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Re: Moondust Project thread (Editor v0.3.2, Engine v0.3.3)

Posted: Sun Feb 20, 2022 12:40 pm
by Wohlstand
WerewolfGD wrote:
Fri Feb 18, 2022 9:28 pm
Just asking, when did you changed the program name? IIRC it was "Platformer Game Editor" before, but yea I like the current name. Should I call it MP or something? hehe
Yes, since the recent time the project is "Moondust Project". The whole time the "PGE" was a codename, and it wasn't suitable for release name because of many namesakes and it's too common, so, the community poll did the choice to rebrand into "Moondust". And yes, Editor is not the only component of the project, its main part is the runtime engine, and Editor is a part of Moondust Devkit (it includes Editor, Calibrator, Maintainer, MusPlay, set of console helper tools, etc.).

So,
  • The whole set of tools including the engine is called the "Moondust Project"
  • Each component called "Moondust Engine", "Moondust Editor", "Moondust Maintainer", "Moondust Music Player", "Moondust Character Calibrator", "GIFs2PNG", "PNG2GIFs", "LazyFixTool", "Pallete Filter"
  • The runtime part is called "Moondust Runtime Engine" or just "Moondust Engine"
  • The all set of tools but Engine called "Moondust Devkit" (the toolkit used to develop levels, worlds, episodes, and related content)
Also, since December 2019 I stopped actively working on the X2 side, and Moondust Project is going to be developed fully independently. Mainly because X2 side tasks were contrasting with the main focus of the project and additionally caused the semi-hiatus at Moondust Engine development. So, there is a set plan to start the huge reconstruction of everything after the nearest stable release of the kit (there are Calibrator and Maintainer-side tweaks were left). Mainly, to get rid of the 2014ish code with a lot of architectural mistakes was done and not been resolved for a while.

Re: Moondust Project thread (Editor v0.3.2, Engine v0.3.3)

Posted: Mon Apr 04, 2022 12:27 pm
by BlueStag
Out of pure curiosity, will 32X music be supported? Knuckles Chaotix sounds weird with missing instruments.

Re: Moondust Project thread (Editor v0.3.2, Engine v0.3.3)

Posted: Mon Apr 04, 2022 5:59 pm
by Wohlstand
BlueStag wrote:
Mon Apr 04, 2022 12:27 pm
Out of pure curiosity, will 32X music be supported? Knuckles Chaotix sounds weird with missing instruments.
If you give me some examples, I will need to get a shot somewhere to extend GME library side.

Currently, VGM support lacks many chips and lacks the samples database support, so, in most, Sega Master System, Sega Megadrive ripd and libOPNMIDI's MIDI2VGM-converted songs were working here. There is parallel experiment to try out the libVGM thing, however, it lacks many important cases that reduces functionality support (for example, you will lose an ability to mute/unmute selected channels and broken tempo change support), so, until these cases will be solved, I can't take libVGM for the use. Also, there is a conflict with some part of libOPNMIDI that I will need to fix.

P.S. Any updates of MixerX won't appear at X2, because I don't actively participate the X2 project since December 2019.

So, my recent updates that X2 lacks:
- multi-music API (Allows crossfade and parallel cheap streams)
- updated NSF support (now there are all known chips supported, without this update, several NSF files will play silence or missing tracks)
- better support of stream/music cusrom effects (you can attach any custom FX, like echo, reverb, filter, etc. to individual music stream or to the whole output).
- ability to mute echo of SPC files
- ability to disable automatic arpeggio at libADLMIDI and libOPNMIDI, and, ability to supply custom WOPL/WOPN banks (feature needs macros support at engine side, that wasn't done at X2 and 38A at all. Moondust and TheXTech actually adds that)
- FluidSynth support with ability to supply custom SF2 files (same needs for macros support at game side)
- a bunch of bugfixes
- etc.

Re: Moondust Project thread (Editor v0.3.2, Engine v0.3.3)

Posted: Wed May 25, 2022 10:23 pm
by Alucard648
Site engine.wohlnet.ru is down. "Virtual server does not exist..."

Re: Moondust Project thread (Editor v0.3.2, Engine v0.3.3)

Posted: Tue May 31, 2022 3:19 am
by Wohlstand
Alucard648 wrote:
Wed May 25, 2022 10:23 pm
Site engine.wohlnet.ru is down. "Virtual server does not exist..."
Ouch, possibly a small mess at the server-side lemme fix that...

