Releases: WohlSoft/Moondust-Project
Moondust Project v0.4.3.2-beta
The future is near
During the very long development process, various factors made us decide to publish a beta release before the next stable version. All components have been improved and somewhat reworked. The Editor significantly enhanced support for TheXTech's engine. The Player Calibrator got a fully redesigned UI and got a bunch of new functions including mouse interactions, non-modal windows, and an experimental small functionality of a graphical editor that can be used in the sprite editing mode. The Music Player got a fully reworked reverb functionality, more testing features, and introduced the SPC echo effect and the functionality that can be used to create and export setup for the Sound FX module of TheXTech.
The nearest stable version of the Moondust Kit promises to be a checkpoint between the past and the future: we keep a plan to majorly re-construct the whole codebase to get rid of many mistakes done in the past, as they impose a serious limit on scalability.
Common 0.4.3.2-beta
- Fixed GIFs2PNG algorithm that may produce dirt or improper transparency when the mask image is smaller than the front
- Added the support for custom WOPL bank files at libADLMIDI synthesizer
- Added the support for custom WOPN bank files at libOPNMIDI synthesizer
- Added the support for the FluidSynth at MixerX library
- Added the support for macros at the music path arguments
- Fixed the legacy auto-scroll conversion from the SMBX64-LVL files into SMBX-38A-LVL files
- API version has changed to 42 due to integrational configuration packages supporting rework
Engine 0.3.4-dev
- Default audio output format has been changed to float32 to improve the quality and prevent any possible clipping distortions
- Find episodes and single levels in both user-side and application-side worlds directory
- Added the support for custom WOPL bank files at libADLMIDI synthesizer
- Added the support for custom WOPN bank files at libOPNMIDI synthesizer
- Added the support for the FluidSynth at MixerX library
Editor Editor 0.3.2.2-beta
- Fixed the improper file dialogue on Windows
- Fixed the unwanted music file locking on Windows
- Default audio output format has been changed to float32 to improve the quality and prevent any possible clipping distortions
- Changed the title of the main window
- Fixed the unexpected width limitation when warps and debugger toolboxes docked into the same area
- Added an ability to define the initial geometry and dock area of toolboxes by the config pack side
- Fixed the logic of initial open/save paths while opening any file dialogues
- Fixed the missing "modified" level file flag when the custom music path was changed
- Physical environment zones now have the taller hit border to make the box selected by the mouse easier
- Added the support for custom WOPL bank files at libADLMIDI synthesizer
- Added the support for custom WOPN bank files at libOPNMIDI synthesizer
- Added the support for the FluidSynth at MixerX library
- All GUI overlays for console tools have been removed (except the audio converter) in favour of the Moondust Maintainer tool being executed instead
- The "lvl" or "lvlx" extension will be passed into the testing engines with the LVLX support depending on the SMBX64 strict mode
- Extended the level of testing support for the TheXTech engine
- Added an ability to change the grid size option using braces keys
- Added an ability to control the modern section auto-scrolling settings
- Added the notice for the legacy auto-scroll settings block when the modern mode is enabled
- Fixed the wrong NPC cursor width when it was shrunk by width
- The Ctrl+Wheel and Alt+Wheel behaviour has been swapped: a Ctrl+Wheel will zoom in/out while Alt+Wheel will scroll horizontally
- Reworked the logic of integrational configuration packages work: the new local settings file will be used instead of the "main.ini" overriding.
- Fixed a dead freeze on configuration package loading fatal errors
- Added the compatibility mode and speedrun-timer settings for the TheXTech tester
- Fixed an unexpected grid offset changes at NPC with custom graphics but no custom configs
- All BAK files will be removed when closing the Editor without the 4-second wait
- Added "Transition type" and "Stood required" fields to the Warps and Doors toolbox
- Added an autosave functionality
- Fixed an appearance of a junk slash at begin of the opened directory path
- The level/world data directory will be auto-created if it doesn't exist on an attempt to open it via the "Open level directory" menu item.
