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Messages - Starlock

Pages: [1] 2 3 ... 6
1
Development / Multiple ground sprites?
« on: August 10, 2017, 06:23:19 pm »
Is it possible to have multiple ground sprites for the same ground? Like if you have grey grass and green grass you would have different ground sprites for the hero depending on which color grass you are in.

2
Development / How does the overworld map menu work?
« on: July 16, 2017, 05:35:13 am »
Like the title says, I'm starting to try and make the overworld map for my quest,  but I'm not sure how to properly draw out the map? Does every 320x240 map become a 32x24 square on the overworld map? I just need someone to clearly state what would be the best way to tackle creating the world map. Thanks  :)

3
Development / Stop slide on ice?
« on: June 02, 2017, 04:44:15 am »
Hey, is it possible to make the hero stop sliding when walking on ice? When I use the hookshot while sliding the hero will slide but the hook leader will stay in the place from before the slide and if it hooks on something the hero will become stuck

4
Development / Problem with timer
« on: May 29, 2017, 09:48:25 pm »
I'm trying to make a bridge that appears when at least one of three torches is lit. I'm having trouble making the timer work properly, since once the timer finishes there's a delay before it can activate again so you can't light the torch again in that time frame. Is there a way to make the timer instantly be activatable again after it finishes?

Here is my code(It is part of function map:on_update()):
Code: Lua
  1.   if torch_light:get_sprite():get_animation() == "lit" or torch_light_2:get_sprite():get_animation() == "lit" or
  2.   torch_light_3:get_sprite():get_animation() == "lit" then
  3.       map:set_entities_enabled("torchbridge", true)
  4.         sol.timer.start(3500, function()
  5.  
  6.           map:set_entities_enabled("torchbridge", false)
  7. torch_light:get_sprite():set_animation("unlit")
  8. torch_light_2:get_sprite():set_animation("unlit")
  9. torch_light_3:get_sprite():set_animation("unlit")
  10.       end)
  11.     end

5
Development / How to specify custom attack sprite
« on: December 29, 2016, 06:07:52 pm »
I'm trying to create a boss that can only be hurt when attacked by a thrown item with a specific sprite but I'm not sure how to call the thrown items sprite in the enemy code.

Code: Lua
  1. function enemy:on_custom_attack_received(attack, sprite)
  2.   if attack == "thrown_item" and attack:get_sprite() == "entities/boss3block" then
  3.   enemy:hurt(1)
  4.   enemy:remove_life(1)
  5.   end
  6. end

This was my attempt but it gives me an error that the get_sprite() is calling a nil value

6
Development / Can fire have variants?
« on: October 30, 2016, 04:16:45 am »
Would it be possible for fire to have multiple variants for something like a special ice block that could only be melted by a higher level version of fire?

7
Development / Re: Stop hero animation outside collision
« on: October 09, 2016, 05:37:26 pm »
Won't that just make the hero unable to move? The hero should be able to move, the problem is that he stops moving when he attempts to use his sword. I'm thinking of using on_command_pressed but I'm not sure what to do to make the hero unable to do anything besides move.

8
Development / Re: Stop hero animation outside collision
« on: October 09, 2016, 02:52:54 am »
It works now, but is there a way to prevent the hero from using items during the collision? If an item is used the hero just ends up freezing.

9
Development / Stop hero animation outside collision
« on: October 08, 2016, 10:16:35 pm »
I'm trying to make a collision test on a custom entity  that changes the hero animation while overlapping. Setting the animation works, but the animation persists outside of the entity until the hero stops moving. What do I do to fix this?

This is the chunk:

Code: Lua
  1.   entity:add_collision_test("overlapping", function()
  2.     if entity:overlaps(hero) then
  3.       hero:set_animation("spring")
  4.     end
  5.     return true
  6.   end)

10
Development / Re: Trouble with dialog function syntax
« on: August 24, 2016, 08:31:01 pm »
Thank you, Diarandor. That worked to solve the problem.    :D

11
Development / Trouble with dialog function syntax
« on: August 24, 2016, 07:15:38 pm »
Hey, I started working on the dialog box for the level up system, and it is supposed to show a dialog that allows you to pick a stat to boost, but if a stat is maxed out, it will show a dialog allowing to boost the other two, and if two are maxed out, it should boost the last stat. I've tried multiple different things, and it continues to just show the same dialog, so I decided it might be easier to ask on the forums.