Added in 4 minutes 46 seconds:
Done, should work fine. Also, the engine-wohlnet-ru redirect works on plain HTTP only, for SSL I will need to tweak the web server's config for this host too.

EDIT: Done

Re: Moondust Project thread (Editor v0.3.2, Engine v0.3.3)

Posted: Mon Sep 26, 2022 9:22 pm
by Twisted4932
I have some questions:
1. Why the backgrounds with custom gfx have a star (*) in their name?
2. I made a txt file for a parallax background, when I tested the level an error message that I didn't get it appeared and I had to spend 15 minutes figuring out were I went wrong. In the end, I realized that I typed this: "[fill-color=0x000000]"(those square brackets were the problem). Wouldn't be a good idea to put in those error messages something like: "Check the txt file; you may have mistyped something."?

Re: Moondust Project thread (Editor v0.3.2, Engine v0.3.3)

Posted: Tue Sep 27, 2022 5:18 am
by deice
Twisted4932 wrote:
Mon Sep 26, 2022 9:22 pm
1. Why the backgrounds with custom gfx have a star (*) in their name?
2. I made a txt file for a parallax background, when I tested the level an error message that I didn't get it appeared and I had to spend 15 minutes figuring out were I went wrong. In the end, I realized that I typed this: "[fill-color=0x000000]"(those square brackets were the problem). Wouldn't be a good idea to put in those error messages something like: "Check the txt file; you may have mistyped something."?
1. i believe it's just to signify that it's been modified.
2. that's because you actually didn't mistype anything. by putting brackets around it, all you've done is create a new background layer with the name "fill-color=0x000000" (i believe almost any character is legal there), so the game thinks it's just another layer and probably gives you an error about no image file being defined for it.

Re: Moondust Project thread (Editor v0.3.2, Engine v0.3.3)

Posted: Thu Sep 29, 2022 10:35 pm
by Wohlstand
Twisted4932 wrote:
Mon Sep 26, 2022 9:22 pm
I have some questions:
1. Why the backgrounds with custom gfx have a star (*) in their name?
2. I made a txt file for a parallax background, when I tested the level an error message that I didn't get it appeared and I had to spend 15 minutes figuring out were I went wrong. In the end, I realized that I typed this: "[fill-color=0x000000]"(those square brackets were the problem). Wouldn't be a good idea to put in those error messages something like: "Check the txt file; you may have mistyped something."?
1. This asterisk is a mark that shows the fact that listed background was customised, basically just a little help to visually quicker find your custom background rather than checking every one of them.
2. deice already replied. From my side: You better learn the valid INI syntax while composing your configs:

Code: Select all

; Comments starting from semicolons
[Section]    ; At backgrounds, the section name is always a line with a word inside brackets [], 
             ; except of [General] and [background2] sections are reserved for the header section for global setup.
key1 = value1   ; One of settings
key2 = value2   ; Another setting
key3 = value3   ; Third setting
The "fill-color" setting appears to be a setting of the global setup header (i.e. [General] or [background2], both names mean the same section. Also, orphan parameters (placed without section name) at the top of the file are treated as "[background2]" section by default).

Re: Moondust Project thread (Editor v0.3.2, Engine v0.3.3)

Posted: Fri Sep 30, 2022 11:02 pm
by Twisted4932
Thanks for answering my questions and for understanding the second question :D , but I have other "issue". Looks like the custom graphics that should have other appearance in the editor (example block-751e.png) don't work. Idk if this is happening only on my PC.

Re: Moondust Project thread (Editor v0.3.2, Engine v0.3.3)

Posted: Sat Oct 01, 2022 6:21 am
by deice
Twisted4932 wrote:
Fri Sep 30, 2022 11:02 pm
Thanks for answering my questions and for understanding the second question :D , but I have other "issue". Looks like the custom graphics that should have other appearance in the editor (example block-751e.png) don't work. Idk if this is happening only on my PC.
that feature doesn't automatically work for all items. you should create a file in your level folder called "block-751.ini" and inside it put:

Code: Select all

image="block-751e.png"

Re: Moondust Project thread (Editor v0.3.2, Engine v0.3.3)

Posted: Sat Oct 01, 2022 10:53 am
by Twisted4932
deice wrote: that feature doesn't automatically work for all items. you should create a file in your level folder called "block-751.ini" and inside it put:

Code: Select all

image="block-751e.png"
I thought that feature works automatically. At least the way to fix it is simple.