PGE Project thread (Editor v0.3.1.15, Engine v0.3.1)

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Re: PGE Project thread (Editor v0.3.1.15, Engine v0.3.1)

Postby PopYoshi » Sat Jun 01, 2019 7:48 pm

Yeah, the only thing that mocked me about the Beta 3 PGE was that player position can be annoying to place
That and the only crashes I suffered were when I removed too many elements at the same time (like remove every "number of NPC" of this section, but it happened only after the second time and if I do it often, yet I could use it happily)
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Re: PGE Project thread (Editor v0.3.1.15, Engine v0.3.1)

Postby Wohlstand » Sat Jun 01, 2019 7:51 pm

That's very like to the:

Code: Select all

- Fixed crash caused by phantom R-Tree entries with dead pointer and zero size
That was fixed since 0.3.1.13 :thinking:
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Re: PGE Project thread (Editor v0.3.1.15, Engine v0.3.1)

Postby PopYoshi » Sat Jun 01, 2019 7:53 pm

Hmmmmmmmmmmmmm
who knows
I'm pretty sure the bug I mentioned is different from that
But alright
I'll search for the Beta 3 Build
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Re: PGE Project thread (Editor v0.3.1.15, Engine v0.3.1)

Postby Wohlstand » Sat Jun 01, 2019 8:01 pm

It's the same bug, lemme explain what the sense: the R-Tree is the internal data store that indexes location of elements on the scene to allow quick search by area selection. Each element that is on scene (no matter what: block, BGO, NPC, player point, or any random damned scenery) is indexed by R-Tree thing. Each entry of R-Tree points to some object on the scene. Once object is removing, the R-Tree entry also must be removed. However, once R-Tree has entries with incorrect pointer, that will became a source of possible crash or mysterious work. Once that "element" will be find through R-tree, any attempt to figure out for scene element will cause the crash. Anyway, also looks like the something related to history manager that remembers elements are was added/changed/removed to allow undo/redo your actions from any moment.
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Re: PGE Project thread (Editor v0.3.1.15, Engine v0.3.1)

Postby PopYoshi » Sat Jun 01, 2019 8:23 pm

And that's the only bug that barely mocked me
I always save before removing everything
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Re: PGE Project thread (Editor v0.3.1.15, Engine v0.3.1)

Postby Wohlstand » Sat Jun 01, 2019 8:29 pm

About saving: most recent feature that makes this thing safer that I made in 0.3.2-dev recently: if you'll use older version and you'll save the file, and when you'll have a sudden reboot (power surge, BSoD, kernel panic, etc.), the file may become broken (as an example, filled with zero bytes). I had some reports from users are had this trouble. Because of it, they are lose their hard work because of the sudden reboot. I have changed the strategy that prevents any sort of this and allows to keep at least previous state of the file before save. So, when file didn't saved to the disk because of sudden reboot/crash, the file will survive that.
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Re: PGE Project thread (Editor v0.3.1.15, Engine v0.3.1)

Postby PopYoshi » Sat Jun 01, 2019 8:33 pm

Wohlstand wrote:
Sat Jun 01, 2019 8:29 pm
About saving: most recent feature that makes this thing safer that I made in 0.3.2-dev recently: if you'll use older version and you'll save the file, and when you'll have a sudden reboot (power surge, BSoD, kernel panic, etc.), the file may become broken (as an example, filled with zero bytes). I had some reports from users are had this trouble. Because of it, they are lose their hard work because of the sudden reboot. I have changed the strategy that prevents any sort of this and allows to keep at least previous state of the file before save. So, when file didn't saved to the disk because of sudden reboot/crash, the file will survive that.
When I used the beta 3 PGE that feature saved me in several occassions
You can clearly see that I was happy working with it :p
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Re: PGE Project thread (Editor v0.3.1.15, Engine v0.3.1)

Postby Wohlstand » Sat Jun 01, 2019 8:37 pm

Beta3's PGE Editor 0.3.1.11 hadn't it, so, if you had to update PGE toolchain in it up to 0.3.2-dev, then. feature is exists. There is another feature that existed for a while: on-crash saving that keeps current state of loaded files and restores them back when loading editor back. It's different. I meant the protection of saving process itself. When the crash of computer, not Editor, happens in a moment while you are saving the file.
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Re: PGE Project thread (Editor v0.3.1.15, Engine v0.3.1)

Postby PopYoshi » Sat Jun 01, 2019 8:41 pm

If that's the case I guess I'll have to get used to travel through several menus just to switch between vanilla and custom GFX :l
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Re: PGE Project thread (Editor v0.3.1.15, Engine v0.3.1)

Postby Cedur » Sun Jun 02, 2019 5:33 am

I just wish the old style was kept, with the bugs being fixed at the same time
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Still using the legacy editor? Get SMBX2 and PGE, it will improve your experience significantly. Here's why.

