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 Post subject: My Research of SMBX
PostPosted: Wed Feb 12, 2014 9:37 am 
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Pokey
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Joined: Tue Feb 11, 2014 5:44 pm
Posts: 223
Location: Moscow, Russia
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Contents
- Introduction
- Technical details
- Development plan
- Researches of original SMBX
- Level Editor Development




Introduction
Hi everybody!

This is my topic about developing project, named as "Platformer Game Engine by Wohlstand" with code-name "PlatGenWohl".
What is this? This is a compatible with SMBX game engine and tool-kit for creating of games. I starts my works from the December 2013. After lots of researches for made specifications of SMBX 1.3 I got possibles for save compatible with SMBX. This is most important, because a lot of episodes and levels already created and need possible to open/play/save in the SMBX64 format.

Now available editor only. You can use them as alternate SMBX editor for creation and editing of levels for original SMBX 1.3/1.3.0.1.

Old intro:
Spoiler: show
Hi everybody!
Quite recently I and my friends began the project - a new game engine, fully compatible with SMBX. It will allow to revive SMBX as a game engine, having given the chance of it to enhance and improve freely. What does the compatible mean? It means that it is possible to copy simply episodes, sprites, music from SMBX and to play/edit them on a new engine.

Because the principal mistake of Redigit in distribution of the project is use of a brand and a content, than it directly violated Nintendo copyright, especially, it didn't open the source code that aggravates situation. I can give examples of successful clones of games which owners couldn't close. It is Hedgewars, a Worms series clone. But technically implements the same principle, as Worms.
I will publish the project with the new plot and the new characters, and with open source. And as I told, completely compatible to SMBX, therefore all heritage which was received thanks to SMBX, will continue the life on new basis!

I thank Joey for this forum that it at last pushed me to seriously to undertake the project and to make it!




Technical details

As I know, VisualBasic (on which SMBX is written), too slow. I have a purpose to create engine in C++ with OpenGL, at which much more productivity. And with Qt library, new engine can be compiled on different platforms (Windows, MacOS, Linux, etc.). It would be ideal if the source codes SMBX were published, but while we will execute the reverse development.

Would you like to suggest anything for this new engine? You can do it going to the following link:
http://engine.wohlnet.ru/forum/viewtopic.php?f=11&t=71



Development plan

1) Reverse development - research of an original engine of SMBX, is almost complete.
2) Development a level/world editor. Periodically I will update the Alpha version for watch current development status, and for opportunity to estimate it.
3) ..coming soon..



Researches of original SMBX

All documents available in the 'Documents' page



Editor Development:

Image


Get Latest version:
Image Download 0.1.1.3 Alpha without music and sounds (45 MB) (You can simply place music and sound folders from SMBX 1.3 or 1.3.0.1 into data directory)
Image Download 0.1.1.3 Alpha with HQ music (275 MB) (This already contains the HQ SMBX music pack)

Image Download 0.1.1.3 Alpha with HQ music (122 MB) (You must to have the Qt libraries)

Also you can build yourself for Linux, Windows, Mac OS X

Read online help of using [Not done]


Image Wohlstand's Laboratory (Most fresh experimental builds for Windows)

Image Horikawa Otane's Laboratory (Also, you can get experimental build for Windows here)

Image Luigifan2010's Laboratory (Fresh experimental builds for Linux Mint/Ubuntu/Debian)

Videos:
Spoiler: show






Don't forget, PlatGEnWohl - is a codename of project, and need to get end name for release of project
Names for this project's end release topic

Notes:
If you have problems with graphics render, please, see this topic first:

http://engine.wohlnet.ru/forum/viewtopic.php?f=40&t=142
...or write (post here, on our forum, or PM to me) to me about found bugs, this is most important

If you have problem with play Music (for Windows systems), please, read this:
Spoiler: show
1) Check "Play music" button
2) If music don't want to play even if all settings valid and audio driver works perfectly:
Put this file into the PGE Editor's folder and run them with administration rights:
http://engine.wohlnet.ru/docs/_Important/fix_music.bat
and restart editor.