- Fixed the problem where invisible objects get ignored when performing a section cloning/deleting/rotating operation using the "Level" menu
Player Calibrator 3.0-beta:
- Fixed the frames data compatibility with SMBX2 which requires all frames presented at the calibration file
- Added the mount displaying to help calibrate the mount-riding frames
- Turned the frame selection dialogue into non-modal to simplify the general workflow
- Added mouse support for the coarse movement of the hitbox at the preview box directly
- Majorly reworked the main window
- Added the compatibility mode to target calibrations for different engines and provide a relevant hint for every option
- Fixed the accuracy of the grabbed item rendering, compared with the SMBX code
Music Player 1.5.0
- Added the music FX toolbox to set up the special effects for music such as 3D-position, distance, and panning using built-in features of the MixerX library
- Added the multi-music test toolbox that allows to open multiple music files and play them independently from each other
- Added the ability to enable/disable channels/tracks on the supported music (MIDI, Tracker, Chiptune, etc.)
- Added the multi-SFX test toolbox that allows to open multiple SFX files and play them independently from each other, and additionally, run a random playing to use as effects testing helper
- Reworked the reverb effect (taken the latest Freeverb3 sources instead of bisqwit's)
- Added an ability to copy and paste effect settings
- Polished the SPC Echo effect
Platformer Game Engine Project v0.4.3
Happy holidays everyone!
Following the beta release in February, this is a more stable snapshot release.
This release can be thought of as an edge between the past and the future: Following this release I plan to place full focus on Moondust/PGE's Engine development. I'm sure that the experience we've gained while developing the X-Tech project will come in handy a lot from here on.
Note: To get the full buildable source code please use the "pge-project-linux-0.4.3-full-src.tar.bz2" archive in this list, it will include all necessary submodules. Regular zip and tar.gz downloads will not include them and therefore they are unbuildable (this is an unfortunate limitation of GitHub).
Common 0.4.3
- Native support for the MSYS2 build environment via build.sh script
- Added config pack ID key for managing the compatibility between different runtime engines and universes
- New icons by Tails608
- Added a new component called "PaletteFilter"!
Engine 0.3.3-dev
- Fixed crash on missing player animation sequence
- Added support for Android
- Added protection from an excessively high frame speed which may appear due to incorrect v-sync settings in video driver settings
- Fixed incorrect animation setup after height change via user's NPC.txt configs
- Added Data() class into Lua API to store any custom data in-game save
- Fixed incorrect utf8 processing of translation data
- Fixed unstable glyph length value in the message box with mixed TTF and raster fonts
- Added French translation by NathanBnm
- New icons by Tails608
- Added ability for the proper detection of custom resources on case sensitive file systems
Editor 0.3.2
- Added support for an element (Block, BGO, NPC), section, and level-wide Extra Settings
- The config pack can now specify the default file format
- When SMBX64 formats are default, the strict mode is turned on in untitled files
- Added Chinese translation by 快乐爱的小精灵
- Added a safer file saving strategy
- Fixed the imperfection that allows using level file selector in the untitled world map file
- Added an ability to hide or disable certain field or feature from the config pack
- Added Dutch translation by Gameinsky
- LunaTester now is cross-platform and no more needs a 32-bit Editor on Windows for work (
LunaLoader-exec.exe
module is required) - Fixed unneeded special values reset for NPCs
- Fixed incorrect animation setup after height change via user's NPC.txt configs
- Fixed a clumping of elements inside the Tileset Editor
- Added separated music boxes toolbox for world map
- On Linux and macOS is no more need to try restart Editor twice after the crash: a single try should start Editor normally
- Added NPC config pack option to disable "Auto-Increment" support for custom values of spin-box type
- Fixed inability to change the special value by level/episode custom NPC INI config file
- Added hotkeys for "Create New": Ctrl+N for levels; Alt+N, M for world maps; and Alt+N, N for NPC configs; Ctrl+Shift+N will spawn a menu to select a type of file to create
- Fixed an incorrect NPC frame shown as the new-placing cursor phantom
- Improved UI of Tileset Editor
- Added scroll area into Tileset Editor's scene to allow use it on smaller monitors
- Added a grid drawing in the Tileset Editor's scene
- Fixed confusion of world map scenery order while going through editing history or copy-pasting
- Fixed unnecessary music enabling bug on a world map
- Added "is-meta-object" element option in a config pack to hide elements from exported images or the game entirely
- Added French translation by NathanBnm
- Reworked a testing sub-system to make it more modular
- Added a level testing integration with the TheXTech engine
- The LunaTester has been reworked: now it's fully asynchronous and much more stable. It works with full backward compatibility with a bunch of LunaLua versions: tested with next toolchains: LunaLua-SMBX 1.3.0.2 (LunaLua 0.7.3.1), SMBX2 Beta3, SMBX2 MAGLX3/PAL, and SMBX2 Beta4. For Beta3 and older it needs to put a "LunaLoader-exec.exe" module to make a testing work.
