Ninja Bomberman
- The glide feels really awkward, I think it would be a lot nicer if it was just mapped to the jump key, if that would be possible.
- If you spam the Z key while on a chain/ladder, you can zip into the ceiling.
Mega Man
- this magic
- The Rolling Cutter's colors are wrong (should be gray/white).
- It would probably be better to disable flight and the double jump in favour of Jet Adaptor Mega Man or something.
- The sprites for Atomic Fire and the ice flower should be replaced...they look really out of place compared to everything else.
- I noticed Samus' bombs are limited to 3 onscreen at a time, so why not Mega Man's shots? I'd like it to be true to the original game.
- Your cursor always starts on the Mega Buster when you pause, but your special weapon isn't reset.
- If you just press down instead of down + jump, Mega Man goes into the slide sprite but doesn't slide.
- You can't jump out of a slide, which is really awkward for a seasoned Mega Man player.
- No SFX on the pause screen? I can provide SFX/code this stuff in myself, since I have a mountain of Mega Man sfx.
Samus
- You can zip really easily with the Morph Ball.
- Coding doesn't load the INIs properly outside of Return to Zebes, I think. I went into samus.lua and fixed it myself by adding ../ before the character ini files.
- The SMW Ice Flower wasn't replaced with the Ice Beam.
- I'd like to see the Leaf and Tanooki Suit have some sort of difference beyond sprites, although there might be one and I didn't notice.
- Nitpicky thing, it says "Reserve Tanks" instead of "Energy Tanks".
- Samus can't climb down on ladders because of the morph ball.
- Morph ball doesn't change with powerups.
- You can go into the morph ball and lay bombs whenever you pause.
- Samus turns invisible with shadowstar on.
- Morph ball state is saved through character blocks.
- Samus and her bullets can collect Mouser's bombs.
- Samus can't go down downwards pipes.
- Samus feels a bit too slow...though I'm not sure how you guys could fix this. Not sure if you can change player speed like that with Lua.
Last edited by snoruntpyro on Fri Dec 11, 2015 11:52 pm, edited 3 times in total.
Starman
- Add a small invincibility grace period. One second extra should be enough. The default music is just a simple loop and doesn't have an end, so it's difficult to judge when it's going to end. Most modern Mario games have a small grace period anyway.
- It'd be nice if the player instantly built up momentum.
- Bug: The player will bounce off of an enemy(and kill them) if they jump on them at full speed.
I've been playing around with the editor and I like it a lot. However, which file formats are supported for the music and sound? I tried moving all my custom sounds into the sound folder and the formats weren't recognised by the editor.
Linik wrote:I've been playing around with the editor and I like it a lot. However, which file formats are supported for the music and sound? I tried moving all my custom sounds into the sound folder and the formats weren't recognised by the editor.
If you're using your own sound files, you need to edit sounds.ini to point to them. It's in the base directory (also, I think, sounds.ini in the PGE directory).
The file formats supported by the editor for music (and the engine btw, feel free to use these file formats in your levels with 2.0!) now are...
WAV Microsoft PCM, Uncompressed audio
VOC Creative Labs Audio File
MP3 MPEG-2 Layer 3, Lossy data compressed audio (Will play MP3 correctly only if it was built with using of libMAD library)
OGG OGG Vorbis, Lossy data compressed audio
FLAC Free Lossless Audio Codec, Loss-less compressed
MIDI Music Instrument Digital Interface, commands list
AY ZX Spectrum/Amstrad CPC
GBS Nintendo Game Boy
GYM Sega Genesis/Mega Drive
HES NEC TurboGrafx-16/PC Engine
KSS MSX Home Computer/other Z80 systems (doesn't support FM sound)
NSF/NSFE Nintendo NES/Famicom (with VRC 6, Namco 106, and FME-7 sound)
SAP Atari systems using POKEY sound chip
SPC Super Nintendo/Super Famicom
VGM/VGZ Sega Master System/Mark III, Sega Genesis/Mega Drive,BBC Micro
669 Composer 669, Unis 669
AMF DSMI Advanced Module Format
AMF ASYLUM Music Format V1.0
APUN APlayer
DSM DSIK internal format
FAR Farandole Composer
GDM General DigiMusic
IT Impulse Tracker
IMF Imago Orpheus
MOD 15 and 31 instruments
MED OctaMED
MTM MultiTracker Module editor
OKT Amiga Oktalyzer
S3M Scream Tracker 3
STM Scream Tracker
STX Scream Tracker Music Interface Kit
ULT UltraTracker
UNI MikMod
XM FastTracker 2
You may need to convert your sound files to .ogg or something via Audacity. Music should be fine in basically any format.
