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Messages - polyglot762

Pages: [1] 2 3 4
1
Development / Re: Custom Hero?
« on: November 11, 2015, 04:40:41 pm »
Well... I figured out what was causing some of the trouble...
I had not set the origins correctly after changing sprites.

Now that the origin is fixed... no weird collisions.
Still bound to a 16x16 box but at least it is better.

2
Development / Re: Custom Hero?
« on: November 10, 2015, 01:09:16 pm »
I guess... I'll have to try to create a custom hero metatable... this could get game breaking exciting.
I'll post if I succeed. (Leaves off on a quest... and hopes some will someday follow along...) :o

Or... I think it just might be more useful to recompile the code to what ever size character I have...
Is the source on github easy to compile or do I have to manually go through all that trouble with the Windows compile?
(I am using a windows machine...)

3
Development / Re: Custom Hero?
« on: November 09, 2015, 10:55:42 pm »
I was talking about the bounding box which looks like it can't be changed yet.
 Will these things be changeable in the future or will I be creating a custom entity called "hero"?
I have already been fiddling with changing the sprite and the bounding box doesn't seem to change even if the sprite is much larger.

The Hero still doesn't take damage unless the enemy touches the dimensions of the old link sprite.
Thanks for your help sorry for the confusion.
PG

4
Development / Custom Hero?
« on: November 09, 2015, 01:30:55 pm »
Hi All,
I am looking to change the collision with the hero but haven't yet found anything in the documentation to do this.
Should I just start to investigate how it could be done as a custom entity?
Thanks,
PG

5
Your projects / Re: Day Zero
« on: November 05, 2015, 06:07:33 pm »
GOALS UPDATES

Month's Goals:
 :P Created complete overworld game map. (On paper) but not in Solarus.
 :o Working on using existing art and tilesets in Solarus.
(For now it will be a "Link" art game anyways. Until I get the tiles and sprites created.)

I have been steadily working towards a complete or at least workable tileset and sprite style. I think I am nearing the goal... Putting all those tiles into a tileset is taxing to say the least. Working on dialogue, and narrative themes and also big map design questions... so much to still do.

Next Month's Goals: Finish the tileset and set up the overworld map. (I think that will be plenty...)

just a teaser...


6
Development / Re: Help adding tileset
« on: October 28, 2015, 06:23:48 pm »
You have to name them *.tiles.png and *.entities.png for the engine to recognize them and then you have to ID every single sprite in the tileset editor before you can use them.

7
Your projects / Re: Solarus - ZL project
« on: October 12, 2015, 01:52:52 pm »
Looks great! I love the soft use of colors in the background. :D

8
Development / Re: Game Feel in Solarus 1.4
« on: October 07, 2015, 10:57:28 pm »
I think I might be able to integrate rain and screen shake. Thanks for the Suggestion.
I'll post the results when I have them.

9
Development / Re: Allied AI Follow script Request or examples
« on: October 07, 2015, 10:56:24 pm »
Code Attached: This is the WIP for my General ALLY Code. With some coding goals. In the search code I identify an entity by name. However... this part of the code is archaic and "for entities" loops are a lot simpler. The collision technique is with link's sword so there are some built in collision detection with enemies.
Code: [Select]
local entity = ...
--Entity todo:...
-- PUT BEHAVIOR SCRIPT INTO A SEPARATE FILE...
-- PUT INTERACTION SCRIPT INTO A SEPARATE FILE...
-- update behavior script with variables for targeting #'s (default: 100)
-- local attitude = script with variables for targeting #'s (default: 100)
-- create local strength/health function...
-- create local morale function...
-- create global speed function...
-- game:set_value("p_" .. i .. "_distance_to_hero", entity_slots[i])

--local behavior = require("entities/lib/behavior")
--local interactions = require("entities/lib/interactions")?