If problem not solved:
Manually add a new system environment variable with name:
QT_PLUGIN_PATH
and set its value equal to full path to your pge_editor's directory
( example: C:\Games\SMBX\Pge_Editor\ [Dear kettles, don't copy THIS string, please, open folder with pge_editor.exe file and copy from addres line full path to directory] )
How to set system variable:
http://engine.wohlnet.ru/forum/viewtopic.php?f=17&t=174

3) If some MP3 files don't wanna play, please, check playable by your player, have you all necessary codecs?
If you haven't some codecs, please, install them (I recommend the K-Lite Mega pack, or you can install other).
- Will be better, if you reconvert your MP3 files with poor codecs to standard MP3-format (MPEG Layer III, 320 Mbps Voice Quality, [don't use 128 Mbps, don't kill audio quality!])
- you also can reconvert to WAV. WAV will be played by ANY players (Only if uncompressed format. If did applied codec, need install them).



Latest:
Editor 0.1.1 Alpha
This is a bug fix update with some improvements.

Windows build:
Download 0.1.1.3 Alpha without music and sounds (45 MB) (You can simply place the music and sound folders from SMBX 1.3 or 1.3.0.1 into the data directory)
Download 0.1.1.3 Alpha with HQ music (275 MB) (This already contains the HQ SMBX music pack)

Change log 0.1.1
Spoiler: show
- Animation rendering has been improved and optimized
- Added animation start/stop toolbar button
- New selection dialog for items
- Fixed a lot of memory leaks
- New design of the message box
- Added displaying of Item ID in Properties tool box.
- Added item search box: you can find items by their ID along with layer members or other options
- Added tab view mode, you can switch between sub-window/tab mode in application settings
- Added support of second special value for fixing a bug with a wrong LVL file parsing (Herb with included magic potion)
- Fixed loss of decimal part of values for layer movement and auto-scroll speed
- Fixed offset bug for NPC special options
- Title of the sub-window will have the level title instead of the file name
- Added fullscreen option, recommended for tablets!
- Added option to Hide warps/doors and waters (Physical Environment zones) on exporting images.
- Added definition for default flags value for blocks (slippery, invisible) and for NPC (friendly, no-move, boss)
- Added support for resizing the physical environment zones (water, quicksand)
- The default position for the toolboxes will be on the left side of the screen instead of the center (Windows) or left-top corner (Linux)


Screenshots
Spoiler: show
Available tabs view for opened files:
Image

You can now hide door markers and water zones on exporting images:
Image

You can switch the editor window into full screen, which is recommended for tablets:
Image

New Item selection dialog: You can use categories and groups for selecting the necessary item:
Image

Resizing the water zones are now possible:
Image

New message box design:
Image

Now item placing on the map is relative to the center instead of being relative to the left-top corner:
Image

Available search items on map:
Image

You can search items by their options, or find the layer members/items which use the selected events:
Image

Each level has it's own title. Now the title is displayed as the window title instead of the file name.
You can define the title of level in the menu [Level -> Properties]:
Image

(the same title inside SMBX is defined in the [Level tab -> Advanced]):
Image




0.1 Alpha
Here already realized all level editing features, even events, and fixed a lot of bugs.
Windows built:
Download 0.1 Alpha without music (39 MB) (You can simply place music folder from SMBX 1.3 or 1.3.0.1 into data directory)
Download 0.1 Alpha with HQ music (267 MB) (This already contains HQ SMBX music pack)

Changelog 0.1
Spoiler: show
- Added events control support
- Added sound tester
- Image render are improved and fully support taking alpha channel from masks (before only internal PNG alpha, or 1-bit masks files)
- Fixed default main window size and position
- Fixed Level item toolbox category list translating
- Fixed bug with empty category lists after config reload
- Added support for BMP Files, Ghosties will be appeared ONLY if image really broken.
- Player's start points can be moved by mouse in selection mode
- History manager can store any level data and any settings changes
- New icons for section switch buttons
- Optimized background and music selector
- Language switcher are improved
- Fixed crash on press "Delete" in layer list without selected item
- Fixed bug with door flags "Level Exit" and "Level Entrance" on already placed points
- If not exist translate equal to system, will be used English translate
- Remembering of save paths
- Merging of layers, on rename layer to equal to other exists
- Configuration status window. You can see status of all configuration items and look for errors on load process
- Fixed bug with events resets in properties window
- Added search filter for NPC-Selection dialog
- Added search filter for level Item Box
- Fixed NPC's special option wrong values on placing items
- Fixed grammars and spellings in labels
- Optimized toolbox generation
- Added Notification about wrong custom graphics files
- Fixed frames calculating for NPCs
- On Music files list open current file will be selected
- In music list displaying music files from sub-directories
- Fixed autoalign bug: Grid applying only on moved items
- Fixed random NPC's direction generator
- Added counter of stars in LVL-file save function
- Fixed bug with wrong background on created levels (before save them).
0.1.0.1
- Fixed bug with custom music paths after save new file.
- Speed up of level loading process,

This version support full level editing functional.
Note: Don't forget, for run tests of levels need the engine part, which wasn't started yet.