- Fixed an incorrect logic of a theme loading and switching mechanism
- Fixed an ignore of locks for item types by an eraser
- Extended a context menu of level and world map surface
- Appearance improvements for the crash handler dialog
- Added a level testing integration with the SMBX-38A engine
- Added ability to change the font size
- Added support for alternative Editor images and animations (config pack entry settings with "editor-" prefix)
- Added the support for item icons (alternative pictures shown in tilesets and item lists)
- Added camera grid for a preset grid for visualizing screens worth of a level
- Added the "select all" item search option
- Added the "Current section only" and the "Search in selection group" item search criteria
- Improved the work of an unused resources clean-up tool
- Fixed the logic of a resource importer that was broken a long time ago
- New icons by Tails608
- The background image selection menu has been reworked
- Added the dark color theme which can be switched to in application settings (thanks to Enjl for partially helping out here)
- Fixed the wrong alignment of items after redoing a paste
- Fixed a bug caused by the middle mouse button bring pressed while placing mode in the process
- Changed the logic of the eraser tool: it will not show a selection rectangle and will act more friendly and simpler
- Added the missing layer visibility changing history tracking action
- Fixed an inability to override the grid offset by custom INI file
- Fixed an incorrect displaying of warp point direction arrows for two-way warps
- Replaced arrow pictures used for a warp point direction arrows with triangles to prevent overlapping by arrow tails
- Added ability for the proper detection of custom resources on case sensitive file systems
- Added the Music Setup dialog for easier configure of MIDI and chiptune music
- Notify when a 32-bit Editor is running on a 64-bit Windows operating system
Known bugs:
- Changing the palette in some cases will not be updated properly. A restart of the Editor will be needed to properly apply changes.
- Changing the palette into default will not restore the default UI style and Fusion will be used. A restart of the Editor will be needed to properly apply changes.
Playable characters Calibrator v2.3
- Begin the changelog
- Behavior now is more user-friendly: automation, question boxes, menus, etc.
- Added the full inheritance support for calibrations: custom calibration INI files since now can have the partial set that can be auto-filled from the default settings
- Added the support for SMBX-38A calibrations format, embedded into level files
Music Player v1.4.2
- Added tempo change slider (will work for some formats only)
- Added tooltip to display current volume value while sliding volume by mouse
- On Linux and macOS, it's no longer required to attempt to restart MusPlay twice after a crash: a single attempt should now start MusPlay again normally
- File association now works on Linux
- Music looping control: added ability to set loop to 1, 2, 3 times or keep loop forever
- Added position and panning effects controlling for SFX testing
- Added Audio Settings to change sample rate, format, and count of channels
- Added an ability to change Timidity config path on the fly
- Added an ability to change FluidSynth SF2 path on the fly
- Added an ability to change the audio output on Windows
Platformer Game Engine Project v0.4.3 Beta
Hello everyone!
After more than a year of development, it's time to release a new stable snapshot! The reason these have not happened as often is that I've had to deal with time and energy constraints. However, it's finally time to release a new snapshot and continue towards major progress for this project.
Regarding PGE Engine development, the recent release of the source code of a game that was one of the inspirations for me beginning this project means I now have a better source of knowledge that will greatly benefit me with engine development. In other words, after the release of this snapshot, some difficult development work for the PGE Engine is upcoming.
Note: To get the full buildable source code please use the "pge-project-linux-0.4.3-beta-x86_64.tar.bz2" archive in this list, it will include all necessary submodules. Regular zip and tar.gz downloads will not include them and therefore they are unbuildable (a limitation of GitHub).
