a Notepad or use Notepad++ to do that better <;)>
PGE Project links:
SPOILER:
Project site: http://wohlsoft.ru
Forums: http://wohlsoft.ru/forum/
Fresh experimental builds of editor and engine: http://wohlsoft.ru/docs/_laboratory/
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