Screenshots
Spoiler: show
Events editing
Image

Improved render, supports alpha-channel
ImageImage

Added Groups
Image

Image

Search items by filters
Image

Image

Custom music fetching from subfolders (Inside SMBX possible open custom musics from sub-folders, proof - ASMBXT)
Image

Merge layers on rename to equal name
Image

New section switch icons
Image

Global configuration status window
Image

Image


Also, added two useful console utilities:
Note: For use thees utilities, please, open Command Line CMD.EXE for Windows or Terminal in Linux

Image
GIFs2PNG
Spoiler: show
GIFs2PNG - converter of SMBX's gifs with masks to transparent PNGs [now planned opposite tool: convert transparent PNG to masked GIFs for SMBX]
Image

How to use:
This utility converting all graphics from folder. For take PNG with transparent, you need place AND source images, AND his masks into same folder. All gifs must be converted from BMP by second tool, if some images didn't read.
For start converting, simply type this in command line:
Code:
X:\MyDir\With\PGE-Editor\GIFs2PNG C:\SMBX\worlds\episode1\level3

Where X:\MyDir\With\PGE-Editor\ - path to your PGE-Editor's folder, copy from address bar and paste by right mouse button
Where C:\SMBX\worlds\episode1\level3 - the path to your GIFs in SMBX64 format (with masks), what you want convert to PNG.

You can see more features of utility, if you simply rum them without arguments


Image
LazyFixTool
Spoiler: show
LazyFixTool - the powerfull utility for automatically fix lazy-made GFXes:
convert all BMPs into GIF format, made correct mask, what created by lazy work. Can fix all GFXes of whole episode in one run!!!
Image

Also, you can made light-gray masks darker, for use real alpha-channel inside PGE instead pseudo-transparent of SMBX:
Image

Note: this utility makes backups of your current graphics into "_backup" sub-folder. If you will find glitch, you can restore old graphics back.

How to use:
This utility fixing all SMBX64 graphics (GIF with mask images) in selected folder and (optionaly) all graphics insided into subfolders.
Mask must be placed WITH its image, fixing process based on calculating broken pixels by comparing between pixels of both images.
For start fixing graphics into one folder:
Code:
X:\MyDir\With\PGE-Editor\LazyFixTool C:\SMBX\worlds\episode1\level3


For start fixing graphics of whole episode:
Code:
X:\MyDir\With\PGE-Editor\LazyFixTool C:\SMBX\worlds\episode1 -W


For start fixing with gray down of gray-scale masks:
Code:
X:\MyDir\With\PGE-Editor\LazyFixTool C:\SMBX\worlds\episode1\level3 -G

Where X:\MyDir\With\PGE-Editor\ - path to your PGE-Editor's folder, copy from address bar and paste by right mouse button
Where C:\SMBX\worlds\episode1\level3 - the path to your GIFs in SMBX64 format (with masks), what you want convert to PNG.
Where -G - switch for made gray color darker.
Where -W - switch for walk inside all subdirectories.
Where -N - switch for disable saving of backups.

You can see more features of utility, if you simply run them without arguments




0.0.8 Alpha
This is a huge update, did made a lot of work for create full NPC support, and more other...

Windows built:
Download 0.0.8 Alpha without music (28 MB) (You can simply place music folder from SMBX 1.3 or 1.3.0.1 into data directory)
Download 0.0.8 Alpha with HQ music (257 MB) (This already contains HQ SMBX music pack)

MacOS built: [by CaptainSwag101]
Download 0.0.8 Alpha with HQ music (124 MB)

For other OS: you can build yourself.

