PGE or SMBX? What difference?


First of all:

SMBX - is a game with internal engine which written in Visual Basic 6 and working on Windows PC. First version was out in 2009'th year and development was stopped in 2011'th year. SMBX uses united application for a game engine and editing system.


PGE - is a full featured game engine written in C++ which based on researched tech stuff of SMBX engine and fully compatible with them: you can open and save it's levels, worlds and othe stuff. With SMBX64 standardized configuration packaged is able to play original SMBX levels and episodes!

PGE started in edge between 2013 and 2014'th years. PGE have multiple components: editor, engine and additional helpful tools. PGE is new and more progressive system than original SMBX Engine. In development process was solved already exists in the original SMBX problems and issues which was in them. PGE Editor have support of more features, more faster, flexible and universal.




This is a table which compares SMBX and PGE's editors:


feature SMBX internal editor PGE Editor
Selection Drag one item with switching into placing mode Multiselection with moving groups of items, also with "no collision" thing you can place items over each other
Placing Single items only (brush),
Flood-fill (level blocks only)
Single-placing (brush),
Rectangle draw (any elements except level NPCs and world map music boxes),
Circular draw (any elements except level NPCs and world map music boxes),
Line draw (any elements except world map music boxes),
Flood fill (any elements except level NPCs and world map music boxes),
Placing with overwrite mode.
Sizable blocks placement is a drawing of rectangle on the map. Sizable blocks can be resized.
Cliboard None Supports copy/cut/paste of blocks, BGOs, NPC,s PhysEnvZones(water) for level editor and Tiles, Sceneries, Paths, Musicboxes, Level points for world map editor.
Position bookmarks None Yes
Advanced None Flip, Rotate, align selected items;
Duplicating/switching pick-up of item to place with middle mouse button
Layers You can't drag layers in list for sort and renaming of layer will cause lose of connections (events, NPC's attaching) You can drag layers in list for make them more orderer, when you rename layer, connections will be SAVED
Events Renaming of event causing lose of connections. To define the settings by event you should edit settings of current section and you will "capture" them into event, after them you can edit section settings back You also can drag events in list, and renaming of event SAVING ALL CONNECTIONS. Also you shoundn't edit section settings to define "Change settings" event. You can define any section settings in the same event without changing of current section settings.
ItemBox Static tileset UI-integrated item-box. All settings switches in one item box, you can't edit tilesets. You have list-styled item box with filter search and editable tileset item box for your combos of items. All tilesets is an INI files in the configuration package.
Properties and settings of items To edit settings of one item you should drag them from map and place again after changing of the settings. You can call context menu to edit some settings and you can edit full settings by "Properties box". You CAN add selected items into layer or you can create new layer for selected items.
Warps You can only place warp points with its settings. List of warps is hidden. Entry-style warps. You have list of available warps in the level. To place warp points, you should create warp entry for them. Available to jump between warp points, open target level file, also you can choice target point from world map directly to create "warp to world".
Resizing of items Is not available, you should remove item and place again with new size settings. You can resize item in the interactive mode by moving of corner/side grabbers to define new size of item.
Screenshots Current view port only. You can export into the image file a whole section of the level or selected range of the world map.
Custom GFX Sizes Image sizes of the custom graphics should have same size which have original sprite. You can use images with any sizes as custom graphics for your items. Item sizes will be captured from image size dynamically.
Render of alpha-channel "AND" color mixing algorith for make transparency images. Semi-transparency images will have color glitches. Support of the Alpha-channel. Semi-transparent images will be rendered correctly without any glitches.
Scrolling Arrow keys only Arrow keys, Mouse Wheel, Scroll bar scrolling.
Position saving Position will be reset when you switch section Position for each section will be saved and will be restored when you will switch in the section back. If you lost in the big space, you can return back by compass button.
Zoom None Alt-key and mouse-wheel for zoom in/out
Animation Playing always Possible to disable/enable animations
Viewport size Fixed 800x600 px Variable, equal to window size, can be resized.
Multi Document Interface (MDI) One file only Multiple files.
Open file From "Open" dialog only - From "Open" dialog,

- by drag&drop into editor, - open from command line (is able to associate files with editor).

History manager None Undo/Redo almost any actions: place, remove, move, change settings, modify, resize.







<< Back

Copyright © 2014-2017 Platformer Game Engine by Wohlstand project.