-- behavior variables...
local game = entity:get_game()
local map = entity:get_map()
local m = sol.movement.create("target")
local direction = entity:get_direction()

local hero = game:get_map():get_entity("hero")
local hero_x, hero_y, hero_layer = hero:get_position()
local self_x, self_y, self_layer = entity:get_position()

local target_dt = nil
local target_dth = nil
local target_h = nil

local ally_dt = nil
local ally_dth = nil
local ally_h = nil

local rock_dt = nil
local rock_dth = nil
local rock_h = nil

-- BEHAVIOR VARIABLES...
local target_dt_distance = nil
local target_h_distance = nil
local target_dth_distance = nil
local target_a_distance = nil

local ally_dt_distance = nil
local ally_h_distance = nil
local ally_dth_distance = nil

local rock_dt_distance = nil
local rock_h_distance = nil
local rock_dth_distance = nil
local rock_a_distance = nil
-- BEHAVIOR ASSIGNMENTS
-- enemy behaviour sliders
 target_dt_distance = 100
 target_h_distance = 100
 target_dth_distance = 100
 target_a_distance = 100
-- ally behaviour sliders
 ally_dt_distance = 100
 ally_h_distance = 100
 ally_dth_distance = 100
-- Projectile behaviour sliders
 rock_dt_distance = 100
 rock_h_distance = 100
 rock_dth_distance = 100
 rock_a_distance = 100



-- more on the list to be added later...


local going_enemy = false

local properties = {}
--local shield_sprite = nil
local weapon_sprite = nil

local towards_hero = false
local away_hero = false
local attacked_hero = false
local towards_enemy = false
local near_hero = false
local weapon_attack = nil
local current_xy = {}

local xspeed = 0
local yspeed = 0

local timer, enemy_check, shoot_timer, health_timer

function entity:set_properties(prop)
  properties = prop
  properties.life = 10
  properties.damage = 2
  properties.play_hero_seen_sound = false
  properties.stopped_speed = 0
  properties.normal_speed = 64
  properties.faster_speed = 128
  properties.weapon = "knife"
    -- can be knife, pistol, shotgun, grenade, ect...
  properties.regen = 0
end

function entity:on_created()
--  main_sprite =
  self:create_sprite("allies/a_butterfly")
  self:set_size(16, 16)
  self:set_origin(8, 13)
  x, y, layer = hero:get_position()
  self:set_position(x, y, layer)
  self:get_sprite():set_animation("walking")
--  shield_sprite = self:create_sprite(properties.shield_sprite)
end

function entity:on_restarted()
   --current_xy.x, current_xy.y = self:get_position()
end

--function entity:on_position_changed(x, y)
--  if weapon ~= nil then
--    local dx = x - current_xy.x
--    local dy = y - current_xy.y
--    local weapon_x, weapon_y = weapon:get_position()
--    weapon:set_position(weapon_x + dx, weapon_y + dy)
--  end
--  current_xy.x, current_xy.y = x, y
--end
   
-- PUT THIS BEHAVIOR SCRIPT INTO A SEPARATE FILE...
-- PUT INTERACTION SCRIPT INTO A SEPARATE FILE...
function entity:begin()
 --  allies:create(game)
--  item:set_savegame_variable("e102")

timer = sol.timer.start(entity, 500, function()
-- Checks for the presence, and location of enemies and allies on the map in relationship to self, ally and hero. The first look...
-- ENEMY sight... turned into save game variables.
-- Naming System... e: enemy, p: projectile,
-- sw: switch, d: door, s: stairs, n: npc, pi: pickable, b: boss
  print ("INPUT BEGIN")
  print(target_dt)
  print(target_dth)
  print(ally_dt)
  print(ally_dth)
  local entity_slots = {}
  for i = 1, 25 do
    local hero = game:get_map():get_entity("hero")
    local hero_x, hero_y, hero_layer = hero:get_position()
    local self_x, self_y, self_layer = entity:get_position()
 
    local distance_hero = math.abs((hero_x+hero_y)-(self_x+self_y))

    local target = game:get_map():get_entity("e_" .. i .. "")
    local ally = game:get_map():get_entity("a_" .. i .. "")
    local rock = game:get_map():get_entity("p_" .. i .. "")
--    local door = game:get_map():get_entity("d_" .. i .. "")
--    local switch = game:get_map():get_entity("sw_" .. i .. "")
--    local npc = game:get_map():get_entity("n_" .. i .. "")
--    local pickable = game:get_map():get_entity("pi_" .. i .. "")
--    local stairs = game:get_map():get_entity("s_" .. i .. "")
--    local boss = game:get_map():get_entity("b_" .. i .. "")
--    local destructible = game:get_map():get_entity("de_" .. i .. "")

