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 Wohlstand » Sun Apr 28, 2019 3:43 pm

Taycamgame wrote:
Sun Apr 28, 2019 9:31 am
BTW will there ever be an IOS version of PGE?
The biggest reason which prevents me to produce for iOS is the limitation of the platform and the paid developer account which is alone way to distribute to iOS devices. The only exception are JailBroken devices which isn't common and not usually available for everyone. The only way PGE would come to iOS devices: as part of complete standalone game made with using of it.

Added in 1 hour 53 minutes 59 seconds:
MarioLover64 wrote:
Sat Apr 27, 2019 8:40 am
Well the onscreen controls don't work at all.
Good news for you: I have fixed this damned bug, touch screen controls are working again! :3
https://github.com/WohlSoft/PGE-Project ... bd871bd583

Please re-download APK by the same URL (that can be found in the PGE Laboratory) and install it on your phone, then, re-run the game ;)
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Re: PGE Project thread (Editor v0.3.1.15, Engine v0.3.1)

Postby Rhosty » Sun Apr 28, 2019 9:48 pm

Taycamgame wrote:
Sun Apr 28, 2019 9:31 am
BTW will there ever be an IOS version of PGE? Not as many people have android devices compared to apple ios devices, also quite a few games already on ios have built in level editors (though they aren't very complex in relation to PGE) so it shouldn't be impossible to bring the tech to those devices
It would be too much work to port PGE to IOS, an Android version is good enough for now

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

Postby Wohlstand » Mon Apr 29, 2019 9:49 am

Eureka wrote:
Sun Apr 28, 2019 9:48 pm
Taycamgame wrote:
Sun Apr 28, 2019 9:31 am
BTW will there ever be an IOS version of PGE? Not as many people have android devices compared to apple ios devices, also quite a few games already on ios have built in level editors (though they aren't very complex in relation to PGE) so it shouldn't be impossible to bring the tech to those devices
It would be too much work to port PGE to IOS, an Android version is good enough for now
Not so much as minor polishing of system-dependent things are out of SDL2 API, because SDL2 allows me to port PGE to many other platforms easily. As example, PGE Engine is already working on Haiku too. So, I'm able to make the code that CAN be compiled for iOS easily, but I can't distribute prebuilt apps for iOS. So, anyone who would to run PGE on iOS devices, will need to have macOS (iMac, MacBook, MacMini, MacPro, etc...) and the complete build environment with Xcode, CMake, and command line tools be installed on it. It's also a way to install application out of AppStore - build it on a place and deploy to the plugged device as debug version. Myself I have no any real iOS devices, and I'll have only to deal with a simulator.
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Re: PGE Project thread (Editor v0.3.1.15, Engine v0.3.1)

Postby MarioLover64 » Mon Apr 29, 2019 9:19 pm

So, different problem. It is about the spinjump, slide, and carrying, or lack thereof. Also, the HUD never shows up in levels. I'm using android.

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And that's just the tip of the iceberg when it comes to the inconsistencies between smbx and the1.3.0.1 compatible configuration for pge

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

Postby Wohlstand » Tue Apr 30, 2019 2:37 am

MarioLover64 wrote:
Mon Apr 29, 2019 10:44 pm
So, different problem. It is about the spinjump, slide, and carrying, or lack thereof. Also, the HUD never shows up in levels. I'm using android.

Added in 1 hour 24 minutes 43 seconds:
And that's just the tip of the iceberg when it comes to the inconsistencies between smbx and the1.3.0.1 compatible configuration for pge
It's because PGE Engine itself is WIP even on the desktop, and config pack has incomplete set of NPC AI made, therefore result of not working features. Anyway, I going to put a full effort on PGE Engine to complete it faster. But yeah, it's now only way to play SMBX episodes on phone. You'll still be able to play games with it, but just be sure lot of things aren't implemented yet.
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Re: PGE Project thread (Editor v0.3.1.15, Engine v0.3.1)

Postby Taycamgame » Tue Apr 30, 2019 3:38 am

MarioLover64 wrote:
Mon Apr 29, 2019 10:44 pm
So, different problem. It is about the spinjump, slide, and carrying, or lack thereof. Also, the HUD never shows up in levels. I'm using android.

Added in 1 hour 24 minutes 43 seconds:
And that's just the tip of the iceberg when it comes to the inconsistencies between smbx and the1.3.0.1 compatible configuration for pge
Usually the answer to this problem would be "use lunatester / press F5" but since your on android, i'm not even sure if you have the actual SMBX engine installed, nor if it's possible to get that to run on android either.
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Re: PGE Project thread (Editor v0.3.1.15, Engine v0.3.1)

Postby Wohlstand » Tue Apr 30, 2019 3:50 am

Taycamgame wrote:
Tue Apr 30, 2019 3:38 am
Usually the answer to this problem would be "use lunatester / press F5" but since your on android, i'm not even sure if you have the actual SMBX engine installed, nor if it's possible to get that to run on android either.
On Android the original SMBX Engine is completely not possible on non-x86 processors as ARM. On x86 processors would be possible to use wine, however, I didn't saw in action even it exists for Android now... :roll:
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Re: PGE Project thread (Editor v0.3.1.15, Engine v0.3.1)

Postby MarioLover64 » Tue May 07, 2019 5:15 pm

So, when will the star sytem and functioning checkpoints and moving goal tape be added

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

Postby Wohlstand » Tue May 07, 2019 5:49 pm

MarioLover64 wrote:
Tue May 07, 2019 5:15 pm
So, when will the star sytem and functioning checkpoints and moving goal tape be added
Moving goal tape can be added even now: it's a minor NPC-AI lua code into config pack (for now it acts like exit, but doesn't moves). The star system needs me to implement the new gamesave format* and data API I'll use to code the star system. However, I can speed up this, and make few tweaks with a current gamesave (SAVX) format and give a very basic support...