Engine 0.3.3-dev
- Fixed crash on missing player animation sequence
- Added support for Android
- Added protection from an excessively high framespeed which may appear due incorrect v-sync settings in video driver settings
- Fixed incorrect animation setup after height change via user's NPC.txt configs
- Added Data() class into Lua API to store any custom data in game save
- Fixed incorrect utf8 processing of translation data
- Fixed unstable glypth length value in message box with mixed TTF and raster fonts
- Added French translation by NathanBnm
Editor 0.3.2-dev
- Added support for element (Block, BGO, NPC), section, and level-wide Extra Settings
- Config pack is now able to specify the default file format
- When SMBX64 formats are default, strict mode is turned on in untitled files
- Added Chinese translation by 快乐爱的小精灵
- Added safer file saving strategy
- Fixed a flaw that allows using level file selector in the untitled world map file
- Added an ability to hide or disable certain field or feature from the config pack
- Added Dutch translation by Gameinsky
- LunaTester now is cross-platform and no more needs 32-bit Editor on Windows for a work (
LunaLoader-exec.exe
module is required) - Fixed unneeded special values reset for NPCs
- Fixed incorrect animation setup after height change via user's NPC.txt configs
- Fixed a clumping of elements inside the Tileset Editor
- Added separated music boxes toolbox for world map
- On Linux and macOS, there is no longer a need to try to restart the Editor twice after crash: a single try should start the Editor normally now
- Added NPC config pack option to disable "Auto-Increment" support for custom value of spin-box type
- Fixed inability to change special value by level/episode custom NPC INI config file
- Added hot keys for "Create New": Ctrl+N for levels; Alt+N, M for world maps; and Alt+N, N for NPC configs; Ctrl+Shift+N will spawn a menu to select a type of file to create
- Fixed an incorrect NPC frame shown as the new-placing cursor phantom
- Improved UI of Tileset Editor
- Added scroll area into Tileset Editor's scene to allow use it on smaller monitors
- Added a grid drawing in the Tileset Editor's scene
- Fixed confusion of world map scenery order while going through editing history or copy-pasting
- Fixed unnecessary music enabling bug on a world map
- Added "is-meta-object" element option in a config pack to hide elements from exported images or from the game entirely
- Added French translation by NathanBnm
MusPlay 1.4.2
- Added tempo change slider (will work for some formats only)
- Added tooltip to display current volume value while sliding volume by mouse
- On Linux and macOS there is no longer a need to try restarting MusPlay twice after a crash: a single try should start MusPlay normally
- File association now works on Linux
- Music looping control: added ability to set loop to 1, 2, 3 times or keep loop forever
- Added position and panning effects controlling for SFX testing
- Added Audio Settings to change sample rate, format and a count of channels
- Added an ability to change Timidity config path on the fly
- Added an ability to change FluidSynth SF2 path on the fly
Calibrator 2.2
The playable character calibrator has gotten many fixes and updates to resolve a dozen of problems which people had, including UI issues that might have led to an inability to save frames into output files among other things. Internationalization support has also been added.
Maintainer
The Maintainer utility now has working GIFs2PNG and PNG2GIFs UIs. These are much more handy than they weres inside of the Editor: users now have a here drop box style UI where you can drop pictures to quickly convert them, and the another tab for a batch conversion of images include a minimal config pack support to provide missing masks for episodes are lacks them.
Platformer Game Engine Project v0.4.2
Hello!
Greetings everyone! Sorry for the long delay in announcements related to the PGE toolchain. I still mostly work on most of PGE intensely when I can despite having issues with finding free time to do so. For the time being, I am going to to showcase changes and improvements I have made to PGE components for two years.
Editor
The PGE editor has gotten an updated engine with features such as item and tileset editor toolboxes. There also many new features that allow you to better search, change order or filter various specifications. The tileset editor has finally got a filtering feature that we found was a necessity for tileset creators. The tileset itembox now has a nice tab widget instead of combo-boxes (a.k.a. drop-down lists) for tileset groups, and the menu button to show a full tileset groups list as a menu (this is helpful when tileset lists are too long). The full changelog containing a list of significant changes can be found below:
Editor 0.3.1.15
- Tilesets item box: ComboBox of groups has been replaced with a tab-bar and the right-side menu
- Added weight order factor for tileset groups
- Player start points now aligning with 16x16 grid size
- Support for the now outdated Legacy Editor level test run feature has been removed due to it being the cause of numerous issues.
- Fixed synchronization of the world map item box and the tool button
- Added a feature to declare default visibility of visible toolboxes in the config pack main.ini
- Added a visual indicator of the Background-ID in the level section backgrounds list
- Added a button in the Level Section Properties toolbox to open custom background config files
- Added ability to set default zoom on file open or create (In the Application Settings and Editor tab)
- Multiple files can now be opened by the file dialog option executed from the "File -> Open" menu
- Added support for custom config side animation sequences for BGO, Terrain tiles, Sceneries, Paths, and level entrance points
- Improved sizable blocks rendering algorithm: now it supports customized fixed-size border width (both for common and for individual sides)
- Added weight order factor for tileset categories
- Added search and configurable sort into The Tileset Editor
- Reworked filtering system on Level Item-Box
- Sizable blocks now support an animated textures
- Added support for bitblit mask fallback (using default PNG to regenerate the missing mask)
- Resize box's grid size is now affecting by the grid override feature.