But if I can make a suggestion, try to use your custom sound effects on a per-episode basis? If you put your sound files somewhere and point a sounds.ini file at them in the episode folder, you can overwrite the sounds per-episode without having to replace or delete the base sounds .
Last edited by Horikawa Otane on Sat Dec 12, 2015 5:40 am, edited 2 times in total.
Linik wrote:I've been playing around with the editor and I like it a lot. However, which file formats are supported for the music and sound? I tried moving all my custom sounds into the sound folder and the formats weren't recognised by the editor.
If you're using your own sound files, you need to edit sounds.ini to point to them. It's in the base directory (also, I think, sounds.ini in the PGE directory).
Thanks for the advice, and I changed all the instances of .ogg to .mp3 in the ini file. However, I'm getting a series of errors whenever I try to load the legacy editor or a level. Here's an example:
This repeats for every MP3 I am using. What am I doing wrong?
Everytime crushed in legacy editor in launch episodes... -_- and how to launch self levels just? This beta just hard and bad(( even not launching... just f***ing crushed...
Linik wrote:I've been playing around with the editor and I like it a lot. However, which file formats are supported for the music and sound? I tried moving all my custom sounds into the sound folder and the formats weren't recognised by the editor.
If you're using your own sound files, you need to edit sounds.ini to point to them. It's in the base directory (also, I think, sounds.ini in the PGE directory).
Thanks for the advice, and I changed all the instances of .ogg to .mp3 in the ini file. However, I'm getting a series of errors whenever I try to load the legacy editor or a level. Here's an example:
This repeats for every MP3 I am using. What am I doing wrong?
Don't use MP3 sounds, forgot this dumb format forever!
sounds.ini is NOT shared with included PGE and SMBX, you must edit them both:
- sounds.ini at smbx root to set sounds for SMBX itself
- PGE/configs/SMBXInt/sounds.ini at PGE config to set sounds for PGE
Note: don't use MP3 format for sounds, just open PGE Editor and then:
- tools -> Convert audio
- choice "files in the list"
- press "+" and select all MP3 sound files (you able to select muiltiple files at one run!)
- Open tab "OGG"
- click "Start" and wait until it will convert all MP3 sounds into OGG format (be sure if you not checked "make backup", all source files will be removed!)
And: you don't need to replace CORE sounds: just:
- make a folder in your episode or in the level
- put into it any sounds which you wish customize
- make sounds.ini file and put it in the episode folder or in the level custom folder (if you wish make level specific sounds list)
- in the episode/level speicfic sounds.ini add per each sound: (don't need to copy-paste one of default sounds.ini):
[sound-ID]
file="mysounds/he-he.ogg"
name="that a he-he sound!"
Where "mysounds" - just a folder in your episode where you placed that sound.
Where file = relative path to your ogg file (at place where sounds.ini file is placed). Use UNIX slash "/" always!
Where name = understandable name for your sound
Where ID - is sound ID: List of all sound-ID's: http://engine.wohlnet.ru/pgewiki/SMBX64 ... fects_list
Also, why does Mega Man throw veggies when he's low on health? It's overpowered and nothing like that existed in real Mega Man games. In them, he just kept using his buster.
PaperMarioFan wrote:Everytime crushed in legacy editor in launch episodes... -_- and how to launch self levels just? This beta just hard and bad(( even not launching... just fucking crushed...
How about providing more information or even a screenshot? Instead you go into rage mode and even censoring won't help you now kid.
Murphmario wrote:Also, why does Mega Man throw veggies when he's low on health? It's overpowered and nothing like that existed in real Mega Man games. In them, he just kept using his buster.
Since when did anything have to be like in the originals?
Also it's not that op bc you can still pretty fast though.