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Re: PGE Project thread (Editor v0.3.1.15, Engine v0.3.1)

Postby MarioLover64 » Thu Jun 20, 2019 2:30 pm

Npc 31 is bugged in the Android editor
I tried changing the graphics
I tried changing what npcs are keys
I tried straight up turning it into a goomba
But still...
Warning: (:0, ): Could not parse stylesheet of object 0x6272eec0
Warning: (:0, ): Can't find surface 1
(P.S. I know the android version is experimental)

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Re: PGE Project thread (Editor v0.3.1.15, Engine v0.3.1)

Postby Wohlstand » Thu Jun 20, 2019 9:05 pm

MarioLover64 wrote:
Thu Jun 20, 2019 2:30 pm
(P.S. I know the android version is experimental)
Android Editor is also discontinued because the experiment have shown that current state of Editor isn't ready for mobiles and is being inconvenient. I.e. it needs a completely different UI to be fine on touch screens. Desktop version assembly of what is represented as Android build relying on using of all three mouse buttons are using for various convenient features and tricks. For now the Engine is only most relevant to have an Android version.
The build is pretty old and existing config packs are no more compatible with it because there are some incompatible updates was made on the config pack specification in the time between last build date of Android Editor and present
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Re: PGE Project thread (Editor v0.3.1.15, Engine v0.3.1)

Postby MarioLover64 » Sat Jun 22, 2019 9:35 pm

Could you send me a compatible lvlnpcs.ini file so the key (and also birdo's egg) arent literally just goombas

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Re: PGE Project thread (Editor v0.3.1.15, Engine v0.3.1)

Postby BrianMoore » Mon Jul 22, 2019 7:36 am

So what is hearing about the last update?

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Re: PGE Project thread (Editor v0.3.1.15, Engine v0.3.1)

Postby GOD_SAMA » Tue Jul 23, 2019 3:12 pm

is this engine suitable to be used to create a super metroid type game
?
i ask cause im looking around for suitable game engines that wouldnt take a lot to run and use
and wouldnt be that difficult to learn and use as well
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Re: PGE Project thread (Editor v0.3.1.15, Engine v0.3.1)

Postby Electriking » Tue Jul 23, 2019 3:26 pm

GOD_SAMA wrote:
Tue Jul 23, 2019 3:12 pm
is this engine suitable to be used to create a super metroid type game
?
Yes
SMM2 ID: JJF-P7G-FSF

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Re: PGE Project thread (Editor v0.3.1.15, Engine v0.3.1)

Postby GOD_SAMA » Tue Jul 23, 2019 4:21 pm

Electriking wrote:
Tue Jul 23, 2019 3:26 pm
GOD_SAMA wrote:
Tue Jul 23, 2019 3:12 pm
is this engine suitable to be used to create a super metroid type game
?
Yes
holy sh2t
thats amazing then
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Re: PGE Project thread (Editor v0.3.1.15, Engine v0.3.1)

Postby FatPootis » Fri Aug 09, 2019 2:27 pm

Is this compatible with SMBX 2 ?

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Re: PGE Project thread (Editor v0.3.1.15, Engine v0.3.1)

Postby Cedur » Fri Aug 09, 2019 3:04 pm

FatPootis wrote:
Fri Aug 09, 2019 2:27 pm
Is this compatible with SMBX 2 ?

It's literally incorporated in SMBX2.
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Still using the legacy editor? Get SMBX2 and PGE, it will improve your experience significantly. Here's why.

iphtechnologies wrote: NEO super mario world x is a really nice game. This Episode is 2,7 GB large at the moment.That`s crazy!
Please find similar post:
[ads]

If you're not smart enough to plan ahead, then DOOM ON YOU!

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Re: PGE Project thread (Editor v0.3.1.15, Engine v0.3.1)

Postby Wohlstand » Thu Oct 17, 2019 11:08 am

Hello!

Small news for everyone:

Some days ago I have set up the WebLate platform which a system to work with translations. That means, everyone can contribute translations for PGE components easily and with less effort!

Here is a profile of PGE Project on WebLate: https://hosted.weblate.org/projects/pge-project/
To start work on translation, log in into WebLate (or register an account if needed) and feel free to translate! You can work together with friends and other folks on the same language to make the work go faster and easier rather than doing everything alone!
PGE Project, my Media and supported projects: show
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PGE Project
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Download fresh experimental builds HERE!

I'm support:
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P.S. I don't like huge signatures which would be annoying, therefore I put huge content into spoilers


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