Changelog 0.0.8
Spoiler: show
- Added support for render and control NPC's
- POSSIBLE TO SAVE LEVEL FILE.
- POSSIBLE TO CREATE NEW LEVEL FILE, NPC.txt file with selecting of base NPC.
- Added NPC Previewer for NPC.txt editor
- License updated to GNU GPLv3
- Optimized level loading process
- Added support to control doors
- History manager: you can undo/redo changes on level map. [Not completely finished]
- Clipboard: you can copy and paste.
- Added Item Properties window, and with them possible to FULL CONTROL of ALL level items.
- Added BGO hack for place them foreground
- Added Item box and support for place new items on map
- Added Layer box: You can create/rename/delete layers, you can move layers in list by mouse drag, you can change visibly of Layer
- Added more protectors: you can violate limits with itemID and if itemID > global array item number, you will see dummy image instead crash.
- ReWritten Background render algorithm
- Unused Sections will be initialization on select
- Possible to resize sections
- Possible to resize sizable blocks
- You can change player's start point positions
- Added "Selection only" tool, you can select item group without moving them.
- Fixed rubber tool
- Water/Quicksand zons, sizable blocks placing in "Draw-Square" style
- "Square Fill" tool: you can draw square and it will be filled by selected block or BGO (Warning, collisions ignoring!)
- Fixes in configs: almost sorted blocks, BGOs and NPCs.
- Full control of door entries
- "Goto entrance" and "Goto exit" - possible to fast find other side of door, even them placed in other section.
- in NPC-Editor displaying all default values for current npcID, if option not used.
- Added application settings window: you can set autoplay music/animation/collisions or set log level and log file.
- Animation will be reseted on exported image.
- Optimized item map controls.
- Application can be translated in other languages
- Now, we have finished translates: English, Russian, German. Any of you can made more translates.
Minor update 0.0.8.1, Added 12 june 2014:
- Fixed bug with door points on opening of old LVL files (file format < 8)
- Fixed undisabled labels on NPC-Editor
- Fixed bug with sets of containers to empty.
- Added Spanish translation

This version can control almost all SMBX level elements, but now you can't edit and create events. Events control will be implemented in next version. But already created events you can use in NPCs or on Blocks and save them.

Screenshots:
Spoiler: show
Image
Section resizer:
Image
After resizing, press ENTER for accept resize or ESC for cancel resizing.

You can add item group on exist or create new layer for them:
Image

You can sort layers in list via mouse drag:
Image

The size for sizable blocks defining after drawing process:
Image
The same method draws water/quicksand

Change environment type:
Image

Jump to other side of door:
Image
Image
Image

All items sorted by his category:
Image
Image

All custom level GFX displaying in special category group:
Image
Image

You can remove layer and save already placed items (items will be moved to Default layer)
Image

You can draw group of blocks by square fill:
Image
Image

Same method for BGO:
Image

Application settings window for set common application settings:
Image

All NPCs like egg, bubble, lakitu, herb - is containers, and you can set his contains:
Image
Image

Image
Image

Creating a new level file:
Image
Image

NPC configs editing:
Image

Image
Image
Image

Application can be translated into any language:
Image
Now already translated to English, Russian and German.

History manager: You can undo/redo your actions:
Image

Internal clipboard:
Image
Image

Entry-style doors:
Image

For create door, you must:
- create door entry
- place on map points (by set Entrance and by set Exit)
- you can set door props in any moment (before/after placing points)
Image
If point already placed, camera will be moved to point position:
Image