--    local sort_door = door:get_type()
--    local sort_switch = switch:get_type()
--    local sort_npc = npc:get_type()
--    local sort_pickable = pickable:get_type()
--    local sort_stairs = stairs:get_type()
--    local sort_destructible = destructible:get_type()
   
    if target ~= nil then
      entity_slots[i] = target
        local breed = target:get_breed()
        local t_x, t_y, t_layer  = target:get_position()
        local distance_target = math.abs((t_x+t_y)-(self_x+self_y))
        local distance_to_hero = math.abs((hero_x+hero_y)-(t_x+t_y))
        local distance_hero = math.abs((hero_x+hero_y)-(self_x+self_y))
      if distance_target <=  target_dt_distance then
        target_dt = ("e_" .. i .. "")
        print(target_dt)
        print("enemy_detected")
      elseif distance_to_hero <= target_dth_distance then
        target_dth = ("e_" .. i .. "")
        print(target_dth)
        print("enemy_attacking_hero")
      elseif distance_hero <= target_h_distance then
        target_dh = ("hero")
        print(target_dh)
        print("enemy regrouping_with_hero")     
      end  
      -- print("B_targeting_finished...")

    elseif ally ~= nil then
      local sort_ally = ally:get_type()
      local model = ally:get_model()
      local a_x, a_y, a_layer  = ally:get_position()
      local distance_ally = math.abs((a_x+a_y)-(self_x+self_y))
      local distance_to_hero = math.abs((hero_x+hero_y)-(a_x+a_y))
      local distance_hero = math.abs((hero_x+hero_y)-(self_x+self_y))
     
  if distance_ally <= ally_dt_distance then
        ally_dt = ("a_" .. i .. "")
        print(ally_dt)
        -- print("B_ally_targeting_dt")
      elseif distance_to_hero >= ally_dth_distance then
        ally_dth = ("a_" .. i .. "")
        print(ally_dth)
        -- print("B_ally_targeting_dth")
      elseif distance_hero <= ally_h_distance then
        ally_dh = ("hero")
        print(ally_dh)
        print("ally regrouping_with_hero")   
      end
     
elseif rock ~= nil then
      local sort_rock = rock:get_type()
      local p_x, p_y, p_layer  = rock:get_position()
      local distance_rock = math.abs((p_x+p_y)-(self_x+self_y))
      local distance_hero = math.abs((hero_x+hero_y)-(self_x+self_y))       
      local distance_to_hero = math.abs((hero_x+hero_y)-(p_x+p_y))
      if distance_rock <= rock_dt_distance then
        rock_dt = ("p_" .. i .. "")
        print(rock_dt)
        print("B_rock_targeting_dt")
      elseif distance_to_hero >= rock_dt_distance then
        rock_dth = ("p_" .. i .. "")
        print(rock_dth)
        print("B_rock_targeting_dth")
      elseif distance_hero <= rock_h_distance then
        target_dh = ("hero")
        print(rock_h_distance)
        print("regrouping_with_hero")   
      end
      -- print("B_rock_targeting_finished...")
   
    end
  end

  local hero = game:get_map():get_entity("hero")
  local hero_x, hero_y, hero_layer = hero:get_position()
  local npc_x, npc_y, npc_layer = entity:get_position()
  local distance_hero = math.abs((hero_x+hero_y)-(npc_x+npc_y))
   
  local m = sol.movement.create("target")
  local direction = entity:get_direction()
  local health = properties.life
 