- The strict SMBX64 mode will be kept when restoring files after a crash
- Fixed the spam of physical environment zones caused by history undo and redo
- Added support for grid offset for blocks
- Added support for Right-To-Left layout direction for Arabic, Hebrew, Persian, etc. languages
- Added an action for LunaTester to kill a running background instance
- Config pack reload will now save all opened files and restore them back after the reload
- Added ability to automatically restart editor on config pack switching
- Fixed a crash of the LunaTester when receiving an incorrect input from the LunaLua backend
- Added basic support for custom user data per every element on the level (Blocks, BGOs, and NPCs only yet)
Editor 0.3.1.14
- Fixed a crash on attempt to load some NPC-*.txt files with incorrect values (for example, a grid size value that equal to zero)
- World map elements now support "name" INI field
- Added an ability to pass CSS file by theme to stylize UI of Editor (CSS Reference is here: http://doc.qt.io/Qt-5/stylesheet-reference.html)
Editor 0.3.1.13-1
- Added ability to transform blocks into BGOs and BGOs into blocks
Engine
In this update, the Engine receives the benefits of TTF fallback support that allows displaying most of the texts correctly for cases when characters are not presented in a chosen raster font. Also included is repaired support for elements "hot placing" while running a level test from the Editor; finally giving an "attackArea" API that allows playable characters to have melee attacks (for example, raccoon tail whip, sword, punches, etc.). The full list can be seen below in the changelog:
Engine 0.3.1
- LuaJIT is now working on macOS!
- Using updated SDL Mixer X
- Fixed the date filenames generation for screenshots and recorded GIF movies
- Repaired TTF fallback support
- Added support for more than one TTF font loaded in one time
- Fixed inability to use hot-placing from the Editor's IPC
- Added support for custom config side animation sequence for BGO, Terrain tiles, Sceneries, Paths, and level entrance points
- Improved sizable blocks rendering algorithm: now it supports customizable fixed-size border width (both common and for each side individually)
- Fixed font manager font ID processing
- Sizable blocks now support an animated textures
- Fixed message box texture border width support
- Added support for bitblit mask fallback (using default PNG to regenerate the missing mask)
- Added attackArea lua function to a playable character which allows players to have melee attacks
- Added an experimental ability to customize in-game resolution by config pack from the engine.ini file
MusicPlayer
We did previously track the changelog for Music Player so this will be the first released changelog. This version of the music testing player has gotten a significantly improved seek bar that indicates the loop area with a blue zone. All MIDI related extra settings are moved into a separated widget that can be shown from context menu item. Additionally, a menu bar has been added where you can choose most features that were previously hidden.
MusicPlayer 1.4
- Changelog added.
- Split up MIDI Settings and SFX testing
- Added menu-bar
- Seek-bar has been replaced with a custom which now can indicate a loop range
- Meta-tag labels now has a marquee effect on mouse hover
- File re-open now no more causes the main toolbox to be moved on a certain distance
- MIDI settings now can be changed without a requirement of a MIDI file open
- Added ability to set up the chip emulator for ADLMIDI and OPNMIDI
- Added printing of arguments in the bottom of MIDI settings
Common
- Added global API version value for all PGE components that are using config packs
- QMake build with a set of bash scripts has been completely replaced with a superior CMake build
- Added ability to pack the whole source code pack from GIT repository includes all submodules (https://github.com/Kentzo/git-archive-all module is required)
- Windows Online Installer will now ship Timidity patches set to allow users to use the MIDI synthesizer. It also install the Lowser Conquest Demo episode with A2XT config pack to provide a ready-to-play environment for reviewers and testers that might be trying the PGE toolchain for the first time and/or lack familiarity with SMBX and related community stuff.
- The build system has been reorganized along with the introduction of config pack API versions. This means that I can produce updates of PGE stable builds more often
Platformer Game Engine Project v0.4.1
Greetings hoomans!
Here's a quick rundown of some (hopefully exciting!) news from the PGE devs for y'all.
We're releasing new versions of the Engine, Editor and other tools. These include small feature additions and numerous bugfixes for known bugs and crashes. This update also adds improved support for 38A level files and read-only support for 38A-formatted world maps.
