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Messages - MetalZelda

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Development / Re: Generating a map image from map .dat file
« on: March 18, 2018, 06:22:34 pm »
This is what I try to pull with my minimap / Pause Subscreen Minimap
Scaling to a 50x50 square should be the hardest thing to pull

This is awesome

So... are ffomega and Aminemax the same person? :o

PS: I guess he uses an entity with sprite, and uses the image as the sprite. Chris does the same thing sometimes.

We are all ffomega afterall

Yes, he use an overlay, very useful thing for mapping, this should be an option in the editor (load a "calque" of the map we want to make)

Bugs & Feature requests / Re: hero:set_size
« on: March 18, 2018, 06:18:02 pm »
There is a workaround where, you can make a custom entity that define the hero's collision size and make all collision detections through that entity

Development / Re: Enemies drowning animation?
« on: March 03, 2018, 12:08:59 pm »
You can code it, using entity:on_removed I guess and then do what Diarandor tell

Your projects / Re: Ocean's Heart
« on: March 01, 2018, 10:36:15 pm »
A big thumbs up for custom graphics and the Minish Cap vibes

It makes no sense to reinvent the wheel 99999999999 times, so, why don't you join Aminemax and do it together?
He has mapped a huge part of the game. He is not a programmer either, so he will be having the same kind of problems that you may have now. I am not sure, but I think there was another person who was trying to remake ALTTP with Solarus, which is another waste of talent that could be used to create something new.

IMHO, it would be much much muuuuuch better if you create a different game, because we all know ALTTP and it can be perfectly played with emulators even on mobile phones. Try not to request too much help from Chris (for the mapping and other things that you can do) because now he is in too many projects, which is overwhelming and the progress is too slow in all of them.

Can't reinvent the wheel but we can reinvent the steering wheel

Pretty sure we can get a 1:1 remake of ALTTP running on Solarus, except on some minor things (Sound echo on cave, World transition (maybe possible using shaders ?)), MoS have a pretty solid base since it was designed to be as close as ALTTP was, and also there exist an ALTTP "graphic pack"
I want to see an ALTTP remake on Solarus though  ;D

Development / Re: Displaying an image on pause
« on: February 27, 2018, 06:31:26 pm »
That's a very simple way

But the best way to display a pause menu, is by doing a menu
You can look at how it is done on Mystery of Solarus DX, that's mostly how I've learned to use Solarus

Development / Re: Animated Tiles in Quest Editor
« on: February 23, 2018, 09:01:12 pm »
you need to get the sprite of the entity first by using

Code: [Select]
Code: Lua
  1. local sprite = entity:get_sprite()
  2. sprite:set_ignore_suspend(true)

Development / Re: Menu de game-over + inventaire en 1.6
« on: January 27, 2018, 01:28:28 pm »
De ce que je vois soit un item n'existe pas (et donc ne peut pas être placé) soit il y'a une erreur d'initialisation. Je pencherais plus pour la 1ere hypothèse.

Your scripts / Re: Character Selection Screen
« on: January 21, 2018, 12:11:12 am »
You can make as many tunics you want, tunic1 ... 3 is only used for MoS DX, game:set_ability("tunic", x) does not have limits I guess

Your scripts / Re: [Big Layer] Solarus-online
« on: January 21, 2018, 12:09:28 am »
Oh wow so lan multiplayer is now a thing

Development / Re: Receptacle
« on: January 21, 2018, 12:06:58 am »
Non, je parle de ton code, celui de ton item

Code: Lua
  1. local item = ...
  2. local game = item:get_game()
  4. function item:on_created()
  5.   self:set_shadow(nil)
  6.   self:set_sound_when_picked(nil)
  7.   self:set_sound_when_brandished("get_heart_container")
  8. end
  11. function item:on_obtaining(variant, savegame_variable)
  13. end
  15. function item:on_obtained(variant, savegame_variable)
  16.   game:add_max_life(4)
  17. end

Your projects / Re: Children of Solarus [official thread]
« on: January 16, 2018, 06:06:20 pm »
Ah yes, Children of Solarus, I remember this. Mercuris Chest will be released first, in 2044, right ?

Looking forward to this, so it's mostly a rework of MoS DX with new stuffs rather then a straight assets mod ?

Understood ? Solarus team are SECRETLY working on a new site, it's a secret to everybody

Development / Re: Receptacle
« on: January 16, 2018, 05:59:58 pm »
J'avais ce genre d'erreur mais ça remonte, surement un truc dans ton code, peux tu le montrer ?

Development / Re: Bouger la caméra
« on: December 31, 2017, 04:10:31 pm »
Oui, il faudrait que tu apprennes le LUA afin d'y connaitre les bases.
Tu devrais suivre les tutoriaux de Christopho, ca peut parfaitement aider a maitriser et l'éditeur, et le LUA dans une forme basique

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