  if map:has_entities("e_") then
  if target_dt ~= nil and target_dth == nil and distance_hero < 200 then
  local target_in_range = game:get_map():get_entity(target_dt)
    if target_in_range ~= nil then
    local tir_x, tir_y, tir_layer = target_in_range:get_position()
print("go_enemy")
  entity:go_enemy()
    end
  elseif target_dt ~= nil and target_dth ~= nil and distance_hero < 200 then
    local target_d_to_hero = game:get_map():get_entity(target_dth)
if target_d_to_hero ~= nil then
    local tdth_x, tdth_y, tdth_layer = target_d_to_hero:get_position()
    print("defend_hero")
    entity:defend_hero()
end
  elseif target_dt ~= nil and target_dth ~= nil and distance_hero > 100 then
      print("group_hero")
      entity:go_hero()
     
  elseif map:has_entities("a_") and ally_dt ~= nil and ally_dt ~= "a_1" then
    local ally_in_range = game:get_map():get_entity(ally_dt)
    if ally_in_range ~= nil then
    local air_x, air_y, air_layer = ally_in_range:get_position()
    print("go_ally")
    entity:go_ally()
    end
  elseif ally_dt ~= nil and ally_dth ~= nil then
    local ally_in_range = game:get_map():get_entity(ally_dt)
    if ally_in_range ~= nil then
    local air_x, air_y, air_layer = ally_in_range:get_position()
    print("go_ally")
    entity:go_ally()
    end
  elseif ally_dth ~= nil and target_dth == nil or ally_dth ~= nil and target_dt == nil then
  local ally_d_to_hero = game:get_map():get_entity(ally_dth)
  if ally_d_to_hero ~= nil then
    local adth_x, adth_y, adth_layer = ally_d_to_hero:get_position()
    print("go_hero")
    entity:go_hero()
    end
  elseif rock_dt ~= nil then
  local rock_in_range = game:get_map():get_entity(rock_dt)
    if rock_in_range ~= nil then
local rir_x, rir_y, rir_layer = rock_in_range:get_position()
print("go_dodge")
    entity:dodge()
end
  elseif rock_dth ~= nil and target_dth ~= nil then
  local rock_d_to_hero = game:get_map():get_entity(rock_dth)
    if rock_d_to_hero ~= nil then
local rdth_x, rdth_y, rdth_layer = rock_d_to_hero:get_position()
print("go_block")
    entity:block()
end
  else
    print("else__go_hero")
    entity:go_hero()
    end

  else
    print("NO ENEMIES...else__go_hero")
    entity:go_ally()
      print ("sort_ally")
  print (sort_ally)
    end
    return true
 end)
end

function entity:go_hero()
  print("following hero...")
  local hero_x, hero_y, hero_layer = hero:get_position()
  local npc_x, npc_y, npc_layer = entity:get_position()
  local distance_hero = math.abs((hero_x+hero_y)-(npc_x+npc_y))
  if distance_hero > 64 then
  m:set_ignore_obstacles(false)
  m:set_target(hero_x, hero_y, hero_layer)
  m:set_speed(64)
  m:start(entity)
  entity:get_sprite():set_animation("walking")
  else
  m:set_ignore_obstacles(false)
  m:set_target(hero_x, hero_y, hero_layer)
  m:set_speed(0)
  m:start(entity)
  entity:get_sprite():set_animation("stopped")
  end
  going_enemy = false
  away_hero = false
  towards_hero = true
  near_hero = false 
  end
 