PGE also finally has 64-bit assembly support for Windows (previously 64-bit support only went as far as Linux and macOS).
We're rebranding! The project you've known till now as the PGE Project will now be rebranding itself as the "Moondust" Project. For anyone feelin' out of the loop: For a while now, our devs have had the intention to have a project name that not only felt easier to remember, but something that had a more unique distinctive brand to reflect the project.
We think we've succeeded in figuring that out, and I'd like to thank everyone who participated in voting and/or provided feedback!
We're beginning a rather massive reorganization of the editor.
Yess it's true! The Editor is set to recieve a major overhaul and will be completely rewritten. Don't ring those alarm bells yet though! The existing editor will still be supported fully till we can get its replacement complete and up and running.
All downloads have been updated
Article credits to Nexiana
Editor changelog 0.3.1.12
- All frame delay values in all INI files have been renamed from "framespeed" and "frame-speed" into "frame-delay". Old values have been kept as aliases. The "framespeed" alias now has units in 1/65 seconds (to match with SMBX 1.3), while others have units in milliseconds.
- Added an absolute Z-Value definition for BGOs in the INI configuration
- Custom item INI files no longer require the section declaration at the beginning
- Added the absolute ~/Application/PGE Project alternate folder to escape path randomizing on macOS Sierra and higher
- Added ability to choose engine application in different folder if pge_engine does not exist in the same folder as editor
- Use physical hitboxes instead of bounding rectangles as grabbable area for every element
- Fixed crash caused by phantom R-Tree entries with dead pointer and zero size
- Fixed wrong initial frame for right-facing NPCs when animation is disabled
- Section numbers are now count from 0 (instead of counting from 1) to match SMBX and LunaLua core
- Added ability to hide meta-signs shown over blocks and NPCs when exporting images
- Added ability to hide enabled grid when exporting images
- Added ability to hide invisible blocks when exporting images
- Added more physical environment types
- Physical environment zones are now only grabbable by the border line again
- Fixed most rendering artifacts caused when animation is turned off
- Better "New File" toolbar drop-down menu icon
- Fixed a translation of Vanilla-like toolbar
- Fixed inability to save tileset when forbidden file path characters were used
- Custom counter settings now save into the "settings" subfolder along with all other settings INI files
Engine changelog 0.3-alpha
- Qt has been removed from dependencies for PGE Engine. PGE Engine now requires SDL2 only
- Font Manager has been reworked to use the FreeType library instead of QFont
- Added the ability to skip the long path opening animation by hitting the pause key on the world map
- Accuracy of the path opener has been improved and added support for debug rendering for it on the world map
- Added a smooth camera to opening path tiles on the world map
- Fixed the blinking of the playable character when shown on multiple cameras
- Fixed a bug which caused the appearance of self in the list of contacted objects, causing unexpected results
- All frame delay values in all INI files have been renamed from "framespeed" and "frame-speed" into "frame-delay". Old values have been kept as aliases. The "framespeed" alias now has units in 1/65 seconds (to match with SMBX 1.3), while others have units in milliseconds.
- Added an absolute Z-Value definition for BGOs in the INI configuration
- Custom item INI files no longer require the section declaration at the beginning
- Fixed issues related to HighDPI screen support: mouse cursor accuracy and rendering (worst case found on macOS with Retina screen)
- Use a subfolder of the default screenshot folder on macOS operating systems
- Added support for true multi-layered backgrounds
Platformer Game Engine Project v0.4.0-3
The last stable snapshot before the removing Qt, contains a set of small fixes in all components
Platformer Game Engine Project v0.4.0-2
Bugfix release which has a few improvements and fixes of bugs in the editor and engine, and has upgraded console utilities!
All downloads are have been updated!