____
* "new gamesave format" - I have the plan to replace current gamesave format to use SQLite to store everything inside of it. As an addition, I have an idea of "soft" and "hard" gamesaves concept to allow game resume after crash or sudden killing of running game before saving (how the "soft" save will work. The "hard" save is the same regular save as we all doing to remember current game state permanently).
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Re: PGE Project thread (Editor v0.3.1.15, Engine v0.3.1)

Postby MarioLover64 » Tue May 07, 2019 6:07 pm

Wohlstand wrote:
Tue May 07, 2019 5:49 pm
Moving goal tape can be added even now: it's a minor NPC-AI lua code into config pack (for now it acts like exit, but doesn't moves).
And how do I do that? (Using the smbx64 compatible config pack)

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

Postby Wohlstand » Tue May 07, 2019 8:40 pm

MarioLover64 wrote:
Tue May 07, 2019 6:07 pm
Wohlstand wrote:
Tue May 07, 2019 5:49 pm
Moving goal tape can be added even now: it's a minor NPC-AI lua code into config pack (for now it acts like exit, but doesn't moves).
And how do I do that? (Using the smbx64 compatible config pack)
If you want to implement some by yourself, you have to contribute to here: https://github.com/WohlSoft/SMBX-64-Compatibility
To make goal tape move up and down, you'll need to implement the algorithm in lua and place it new file in the `script/npcs` folder, and make the move up and down:
- on spawn, remember the initial Y position
- begin move down
- use contact detector to catch the contact with a block in a bottom
- once you caught a block, turn the move up
- once you have reached remembered initial Y position, turn move down
Note that, the script must be referred in the `items/npc/npc-197.ini` in `algorithm = "your-script.lua"` field

Minimal documentation for current PGE Engine's lua API: http://pgehelp.wohlsoft.ru/_tech/pge-lua/ and other lua scripts you'll find in the config pack. ;)
Anyway, I thinking to implement that by myself once I'll get free moment, however, I accepting any contributions for review and merge ;)
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Re: PGE Project thread (Editor v0.3.1.15, Engine v0.3.1)

Postby MarioLover64 » Tue May 07, 2019 10:28 pm

Me: I'll make the goal tape act like a thwomp
*Does absolutely nothing*
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Re: PGE Project thread (Editor v0.3.1.15, Engine v0.3.1)

Postby MarioLover64 » Tue May 14, 2019 9:11 pm

...I killed this thread, didn't I.

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

Postby Wohlstand » Wed May 15, 2019 4:39 am

MarioLover64 wrote:
Tue May 07, 2019 10:28 pm
Me: I'll make the goal tape act like a thwomp
Good idea for fake goal tapes are in fact traps, lol :D

Anyway, recently, I have done a rework of LunaTester to allow use it on native Linux and macOS Editor builds, so, now I have a better toolset to reverse engine SMBX's NPCs behavior to reimplement them into config packs for PGE, so, I have researched actual behavior of goal tape:
- after it was activated, it searches the lowest block
- once the bottom was found, it teleports to the bottom area and starts up motion at it
- goal tape sets a vertical event trap into both sides: up and down
- No matter from which side player has passed the event trap (even player will be above on a huge height), goal tape is activating
- Goal tape will NOT activate from up and down when it is inactive (it must appear on the screen, and then, it starts motion from the block at below which a first will detected)
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Re: PGE Project thread (Editor v0.3.1.15, Engine v0.3.1)

Postby MarioLover64 » Wed May 15, 2019 7:42 am

I set the thwomp goal tape to not harm the player and not be killed by fire, hammers, yoshi, other npcs, etc.

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Also, when will carrying things like shells, bombs, and KEYS be added?

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

Postby Wohlstand » Wed May 15, 2019 7:58 am

MarioLover64 wrote:
Wed May 15, 2019 7:54 am
Also, when will carrying things like shells, bombs, and KEYS be added?
Once I'll implement the sub-system that allows elements to be easily attached to each other ;)
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Re: PGE Project thread (Editor v0.3.1.15, Engine v0.3.1)

Postby MarioLover64 » Wed May 15, 2019 8:15 am

Wohlstand wrote:
Wed May 15, 2019 7:58 am
MarioLover64 wrote:
Wed May 15, 2019 7:54 am
Also, when will carrying things like shells, bombs, and KEYS be added?
Once I'll implement the sub-system that allows elements to be easily attached to each other ;)
And when will that be?

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

Postby MarioLover64 » Thu May 23, 2019 10:43 am

Why has this thread been so inactive lately?

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

Postby Wohlstand » Thu May 23, 2019 10:50 am

MarioLover64 wrote:
Wed May 15, 2019 8:15 am
And when will that be?
I can't say "when" because it's very dependent on my free time.
MarioLover64 wrote:
Thu May 23, 2019 10:43 am
Why has this thread been so inactive lately?
This thread is mainly for discussions about PGE Project itself. Sometimes I still post some news here, but in most, I sharing my showcases in a Discord chat.
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Re: PGE Project thread (Editor v0.3.1.15, Engine v0.3.1)

Postby MarioLover64 » Thu May 23, 2019 10:58 am

Can I have the link to it?


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