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 ... 73
Your projects / Re: Ocean's Heart
« on: Today at 11:24:19 am »
20% only, that's awesome! I can actually do several episodes!

Again I am very impressed by the graphics especially when you say that that are 100% custom. There are as good or better than commercial games. So, right now, only some sound effects are still from Zelda? Great work :)
I love the ambiance of the game, the jokes. And the informal language: even if I don't understand the details, I get the feeling they want to create.

Your work deserves to be known :) As discussed before, we can distribute your assets with a Creative Commons license in the official Solarus Free Resource Pack if you agree (with full credits of course). Also I might do a French translation of the game one day when it is finished!

Your projects / Re: Ocean's Heart
« on: Today at 10:48:16 am »
Ohhhh did I miss that there was a map? By pressing M?

Your projects / Re: Ocean's Heart
« on: Today at 09:16:25 am »
Here is episode 1 of my let's play!

The game really has professional quality, which is amazing. I am so proud that Solarus can be used to make such great projects :) Keep up the great work!

About destructibles size and drawing mode, there are like this for historical reasons. For 1.6 I will add set_drawn_in_y_order() to them. Later they will be able to have different sizes than 16x16. It is already possible to simulate larger destructibles using custom entities, we do that in other projects already.

Your projects / Re: Ocean's Heart
« on: April 25, 2018, 02:09:55 pm »
Hey Max, I want to play your game in a live-streaming soon. Can I use the current version linked in the first post?

Development / Re: How to create entity over hero?
« on: April 09, 2018, 10:57:47 am »
What kind of entity is it? If it is a custom entity, you can use set_drawn_in_y_order(true).

Game art & music / Re: [UPDATE] Absolute Dungeon Tilesets
« on: April 08, 2018, 10:39:52 am »
That is actually a good question brlmnd.

First, thanks for the absolute dungeon tileset update! I answered on gitter but I copy my answer here:

There is only one thing to improve to make autotiles work really out of the box. They already work (I use them), and by the way I can provide you the updated .dat that defines them
but the thing you should do to improve it is:

Filling the transparent part of these concave corners. Because the auto-tiles algorithm cannot guess that 8 pixels of them should overlap with edges.
However, important thing, can you still keep the current ones (with transparents parts) in the tileset as well? They are still useful in some cases (there was a good reason to make them like this in the first time).
I can provide more details if you want, but basically, for the interior tileset we now want both versions of concave corners.

Game art & music / Re: Original art
« on: April 05, 2018, 08:35:47 pm »
No, the small fireball sprite is basically a circle, so it can be used with any angle.

Development / Re: Solarus Engine Roadmap?
« on: April 04, 2018, 10:39:49 pm »
The broken feather and the broken Pegasus Boots are like this intentionally, actually that joke comes from the first episode (Zelda Mystery of Solarus XD). But in this game, they can both be fixed :)

General discussion / Re: .midi / .spc to .it format ?
« on: March 31, 2018, 01:34:47 pm » only works for .IT musics.

Development / Re: How to change the ground of conveyors belt ?
« on: March 21, 2018, 08:20:41 pm »
Streams have no ground (ground "empty"), so the ground is determined by the entities under them.

Development / Re: Enemy Timers
« on: March 15, 2018, 10:14:57 am »
Another way is to attach the timer to another object than the enemy (like the map).

Development / Re: solarus-run.exe icon
« on: March 07, 2018, 08:36:46 pm »
The easiest way is to make a shortcut to the real .exe and to set the icon of the shortcut.
If you want to really change the icon of the .exe, you have to recompile it :P which is a nightmare with Windows the first time.

Your projects / Re: Ocean's Heart
« on: February 27, 2018, 11:11:35 am »
Wow, these screenshots look amazing!
Where do the graphics come from?

To share your project, just make a zip file with both your data folder and Solarus (solarus.exe and the DLLs).

Development / Re: Activating a switch from a script?
« on: February 27, 2018, 10:50:32 am »
Events are regular functions, so you can always call switch:on_activated() yourself if you want, after switch:set_activated().

Development / Re: Convert US colour to PAL
« on: February 21, 2018, 03:40:44 pm »
PAL colors in Zelda A Link to the Past are just the same as NTSC but with an additional 32 value for each RGB component.
For example, 40,40,40 becomes 72,72,72.

Pages: [1] 2 3 ... 73