Show/hide tools:
Image

NPC Generators displaying with arrow:
green - warp, red - projectile:
Image

BGO Hack for place item to foreground in SMBX:
Image



0.0.7-dev Alpha
Windows build
http://engine.wohlnet.ru/docs/EXE_tests/PlatGEnWohl_editor_0.0.7-dev_nomusic.zip (26 MB), without music, Qt5 libraries.
(You can simply place music folder from SMBX 1.3 or 1.3.0.1 into data dir)
http://engine.wohlnet.ru/docs/EXE_tests/PlatGEnWohl_editor_0.0.7-dev_smbx_music.zip (79.2 MB), included standard SMBX music, Qt5 libraries.
Changelog 0.0.7
Spoiler: show
-Added door points array-ID text
-Added player's points on level map
-Added support for move objects on level map, change properties by blocks with context menu
-Added blocks animation
-Optimized level data loading
-Added locks for objects by type
-Added support to change all properties for section, but without resizing and creation new section
-Fixed bug with silent music CPU overloading.
-Removed red borders on exported images (bug with current section border)
-Added objects collisions (for example, for protection for create blocks on blocks)
-Added support for editing tools: hand scrolling, objects selection, rubber for delete objects
-Fixed Z-Values in configuration
-Added "Reload file" option, for re-Open current file, if its data changed outside editor (for example, NPC.txt configs, added/removed/replaced user's sprites)
This option help with speed-up file saving. As we know, SMBX try to reload all data of current level file after saving. It is makes saving process slow. Real saving from data array into target file is almost instant operation.
-Full support for big backgrounds
-Added support for correctly aborting of the level loading process
-Support for hot-keys for tools:
Code:
D - hand scrolling
S - Selecting tool
E - Rubber tool
F5 - reload current file
F11 - play/stop music player
F12 - Export current section into image file
Ctrl+1...0 - set section 1...10
Ctrl+Alt+1...0 - set section 11...20
Alt+1 - set section 21
Ctlr+O - open file
Ctrl+S - save file (working only with NPC.txt config)
Ctrl+Alt+S - save file as.. (working only with NPC.txt config)

-And....Ghost, what temporary replacing all NPCs named as "Jackson the Ghost" by my brother.
April 30, 2014, small updates in Editor 0.0.7 alpha, build updated and placed on same links
-Added background objects animation
-Added animation switch, for allow to off animation, if on map too many objects.
-Added background context menu with "remove" option
-Level data loading process optimized, speed-up


Image

Image

Image

Image

Image

Image


more...

Watch current Source:
https://github.com/Wohlhabend-Networks/PlatGEnWohl
(Using Qt 5.2.1, min >=Qt 5.0.0), Can by compile under Windows (MinGW), Linux (GNU Compiler) and MacOS

How to build
http://engine.wohlnet.ru/forum/viewtopic.php?f=17&t=67



If the project was pleasant, I invite you to support my project or to join it!
Our project community

_________________
My engine's project links:

My Media:
Spoiler: show
Pure HQ Music Pack for SMBX http://engine.wohlnet.ru/docs/Music/ (Chiptune RIP)
SMBX OPL Sound pack http://engine.wohlnet.ru/docs/Sounds/SMBX_OPL/ (Created with Yamaha OPL chip and MIDI files)


Last edited by Wohlstand on Sat Jul 19, 2014 3:24 am, edited 136 times in total.

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PostPosted: Wed Feb 12, 2014 9:46 am 
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Mega Mole
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Joined: Sat Dec 21, 2013 8:23 am
Posts: 272
Location: Ukraine (Украина)
А я тебя помню! Во-первых добро пожаловать сюда, ну а во-вторых, я даже не знаю, получится ли это у тебя или нет. Я думаю, что люди уже давно сделали б это, если это было б возможно, хотя.. может у тебя это и получится! Я по-любому желаю тебе удачи и ... больше свободного времени! :D
_______________________________________________________________________________________________________________

First of all welcome to the forums! I even don't know if this project will be succesfull.. but of course I wish you luck on this and ... more free time! :D
(Of course this isn't everything that I write at the top)

_________________
Info:
Spoiler: show
Skype - h2643, if won't work then type denis192851

IRC
My IRC channel at KottNet - #h2643, at FreeNode - #h2643 and at StarDustFields - #h2643
Join http://wiix.gamerz.co/, http://gametriangle.prophpbb.com/ and http://engine.wohlnet.ru/forum!
My joke images: http://s122.photobucket.com/user/kxenas ... E%20IMAGES


<Knux> h2643 the super computer
Spoiler: show
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redigit_is_cool


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PostPosted: Wed Feb 12, 2014 10:06 am 
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Pokey
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Joined: Tue Feb 11, 2014 5:44 pm
Posts: 223
Location: Moscow, Russia
h2643 wrote:
А я тебя помню! Во-первых добро пожаловать сюда, ну а во-вторых, я даже не знаю, получится ли это у тебя или нет. Я думаю, что люди уже давно сделали б это, если это было б возможно, хотя.. может у тебя это и получится! Я по-любому желаю тебе удачи и ... больше свободного времени! :D


На счёт получится - получится всё, если взяться и сделать, преграды ни для кого нет! ;-)
Это всё возможно, большая часть игр под DOS, тоже платформеры писались преимущественно на С++.
Переписать с VisualBasic проблемы не составит. Основная изюминка - понимать полный алгоритм работы, организации элементов игры и внутриигровой физики, и всё путём.
Проект Hedgewars стал для меня толчком для создания проекта на базе SMBX, но под свободной лицензией.

