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Messages - Christopho

Pages: [1] 2 3 ... 72
1
Development / Re: Solarus Engine Roadmap?
« on: Today at 06:39:09 pm »
I need to add something after Diarandor's answer: we already had dicsussions about a GUI that would allow people program their events without Lua scripting. It should be possible to do it without losing the power of the Lua scripting, if we simply make it optional. Basically, it would be a GUI that generates Lua code. But we don't do that soon, it is a long-term idea :)

2
Development / Re: World Location, & Separators
« on: February 08, 2018, 02:35:30 pm »
Hi,

- The location of maps is important if you scroll between maps of different sizes: https://www.youtube.com/watch?v=5SN2RKV09ec&index=11&list=PLzJ4jb-Y0ufxwkj7IlfURcvCxaDCSecJY

- The main difference between separators and multiple maps is that with separators, everything remains active in regions that are not in the camera. They are only a visual separation. But Lua scripts can automatically create/restore/destroy entities when separators are crossed (that's what I do in my games). Advantage: easier to view all your small screens in the quest editor. Hazards: everything remains active (moving enemies, etc) in other regions unless you have scripts to take care of that.

3
Zelda Mystery of Solarus XD / Re: Is this supposed to happen?
« on: February 07, 2018, 02:21:45 pm »
This is on purpose yes :P
Link had a difficult night and fell off hid bed.

4
Development / Re: Conecting teleporters with scripts.
« on: February 04, 2018, 09:02:20 am »
Teletransporters have a scripting API that allows to configure them from a Lua script.

5
Bugs & Feature requests / Re: 24x24 entities
« on: January 30, 2018, 02:46:26 pm »
In the current version, a lot of entities have a built-in size of 16x16, unfortunately. Their sprites can be bigger, but their collision box will still be 16x16.
As a workaround, you can always use custom entities to replace entities like teletransporters, but I understand it is not ideal.

6
Development / Re: Menu de game-over + inventaire en 1.6
« on: January 29, 2018, 02:02:37 pm »
D'où ce que suggère : vérifier la valeur de cursor_column.

7
Development / Re: Menu de game-over + inventaire en 1.6
« on: January 27, 2018, 10:54:02 am »
Et donc cursor_column vaut combien ?
Comme expliqué dans le premier tuto, il faut un minimum de bases de programmation pour pouvoir débugguer. Commence par un tuto Lua.

8
Development / Re: Menu de game-over + inventaire en 1.6
« on: January 26, 2018, 09:54:14 pm »
Alors vérifie que cursor_column a bien été initialisé (ligne 94).

9
We do provide a Zelda pack, but separately. Not in the main Solarus download page.
No problem ancapgamer, we should keep this thread because it can clarify the situation for everyone :)

10
Development / Re: Menu de game-over + inventaire en 1.6
« on: January 26, 2018, 05:29:29 pm »
Encore une fois, il va falloir quelque chose de plus précis que "ça ne marche pas"

11
Development / Re: Menu de game-over + inventaire en 1.6
« on: January 26, 2018, 05:11:39 pm »
Je viens de te pointer l'endroit qui montre que ce n'est pas le même code.

12
Development / Re: Menu de game-over + inventaire en 1.6
« on: January 26, 2018, 04:22:08 pm »
Zelda XD2
Peut-être mais avec des mauvais changements alors.

Voici ton code :
Code: Lua
  1. ...
  2.   -- Initialize the cursor
  3.   local index = self.game:get_value("pause_inventory_last_item_index") or 0
  4.   local cursor_row = math.floor(index / 7)
  5.   local cursor_column = index % 7
  6.   self:set_cursor_position(row, column)
  7. ...
  8.  

Et celui de Zelda XD2 :
(https://github.com/solarus-games/zelda-xd2-mercuris-chess/blob/dev/data/scripts/menus/pause_inventory.lua#L69)
Code: Lua
  1. ...
  2.   -- Initialize the cursor
  3.   local index = self.game:get_value("pause_inventory_last_item_index") or 0
  4.   local row = math.floor(index / 7)
  5.   local column = index % 7
  6.   self:set_cursor_position(row, column)
  7. ...
  8.  

Le message d'erreur pointe vers cet endroit. Il y a au moins cette différence qui explique que ton curseur soit mal initialisé.

13
Development / Re: Menu de game-over + inventaire en 1.6
« on: January 26, 2018, 03:00:23 pm »
D'où vient ce script exactement ?

14
Development / Re: Menu de game-over + inventaire en 1.6
« on: January 25, 2018, 06:06:10 pm »
Comme a dit froggy77, tu nous donnes des messages d'erreurs puis d'autres sans donner le code. Ni ce qui a changé entre tes différents rapports d'erreurs.

Mais le message d'erreur est assez clair, il y a une variable cursor_column utilisée à la ligne 95 alors qu'elle n'est pas définie.


15
Development / Re: Keyboard Shortcut List and Map Size
« on: January 25, 2018, 09:08:03 am »
It depends on the number of entities in the map. An empty map with a huge size runs very fast, and a small map with hundreds of moving entities in visible part of the camera might have performance issues.

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