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Messages - wrightmat

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1
Yes - works great!

2
Nevermind. I was running an old version of Gimp and didn't even realize it until I checked the script comment that said it was tested in 2.10.

3
I copied the file to my plugins folder, and restarted Gimp, but I don't see anything new in my Filters menu. Is there a step I'm missing?

Ran Gimp in verbose mode, but didn't give much insight. "Unable to run plug-in. Failed to execute child process (No such file or directory)." No line number or routine or anything :(

4
Your projects / Re: AZ2R - Another Zelda 2 Remake
« on: July 03, 2019, 08:25:54 pm »
I had not seen this before. Given how Zelda 1's map is also supposed to be at the bottom of Zelda 2's map, I'm not sure how this all works together...

Quote


5
Your projects / Re: Ocean's Heart Beta Testing
« on: April 15, 2019, 06:25:30 pm »
Max, I would love to help beta test. Very exciting you're so far along in the process this fast! Congrats!

6
Agreed. LPC gets around it by keeping the same basic shape, as you mentioned.

7
I've been in the initial phases of thinking about this exact problem, for a project I'm thinking about taking on. I also think we'd need a general approach to this in order for Solarus to successfully branch out to more traditional RPGs.

I agree that #2 seems like the best option, possibly combined with #3 for palette swaps. That option is actually similar to the philosophy behind the Universal LPC Character Generator Project (http://gaurav.munjal.us/Universal-LPC-Spritesheet-Character-Generator). This uses a base character sprite and then simply layers each of the armor/weapon components on top at a set location (based on the location of the armor/weapon sprite sheet relative to the character sprite sheet, so transparent pixels like llamazing said).

If you're able to combine #2 and #3, the number of sprite sheets required wouldn't be too bad. You'd need a base sprite sheet for each "race" appearance (like the LPC project has Orcs, Skeletons, and the rest are human-like) which you could color-swap with shaders. Then you'd need a sprite sheet for each armor and weapon type, but those could be applied to any of the base sprite sheets for a large number of combinations. These could also be color swaps with shaders if needed.

8
Bugs & Feature requests / Re: Some Ideas so I Can Help
« on: January 31, 2019, 08:37:07 pm »
That world editor idea is definitely the one I'd be most excited about. That would have saved me literally days of time in my game's development, with having to set all of those values manually. If you have a lot of maps this can be incredibly difficult. And don't even TRY to add one later or re-arrange them! :)

9
Development / Re: Hero sprite error new to 1.6?
« on: January 10, 2019, 04:35:50 am »
But the ground is not water in this case, as the water has been removed. Is there a way around this? Like can I override the ground type before the hero sprite changes if it won't detect that the entities aren't there anymore?

10
Development / Hero sprite error new to 1.6?
« on: January 09, 2019, 04:13:11 am »
I discovered something in my game today that wasn't in 1.5, so I think it may be a bug introduced in 1.6. I may a couple of maps in my game where there are a number of dynamic entities of water tiles that I disable at one point in the game (basically you drain an entire lake, and this is how it's accomplished). Now with 1.6, when I move from the top map to the bottom map, the "splashing" animation shows for a short time immediately after the transition, and then returns to the normal "walking" animation. This didn't happen in 1.5 - the transition was seamless and the player wouldn't suspect there was ever water there. Oddly enough, the same thing does not happen when moving from the bottom map to the top map, so maybe it only occurs when the hero is facing down?

11
Game art & music / Re: Original art
« on: January 03, 2019, 05:09:33 pm »
Those spiders are way too good and I hate them. *shudders*  ;D

12
General discussion / Re: Need Help With Enemy Scripting
« on: November 01, 2018, 02:24:28 pm »
I believe I borrowed my pike script from one of christopho's games, and I don't recall having any issues with it.
https://github.com/wrightmat/zbom/blob/master/data/enemies/pike_detect.lua

13
This is really smart, and I never would've considered it! Will definitely keep in mind for future games.

14
Your projects / Re: Ocean's Heart
« on: April 18, 2018, 05:19:03 am »
Finally got the chance to sit down and play this, and it's a really great start! I especially love the original graphic style, the music, and the humorous dialog. A couple of things I noticed - nitpicks really, since the game is so good!
  • I can swim through the boat that's at the dock south of the tavern (over it - some other boats you can swim under but I feel like there should be a blocker somewhere).
  • The player walks over the tall yellow plants instead of under them. You can probably fix this by setting draw_in_y_order
  • I like that the player character actually speaks in this (very un-Zelda-like), but it should be more clear who's talking - either have some sort of face pic or maybe alternate the positioning of the dialog box when different characters speak.
  • It might have just been in the initial (testing?) area, but I got the treasure message repeatedly even if I had already gotten that kind of treasure. No one wants to be like Skyward Sword :p
  • The music died and sound effects kicked in right as I left the whisky cave (best place in the game!) but I didn't know what was going on until I got back to the village. I'd use a sensor to change the music/sounds later, and maybe even fade out/in.
  • Quest Log: "Investigat[e] the Sodden Cormorant Tavern" is missing the "e"
  • Having some sort of "action" HUD would be very helpful. Took me a bit to even realize you have to hit the action key to open doors!

15
Development / Re: Solarus Engine Roadmap?
« on: April 02, 2018, 08:10:28 pm »
I'll do my best to give it a try this week. I definitely want to play it!

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