В любом случае, кроме полной совместимости со старыми SMBX-файлами, мы все напишем и улучшения и расширения, которые позволят создавать не только уровни, но и программировать самих неписей и игровых персонажей как вздумается (Например, переключать ускорение, включать выключать такие возможности как парить в воздухе или высоко прыгать, хотя высота прыжка/ускорение/максимальная скорость - общие скалярные параметры).
Первым делом - создать точную кроссплатформенную копию SMBX, и потом из созданного уже строить дальше новые фичи.


At the expense of work - will all take and when do obstacles for anyone not! ;-)
This is all possible , most of the games under DOS, too platformers written primarily in C++.
Rewritten VisualBasic problems will not make. The main feature - the ability to understand the full work organization elements of the game and in-game physics, and all the way through.
Hedgewars project became for me the impetus to create a project based on SMBX, but under a free license .

In any case, apart from full compatibility with older SMBX-files, we all write and improvement and expansion that will create not only levels, but also to program themselves NPCs and game characters they like (for example, switch acceleration, on/off include features, such as hover in the air or jump high, although the height of the jump/acceleration/ max speed - common scalar parameters).
First of all - to create an exact cross-platform copy of the SMBX, and then out of already created to build on new features.

_________________
My engine's project links:

My Media:
Spoiler: show
Pure HQ Music Pack for SMBX http://engine.wohlnet.ru/docs/Music/ (Chiptune RIP)
SMBX OPL Sound pack http://engine.wohlnet.ru/docs/Sounds/SMBX_OPL/ (Created with Yamaha OPL chip and MIDI files)


Last edited by Wohlstand on Wed Feb 12, 2014 10:25 am, edited 1 time in total.

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PostPosted: Wed Feb 12, 2014 10:16 am 
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Mega Mole
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Joined: Sat Dec 21, 2013 8:23 am
Posts: 272
Location: Ukraine (Украина)
Было бы конечно классно, но это всё кажется ОЧЕНЬ сложным для меня! :shock: Я в этом програмировании мало чего понимаю, хотя и не раз пытался какую-то програму создать..
____________________________________________________________________________________________________________
That would be really nice, but this is so HARD for me! :shock: I didn't understand most of the things in the programming, but I already tried to make some programs, that wasn't succesful..

_________________
Info:
Spoiler: show
Skype - h2643, if won't work then type denis192851

IRC
My IRC channel at KottNet - #h2643, at FreeNode - #h2643 and at StarDustFields - #h2643
Join http://wiix.gamerz.co/, http://gametriangle.prophpbb.com/ and http://engine.wohlnet.ru/forum!
My joke images: http://s122.photobucket.com/user/kxenas ... E%20IMAGES


<Knux> h2643 the super computer
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redigit_is_cool


Last edited by h2643 on Wed Feb 12, 2014 10:46 am, edited 4 times in total.

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PostPosted: Wed Feb 12, 2014 10:20 am 
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Pokey
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Joined: Tue Feb 11, 2014 5:44 pm
Posts: 223
Location: Moscow, Russia
h2643 wrote:
Было бы конечно классно, но это всё кажется ОЧЕНЬ сложным для меня! Я в этом програмировании мало чего понимаю, хотя и не раз пытался какую-то програму создать..
--------------------------------------------------------------------------------------------------------------------------
И ещё, пожалуйста пиши ниже (под тем твоим текстом) на Английском языке (это из-за правил этого форума).
____________________________________________________________________________________________________________
That would be really nice, but this is so HARD for me! I didn't understand most of the things in the programming, but I already tried to make some programs, that wasn't succesful.

