Solarus 1.5 development snapshot

Started by Christopho, March 15, 2016, 10:49:12 PM

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Here is an updated snapshot for Windows because you were a lot to ask!
http://www.solarus-games.org/downloads/solarus/win32/

This is a development version, so take extra precautions, backup your files, etc. The format of some data files has changed between previous development snapshots and this one, so if you have syntax errors in data files, don't worry, I will help you on this thread.

Thanks a lot Christopho!!!
(Since I am not making maps yet there will be no problem.)
"If you make people think they're thinking, they'll love you. But if you really make them think, they'll hate you."

March 15, 2016, 11:12:32 PM #2 Last Edit: March 15, 2016, 11:30:58 PM by MetalZelda
Oh that's cool, I was expecting this to be released next week, thanks a lot !

I did see some slight performance increase compared to 1.4.5 and yet no errors
Did this development version include the new camera ? (Edit : Yes it does)

But Christopho has not added most of the functions of the camera yet, so we have to be patient.
This is the link on github where he keeps track of the remaining work for the camera:
https://github.com/christopho/solarus/issues/762
"If you make people think they're thinking, they'll love you. But if you really make them think, they'll hate you."

Yes, the work on the camera is still in progress. The camera entity exists, but its functions in the API are not all implemented yet.

Also, check the list of Lua API incompatibilities in the changelog here: https://github.com/christopho/solarus/blob/dev/changelog.txt

Yes, I know, I got some error related to the camera movement (callback not called, bad argument#2), but I am mostly working on it for the future so everything would be already ready.
By the way, is there a way to apply a movement on the hero if the game has been suspended, I got the sprite and entity to work when the game is suspended but movement is not started (simple straight movement)

No. Maybe this should be a feature request.
In the meantime, here is a workaround: create a movement and start it on a table, not on the hero. That table represent coordinates and gets updated according to the movement (see the doc). In movement:on_position_changed(), you can do hero:set_position(xy) from the info of that table.

Right, I didn't though about a menu at first, thanks  ;)


Hmmm, does the crystal switch works in the snapshot ? I got a crash without any errors when I place a crystal switch in a map

I confirm the crash reported by MetalZelda: if you put a crystal switch in the map, the game crashes.
(Maybe this has something to do with the new sprite functions added to all entities?)

@MetalZelda: since you found the bug, you should be the one who has the privilege to report it on github. :P
"If you make people think they're thinking, they'll love you. But if you really make them think, they'll hate you."


It happend in my Video at 1.40
https://www.youtube.com/watch?v=VBhkJ62FGEc
You know that nearly all of use strugled once
with RPG maker. But now we make with
Solarus! 8)


May 23, 2016, 09:25:22 PM #14 Last Edit: May 24, 2016, 03:24:15 PM by MetalZelda
Hmmm, the progress so far are good but I am facing strange things with the new snapshot

- On Windows 7 64 bits, it is incredibly laggy (might be related to my programs in the background but I'll just let this here while investigating, it runs perfectly on Windows 7 32 bits)
- When you freeze the hero to display some kind of animation and pause the game with the regular pause, the animation isn't paused (EDIT : it was related to one of my scripts)
- Placing a build in bomb over a "hole" tile makes the bomb act as if it is placed on a normal tile