This is the chunk of code:

Code: Lua
  1.         -- Level up
  2.           if self.current_xp_displayed >= xp_to_levelup then
  3.                 self.game:set_value("current_level", current_level + 1)
  4.                 difference = current_xp - xp_to_levelup
  5.                 self.game:set_value("current_xp", difference)
  6.                 current_xp = self.game:get_value("current_xp")
  7.                 self.current_xp_displayed = 0
  8.                 self.current_xp_displayed_length = string.len(self.current_xp_displayed)
  9.     self.game:start_dialog("levelup", current_level + 1, function()
  10.       if self.game:get_max_life(60) then
  11.         self.game:start_dialog("leveluphealthmax", function(answer)
  12.           if answer == 2 then
  13.             self.game:start_dialog("levelupmana", self.game:get_max_magic() + 10)
  14.             self.game:set_max_magic(self.game:get_max_magic() + 10)
  15.             self.game:set_magic(self.game:get_max_magic())
  16.           elseif answer == 3 then
  17.             self.game:start_dialog("levelupstamina", self.game:get_max_stamina() + 10)
  18.             self.game:set_max_stamina(self.game:get_max_stamina() + 10)
  19.             self.game:set_stamina(self.game:get_max_stamina())
  20.         end
  21.       end)
  22.       elseif self.game:get_max_magic(200) then
  23.         self.game:start_dialog("levelupmanamax", function(answer)
  24.           if answer == 2 then
  25.             self.game:start_dialog("leveluphealth", self.game:get_max_life(), self.game:get_max_life())
  26.             self.game:add_max_life(5)
  27.             self.game:set_life(game:get_max_life())
  28.           elseif answer == 3 then
  29.             self.game:start_dialog("levelupstamina", self.game:get_max_stamina(), self.game:get_max_stamina())
  30.             self.game:add_max_stamina(10)
  31.             self.game:set_stamina(game:get_max_stamina())
  32.          end
  33.        end)
  34.       elseif self.game:get_max_stamina(200) then
  35.         self.game:start_dialog("levelupstaminamax", function(answer)
  36.           if answer == 2 then
  37.             self.game:start_dialog("leveluphealth", self.game:get_max_life(), self.game:get_max_life())
  38.             self.game:add_max_life(5)
  39.             self.game:set_life(game:get_max_life())
  40.           elseif answer == 3 then
  41.             self.game:start_dialog("levelupmagic", self.game:get_max_magic(), self.game:get_max_magic())
  42.             self.game:add_max_magic(10)
  43.             self.game:set_magic(game:get_max_magic())
  44.       elseif self.game:get_max_life(60) and
  45.              self.game:get_max_magic(200) then
  46.                self.game:start_dialog("levelupstamina", self.game:get_max_stamina(), self.game:get_max_stamina())
  47.                self.game:add_max_stamina(10)
  48.                self.game:set_stamina(game:get_max_stamina())
  49.       elseif self.game:get_max_life(60) and
  50.              self.game:get_max_stamina(200) then
  51.                self.game:start_dialog("levelupmagic", self.game:get_max_magic(), self.game:get_max_magic())
  52.                self.game:add_max_magic(10)
  53.                self.game:set_magic(game:get_max_magic())
  54.       elseif self.game:get_max_magic(200) and
  55.              self.game:get_max_stamina(200) then
  56.                self.game:start_dialog("leveluphealth", self.game:get_max_life(), self.game:get_max_life())
  57.                self.game:add_max_life(5)
  58.                self.game:set_life(game:get_max_life())
  59.             end
  60.          end)
  61.       else self.game:start_dialog("levelupall", function(answer)
  62.           if answer == 2 then
  63.             self.game:start_dialog("leveluphealth", self.game:get_max_life(), self.game:get_max_life())
  64.             self.game:add_max_life(5)
  65.             self.game:set_life(game:get_max_life())
  66.           elseif answer == 3 then
  67.             self.game:start_dialog("levelupmagic", self.game:get_max_magic(), self.game:get_max_magic())
  68.             self.game:add_max_magic(10)
  69.             self.game:set_magic(game:get_max_magic())
  70.           elseif answer == 4 then
  71.             self.game:start_dialog("levelupstamina", self.game:get_max_stamina(), self.game:get_max_stamina())
  72.             self.game:add_max_stamina(10)
  73.             self.game:set_stamina(game:get_max_stamina())
  74.          end
  75.        end)
  76. end
  77. end)
  78. end
  79. end

12
Development / Re: How can I change the Hero's Layer?
« on: July 11, 2016, 01:54:13 am »
Have you tried using sensors?

http://forum.solarus-games.org/index.php/topic,654.msg3356.html#msg3356

I think this might be able to help

13
Do you have a default block sprite implemented into the game? My editor used to crash when I used the block before I created a sprite for the block.

14
Your projects / Re: The Legend of Zelda
« on: June 26, 2016, 01:30:05 am »
Sounds like you've been hard at work! Can't wait for a playable demo  ;D

15
Game art & music / Re: Original art
« on: June 18, 2016, 10:38:19 pm »
The castle theme sounds phenomenal how long did it take you to put together?

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