Editor changelog 0.3.1.12 patch 2
- Attempt to fix a scaling on the HighDPI screens
- Fixed a bug caused duplicated ArrayID value by physical environment zones (after copy-pasting)
- Fixed support of tilesets with the same title name
- More friendly testing menu for LunaTester users
- Fixed accidentally broken search engine
- Fixed initial window size on OS X
- Initial state of editor's window will be maximized
- Fixed too tall result message box after SoX audio converter working
- Added ability to disable OpenGL in the LunaTester
- Fixed some crashes
- Updated built-in fixer of the lazily-made masks to be compared with new algorithm
- Updated console tools API to support updated API of GIFs2PNG, PNG2GIFs, and LazyFixTool (which now are using tclap as arguments parser)
GIFs2PNG
- Completely rewritten into pure STL with wide usage of FreeImage
- Fixed ability to use episode root masks from level custom folders
- No more pause after completing the works
- Now arguments are parsing with using tclap
- No more extra DLL/SO/DyLib required, and this utility can be deployed independently from PGE Project
- Assembly now is able to work on any Linux distro (tested on Mint, CentOS 7, OpenSUSE)
PNG2GIFs
- Completely rewritten into pure STL with wide usage of FreeImage
- No more pause after completing the works
- Now arguments are parsing with using tclap
- No more extra DLL/SO/DyLib required, and this utility can be deployed independently from PGE Project
- Assembly now is able to work on any Linux distro (tested on Mint, CentOS 7, OpenSUSE)
LazyFixTool
- Completely rewritten into pure STL with wide usage of FreeImage
- No more pause after completing the works
- Now arguments are parsing with using tclap
- No more extra DLL/SO/DyLib required, and this utility can be deployed independently from PGE Project
- Assembly now is able to work on any Linux distro (tested on Mint, CentOS 7, OpenSUSE)
Notes about archives:
Archives in a list below are named as pge-project-... are complete packages contains all components in one archive, other archives are some components deployed independently.
Platformer Game Engine Project v0.4.0-1
This is a bugfix release which also contains editor and engine side improvements like coin counter per every block, fixed-size screenshots (custom fixed size can be declared in the application settings, in the view tab), and added greeting dialog which will ask a user which interface is preferred for convenience. Classic GUI style now has a toolbar which is similar to the toolbar which was in the legacy editor!
All downloads are have been updated!
Editor changelog 0.3.1.12
- Added draggable splitter in the events toolbox
- Added ability to define fixed size for exportable section piece
- Fixed crash, caused by very small pictures (1 px height)
- Added preview counter of coins in the blocks
- Added direction arrows for warp points of pipe type
- Fixed in-bounds of section detection used by flood-fill algorithm
- Added ability to override grid size with custom
- Added ability to delete all elements of specified ID
- Fixed toolboxes visibility management
- Fixed bug in default grid snapping value applying
- Added a vanilla-like toolbar which will be shown when SMBX-Like GUI will be requested
- Added item type global grid field in the lvl_blocks, lvl_bgo, lvl_npc, wld_levels, wld_paths, wld_scenery and wld_tiles INIs
- Added welcome dialog for newbies
- Get characters information from lvl_characters.ini instead of main.ini!
- Fixed missed "modified" mark on elements deleting
- Fixed the focus stealing in the "don't show properties box" mode
- Better nearest section detection calculation by position bookmarks
- Fixed some missed "file modified" triggers
- Fixed confused events history tracking
- Added a scroll area into "Warps and Doors" toolbox
Engine 0.2.6-patch-1
- Fixed some NPC-AI API properties
- Added GIF recorder (working everywhere, by F11 key press)
- Fixed rendering of lua-rendered stuff hidden by message boxes
- Added support of Z-Index for image and text rendering from lua code
- Config pack selection dialog has been reorganized into a scene (that allows using a joystick in it, making screenshots from it and even recording GIFs from it!). It's one of the steps to reducing Qt usage on the engine side. Target is using QCoreApplication only to reduce the size of engine's static build.
- Font manager has been improved and fixed
- Special pause menu for the level testing mode with ability to restart the level!
- Don't close IPC-ran level on restarting
Platformer Game Engine Project v0.4.0
Includes next components:
- Editor v0.3.1.11
- Engine v0.2.6-alpha
- Playable Calibration tool v2.1.1
- PGE Music Player v1.1.0
- PNG2GIFs v1.1.0
- GIFs2PNG v2.0.0
- LazyFixTool v2.0.0
- PGE Maintainer (has no version number yet)
This is a big update for the PGE Project, which contains a reorganizing of the config pack management system and lot of other bug fixes. Configure tools in the config packs like "SMBX Integration" now are working with JavaScript, which allows them be platform-independent and more secure! The PGE Engine got a huge improvement recently and now has an upgraded physical engine which fixes most of the bugs with slopes and with moving blocks (however, there is still improvement for layer move system to be made)!
More detail info in the change logs!
Small and good news for users with portable packages (.ZIP): settings will no longer be lost when you are doing an update, because all settings will be saved into the new-created "settings" folder, which will never be replaced on an update with a ZIP-Package!