function entity:defend_hero()
  if target_dth ~= nil then
  local target_in_range = game:get_map():get_entity(target_dth)
  local tir_x, tir_y, tir_layer = target_in_range:get_position()
  local npc_x, npc_y, npc_layer = entity:get_position()
  local distance_enemy = math.abs((tir_x+tir_y)-(npc_x+npc_y))
    if distance_enemy > 24 then
  --FUNCTION: GO_ENEMY
  m:set_ignore_obstacles(false)
  m:set_target(tir_x, tir_y, tir_layer)
  m:set_speed(128)
  m:start(entity)
  entity:get_sprite():set_animation("walking")
  going_enemy = true
  away_hero = false
  towards_hero = false
  near_hero = false 
  print("Going enemy")
    else
  --FUNCTION: ATTACK
  weapon_attack = map:create_custom_entity{
  name = "w_knife",
  x = npc_x,
  y = npc_y,
  layer = npc_layer,
  direction = direction,
  sprite = "allies/w_knife",
  }
  self.created = true
  weapon_attack:set_position(npc_x, npc_y, npc_layer)
  print("attacking enemy")
  -- FUNCTION: WEAPON_POWER
  weapon_attack:add_collision_test("sprite", function(weapon_attack, other)
    if other:get_type() == "enemy" then
       other:hurt(8)
       weapon_attack:remove()
    else
       weapon_attack:remove()
    end
  end)
  print("sword swing...")
  --FUNCTION: STOPPED
  m:set_ignore_obstacles(false)
  m:set_target(tir_x, tir_y)
  m:set_speed(0)
  m:start(entity)
  entity:get_sprite():set_animation("stopped")
 
  going_enemy = false
  away_hero = false
  towards_hero = false
  near_enemy = true
  end

  end
end
 
function entity:go_enemy()
  if target_dt ~= nil and target_dth == nil then
  local target_in_range = game:get_map():get_entity(target_dt)
  local tir_x, tir_y, tir_layer = target_in_range:get_position()
  local npc_x, npc_y, npc_layer = entity:get_position()
  local distance_enemy = math.abs((tir_x+tir_y)-(npc_x+npc_y))
    if distance_enemy > 24 then
  --FUNCTION: GO_ENEMY
  m:set_ignore_obstacles(false)
  m:set_target(tir_x, tir_y, tir_layer)
  m:set_speed(128)
  m:start(entity)
  entity:get_sprite():set_animation("walking")
  going_enemy = true
  away_hero = false
  towards_hero = false
  near_hero = false 
  print("Going enemy")
    else
  --FUNCTION: ATTACK
  weapon_attack = map:create_custom_entity{
  name = "w_knife",
  x = npc_x,
  y = npc_y,
  layer = npc_layer,
  direction = direction,
  sprite = "allies/w_knife",
  }
  self.created = true
  weapon_attack:set_position(npc_x, npc_y, npc_layer)
  print("attacking enemy")
  -- FUNCTION: WEAPON_POWER
  weapon_attack:add_collision_test("sprite", function(weapon_attack, other)
    if other:get_type() == "enemy" then
       other:hurt(8)
       weapon_attack:remove()
    else
       weapon_attack:remove()
    end
  end)
  print("sword swing...")
  --FUNCTION: STOPPED
  m:set_ignore_obstacles(false)
  m:set_target(tir_x, tir_y)
  m:set_speed(0)
  m:start(entity)
  entity:get_sprite():set_animation("stopped")
 
  going_enemy = false
  away_hero = false
  towards_hero = false
  near_enemy = true
  end
  end

end

function entity:go_ally()
-- Buggy code... I have to differentiate between the allies... by identifying this ally. by getting their hud slot... it is much easier.
--  local air_x, air_y, air_layer = ally_dt:get_position()
  local npc_x, npc_y, npc_layer = entity:get_position()
--  local distance_ally = math.abs((air_x+air_y)-(npc_x+npc_y))

  --  if map:get_entities_count("a_") > 1  then
--  m:set_ignore_obstacles(false)
--  m:set_target(air_x + 32, air_y + 32, air_layer)
--  m:set_speed(64)
--  m:start(entity)
--  entity:get_sprite():set_animation("walking")
--  going_enemy = false
--  going_ally = true
--  away_hero = false
--  towards_hero = true
--  near_hero = false 
--  elseif map:get_entities_count("a_") < 2 then
  entity:go_hero()
  end
 
function entity:block()
  local rir_x, rir_y, rir_layer = rock_dt:get_position()
  local npc_x, npc_y, npc_layer = entity:get_position()
  local distance_enemy = math.abs((rir_x+rir_y)-(npc_x+npc_y))
  m:set_ignore_obstacles(false)
  m:set_target(rir_x, rir_y, rir_layer)
  m:set_speed(128)
  m:start(entity)
  entity:get_sprite():set_animation("walking")
  going_enemy = false
  going_ally = true
  away_hero = false
  towards_hero = true
  near_hero = false 

