Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Christopho

Pages: [1] 2 3 ... 70
1
Development / Re: Wrapper Segfault
« on: October 12, 2017, 10:44:09 am »
Can you run a debugger to get a backtrace and know more about the crash?

2
Development / Re: Wrapper Segfault
« on: October 11, 2017, 05:52:27 pm »
Just create an empty Argument object and then use add_argument to add them. You don't have to mess with char* pointers.

3
Development / Re: Wrapper Segfault
« on: October 11, 2017, 09:54:43 am »
When you do argv.push_back(nullptr), there is a good chance that your arguments vector gets reallocated so the arg.data() pointers are no longer valid.

4
Development / Re: Removing a sprite created through sol.sprite.create ?
« on: October 08, 2017, 05:26:46 pm »
entity:remove() removes the entity from the map. That's why sprites have no method remove(): they are not on the map.

If you want to stop displaying a sprite, simply stop calling sprite:draw() in your draw event. A good practice is also to assign nil to the sprite so that its memory gets freed.

5
Development / Re: Animated falling block ?
« on: September 27, 2017, 04:40:32 pm »
To keep things simple, I'd start by making it local to the one block you want to make fall.
And only later do some refactoring with metatables to make the code reusable.

6
Development / Re: Animated falling block ?
« on: September 27, 2017, 02:53:25 pm »
You can use the event block:on_moving() or block:on_moved() and detect the ground below the block to know if it is a hole.

7
Development / Re: Animated falling block ?
« on: September 27, 2017, 01:38:35 pm »
A solution can be to create an animation using a new entity, right after the block disappears. It can be a custom entity with the sprite animation you need.

8
Development / Re: Item image won't show
« on: September 26, 2017, 10:34:21 pm »
The sprite id must be "entities/items". It is an animation of this sprite that should be called "glasses".

9
Development / Re: Item image won't show
« on: September 26, 2017, 10:09:49 pm »
The tutorial about creating treasures is here: https://www.youtube.com/watch?v=iG0YRerYphg&index=8&list=PLzJ4jb-Y0ufxwkj7IlfURcvCxaDCSecJY

You need to create a sprite from your PNG image. It might be a sprite with just one frame corresponding to the PNG image, but it still has to be a sprite :)
The sprite needs to be named exactly "entities/items", and have an animation with your item's name and a direction for each variant. The tutorial explains all this with examples.

10
Development / Re: Quest.dat not found
« on: September 26, 2017, 06:09:03 pm »
The quest.dat file looks correct. It should be in a "data" folder. And the folder you need to open is the one containing the "data" folder, not the one containing quest.dat. (Sorry, I was wrong in my previous message!)

11
Development / Re: Quest.dat not found
« on: September 26, 2017, 09:24:51 am »
Are you sure that you open the correct folder (the one containing quest.dat)? Is quest.dat readable?
Can you paste the content of your quest.dat here?

12
Development / Re: A few questions before starting using Solarus
« on: September 25, 2017, 01:01:09 pm »
The part of the map showed in the window is constant, it is a size that you can set in the quest properties (by default, 320x240).
Then this 320x240 display is scaled to fit to the window, which can have any size.

13
Development / Re: A few questions before starting using Solarus
« on: September 25, 2017, 09:30:08 am »
Yes you can do custom weapons in Lua. In Zelda Return of the Hylian and Zelda XD2 we have a scripted hookshot, hammer, fire rod, etc.

About the resolution of the screen I am not sure I understand your question ;)

14
Bugs & Feature requests / Re: Hero scaling
« on: September 25, 2017, 09:27:48 am »
Nothing new indeed. There is an issue: https://github.com/solarus-games/solarus/issues/528
But yes, clearly it will make it more interesting if a 32x32 pack exists!

15
Development / Re: Adding WASD control in tandem with arrow keys
« on: September 25, 2017, 09:25:17 am »
Normally if you assign P to pause then the previous key (D) is removed.

Pages: [1] 2 3 ... 70