Хорошо, щас допишу ;-)


Okay, right now, I will add English translate ;-)

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Pure HQ Music Pack for SMBX http://engine.wohlnet.ru/docs/Music/ (Chiptune RIP)
SMBX OPL Sound pack http://engine.wohlnet.ru/docs/Sounds/SMBX_OPL/ (Created with Yamaha OPL chip and MIDI files)


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PostPosted: Wed Feb 12, 2014 10:47 am 
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Koopa Shell
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Location: Italy, that's all you'll know. perv.
Let's see... how many smbx failed reviving project we had counting this? ah yes 6.

many tryed many failed

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<Valtteri> Knux please shove a rusty fork in your anus


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PostPosted: Wed Feb 12, 2014 10:53 am 
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Mega Mole
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Darkonius Mavakar wrote:
Let's see... how many smbx failed reviving project we had counting this? ah yes 6.

many tryed many failed

Darkonius, maybe he's a special one?!

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Skype - h2643, if won't work then type denis192851

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My IRC channel at KottNet - #h2643, at FreeNode - #h2643 and at StarDustFields - #h2643
Join http://wiix.gamerz.co/, http://gametriangle.prophpbb.com/ and http://engine.wohlnet.ru/forum!
My joke images: http://s122.photobucket.com/user/kxenas ... E%20IMAGES


<Knux> h2643 the super computer
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PostPosted: Wed Feb 12, 2014 11:01 am 
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Blooper
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I wish I could help, but i know java,not c++

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PostPosted: Wed Feb 12, 2014 11:08 am 
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Pokey
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Darkonius Mavakar wrote:
Let's see... how many smbx failed reviving project we had counting this? ah yes 6.

many tryed many failed


Unfortunately, not everyone has a strong desire and ability. Many allow a very big mistake - using the else's BRAND and content theft. You can also go in Example Hedgewars (http://hedgewars.org), come up with new characters, the story and the title. It will be reliable legal protection. A developer Hedgewars twice threatened Team17, but Hedgewars won.
Spoiler: show
К сожалению, не у всех есть сильное желание и умения. И многие допускали очень большую ошибку - использование чужого БРЕНДА и воровство контента. Можно же пойти по примеру Hedgewars (http://hedgewars.org), придумать новых персонажей, сюжет и название. Это будет надёжной юридической защитой. Разрабочикам Hedgewars два раза угрожала Team17, но Hedgewars выиграла.


My project - the engine, and is the heart.
Sprites, music - gut, shell, you can draw whatever you like, to distribute as you wish. Heartless project can not live. And engine - HEART. Nintendo threatened ENGINE and therefore SMBX died. I can give a thousand examples are not so successful cloning of Mario, but they are all built on an independent engine. So they live.
Spoiler: show
Мой проект - движок, а это СЕРДЦЕ.
Спрайты, музыка - кишки, оболочка, их можно рисовать как угодно, распространять как угодно. Без сердца проект не может жить. Так и движок - СЕРДЦЕ. Nintendo угрожал ДВИЖКУ, и поэтому SMBX погибал. Могу привести тысячу примеров не столь удачного клонирования Mario, но они все построены НА НЕЗАВИСИМОМ ДВИЖКЕ. Поэтому они живут.


This - a reliable way to revive SMBX, denying any possibility of Nintendo threaten engine.
Spoiler: show
Это - надёжный способ возродить SMBX, лишив всякую возможность Nintendo угрожать движку.

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My engine's project links:

My Media:
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Pure HQ Music Pack for SMBX http://engine.wohlnet.ru/docs/Music/ (Chiptune RIP)
SMBX OPL Sound pack http://engine.wohlnet.ru/docs/Sounds/SMBX_OPL/ (Created with Yamaha OPL chip and MIDI files)


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PostPosted: Wed Feb 12, 2014 11:19 am 
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Pokey
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Uncle Sam wrote:
I wish I could help, but i know java,not c++

I'll know, yes it is possible to write in java various utility programs, especially java is cross-platform.
In any case, now need a description of file formats *. LVL and *.WLD and technical descriptions of NPC and players.
Spoiler: show
Буду знать, да можно на java писать различные вспомогательные утилиты, тем более java кроссплатформенный.
В любом случае сейчас нужны описания форматов файлов *.LVL и *.WLD и технические описания NPC и игроков.


P.S. Java need for Android, but i now not good in java, but Java places a campaign on C ++

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My engine's project links:

My Media:
Spoiler: show
Pure HQ Music Pack for SMBX http://engine.wohlnet.ru/docs/Music/ (Chiptune RIP)
SMBX OPL Sound pack http://engine.wohlnet.ru/docs/Sounds/SMBX_OPL/ (Created with Yamaha OPL chip and MIDI files)


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