  end

function entity:dodge()
  local rdth_x, rdth_y, rdth_layer = rock_dth:get_position()
  local npc_x, npc_y, npc_layer = entity:get_position()
  local distance_enemy = math.abs((rdth_x+rdth_y)-(npc_x+npc_y))
  m:set_ignore_obstacles(false)
  m:set_target(rdth_x + 128, rdth_y + 128, rdth_layer)
  m:set_speed(128)
  m:start(entity)
  entity:get_sprite():set_animation("walking")
  going_enemy = false
  going_ally = true
  away_hero = false
  towards_hero = true
  near_hero = false 

  end 

function entity:hurt()
end

function entity:health()
end

function entity:on_created()
  self:set_drawn_in_y_order(true)
  self:set_can_traverse("hero", false)
  self:set_traversable_by("hero", true)
  entity:begin()
  end
 
-- Behavior function ends.
 
-- PUT INTERACTION SCRIPT INTO A SEPARATE FILE...

end
 
function entity:on_movement_changed(movement)
  local direction = movement:get_direction4()
  entity:get_sprite():set_direction(direction)
end


The other part is in the game_manager.lua insert in the

function game:on_map_changed(map)
Code: [Select]

  if game:get_value("a1010") and game:get_value("a1011")
  then
  ally2 = map:create_custom_entity{
      name = "a_2",
      x = x,
      y = x,
      layer = layer,
      direction = direction,
      sprite = "allies/a_pi",
      model = "ally_pi"
    }
  self.created = true
  ally2:set_position(x, y, layer)
  local ally2 = true
  local allynumber = 2
  end

Crude but it is a WIP.
Good luck.
PG


10
Development / Re: Game Feel in Solarus 1.4
« on: October 07, 2015, 10:45:41 pm »
There is already companion lua code but it takes inserting code into a couple of placed before you can get it to work.
Using the game_manager.lua you put in the companion character code so that the game creates the character each time you change the map. This can be disabled or enabled when ever you want you can even record where you left the companion so that you have to go and get him or something with savegame variables.

11
Development / Re: Allied AI Follow script Request or examples
« on: October 07, 2015, 05:51:31 pm »
If you want I'll post the code I have presently. But do remember it is a wip with some funky search methods that will be simplified.
No reason to start from zero!
Let me know and I'll attach it.
PG

12
Your projects / Re: Day Zero
« on: October 05, 2015, 01:47:53 pm »
GOALS UPDATES

SUMMARY: TileSet, Sprite and Map Questions... oh my!

Now that the summer is over I have been working through some serious art, sound and animation style questions.
In hopes that the new engine will be released some time the next year I have recently decided to wait on serious tilesets, sprites and maps.
Instead this month, I have focused on developing a game style that works well with the messages I want in the game. Also my time has been pretty limited.

Next Month: Create complete overworld game map using existing art and tilesets in Solarus. (For now it will be a "Link" art game anyways. Until I get the tiles and sprites created.)

13
Development / Re: Allied AI Follow script Request or examples
« on: October 05, 2015, 01:37:27 pm »
I am currently working on exactly this.
However, my time is really limited during this part of the year.
I do have some code...
But it is still a WIP.
Things to look up on the Solarus API
Custom Entities...
They are the way to go.. However they do require some coding knowledge of Lua.

I'll have my code posted some time next year after my first dev cycle is over.
Good Luck...
Other key word topics on the forum are... companions, allies and AI.

14
Development / Re: Color Rotations in Solarus
« on: September 30, 2015, 01:33:44 am »
Thanks Diarandor,
I am looking forward to that update... when it comes. 8)

15
Development / Color Rotations in Solarus
« on: September 29, 2015, 10:38:40 pm »
Hi all,
I just got done looking through the API looking for a way to have my sprites rotate colors with out having them actually have to be painted that way.
Is there a way to code this into solarus presently? I was thinking about using the font surface but I'm sure there is a cleaner way to do it with a custom entity or some such method.
Thanks for the help,
Poly

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