A big update is done for the OS X users, which will be able associate LVL/WLD/LVLX/WLDX-files with PGE Editor and PGE Engine by simple placing the PGE Project-folder into the "Applications" directory. In addition many other fixes were made, including the fix for interprocess testing!
All downloads are have been updated!
Note: Old config packs are no more compatible with this version, and lot of glitches are possible with them. Therefore, you must download the new config packs from a main page.
In next time I'll release updates more often 😉
Editor changelog 0.3.1.11
- Added Polish translation of the editor
- Optimized performance and memory usage
- Fixed some inabilities to show custom graphics in the item selection dialogs
- Flood fill will never fill out of section by default (to allow filling out of section, need to uncheck a special flag in the "Edit" menu)
- Fixed empty category entry width appears on some groups in blocks and BGO lists
- Added ability to show default only elements in the tile-sets editor box
- Added "Top-Right" and "Right-Bottom" section sides for camera position reset
- Test are finally working
- Fixed frame-sequence based animator for the blocks
- Fixed junk element entries on damaged or absence of the image file
- Added support of the automatically running of the configure utilities in the config packs. Now configure utilities are working in JavaScript instead of executables!
- Fixed log level management
- Better validating of configuration package INI-files in the editor (to avoid future crashes because damaged config pack)
- Experimental plugins system
- Fixed menubar confusion while loading, and fixed confusion between settings and quit menu actions on Mac OS X
- Fixed stability of LunaTester to don't freeze/crash PGE Editor if crashes/failures on side of SMBX Engine
- Settings are will be saved into separated "settings" directory to have convenient way to update portable PGE package
- Fixed config reloading crash on Windows
- Implemented full support for custom config files for all elements: block-.ini, background-.ini, tile-.ini, scene-.ini, path-.ini, level-.ini
- Removed a useles auto-script generation thing
- Added auto-crearing/opening for lunadll.lua/lunaworld.lua/lunaoverworld.lua files and configurable PGE-Specific level/world script names
- Fully implemented support of split configurations for level backgrounds, blocks, BGOs, NPCs, terrain tiles, sceneries, paths and level tiles
Engine changelog 0.2.6-alpha
- Improved testing of the renderers support to avoid accidental running of the unsupported renderer
- Added software renderer support for video cards which are not supports OpenGL
- Added ability to manually choice a renderer (by --render-gl3, --render-gl2 or by --render-sw arguments)
- Added graphical API to load external graphic files with lua scripts
- Added Paths functions to get full path to media folders
- Added event to draw HUD with binding of the camera metrics and player state
- Added binding to playOnceAnimation for playable character API
- Added support of more advanced effects for lua API
- Fixed sprite warping for NPCs, now there are correctly warping from warp generators with any sizes of sprites
- Fixed inter-processing on Mac OS X, and no more requires manual event processing to accept IPC messages
- All debug keys (such as 1, 2, 3, 4, 5, 7, 8, 9, 0 and F5, F6, F7, F8) are now disabled by default and can be re-enabled with "takesecretkeychain" cheat command
- Fixed path-opener wired vision bug on the world map
- Enabled ability to spawn effects on the world map (one effect is spawning a smoke when level or path enabling)
- Fixed exit code management in the path opener processor
- Implemented full support for custom config files for all elements: block-.ini, background-.ini, tile-.ini, scene-.ini, path-.ini, level-.ini
- Fully implemented support of split configurations for level backgrounds, blocks, BGOs, NPCs, terrain tiles, sceneries, paths and level tiles
Platformer Game Engine v0.3.3.4 (Hotfix 4)
Contains minor fixes and changes in the Editor and in the Engine
Changelog Editor:
- Added Polish translation of the editor
- Optimized performance and memory usage
- Fixed some inabilities to show custom graphics in the item selection dialogs
- Flood fill will never fill out of section by default (to allow filling out of section, need to unchec a special flag in the "Edit" menu)
- Fixed empty category entry wihth appears on some groups in blocks and BGO lists
- Added ability to show default only elements in the tilesets editor box
- Added "Top-Right" and "Right-Bottom" section sides for camera position reset
- Test Settings are finally working
- Fixed update checker
Changelog Engine:
- Added support of the software renderer that allows you to play PGE Engine even without OpenGL
- Fixed logic in the configuration loading
- Fixed right-side warped NPC sprite [For example, right-directed drill roze had a wrong cropped sprite]
- Added more command line arguments to have better debug control and ability to pass initial test settings from Editor into Engine