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Messages - GameboyArda

Pages: [1] 2 3 4
1
Bugs & Feature requests / New Quest
« on: April 04, 2017, 06:11:59 pm »
There is something that is bothering me when I make a new Quest. It loads the Sample Quest up which is pre-programed with the sword what I don't like. It be cool it you could decied which type you want, Empty or pre-loaded.

-Arda ;)

2
General discussion / I am Back!
« on: April 02, 2017, 08:53:14 pm »
I know its been long, but I have taken my time to learn lua (and python for no reason) so I am ready to code!
 :) :D :) :)

3
Development / Re: How to set down the key contuner
« on: May 19, 2016, 07:04:50 pm »
Thanks!

4
Development / Re: How to set down the key contuner
« on: May 18, 2016, 03:40:29 pm »
Door:
Code: ( lua) [Select]
function s_sensor:on_activated()
 
 if game:get_value("key_1") then
  map:open_doors("door_1")
  map:open_doors("door_2")
 end
end

Key counter:
Code: ( lua) [Select]
-- The small keys counter shown during dungeons or maps with small keys enabled.

local small_keys_builder = {}

local small_key_icon_img = sol.surface.create("hud/small_keys.png")

function small_keys_builder:new(game)

  local small_keys = {}

  local digits_text = sol.text_surface.create{
    font = "white_digits",
    horizontal_alignment = "left",
    vertical_alignment = "top",
  }
  local num_small_keys_displayed = nil
  if game:are_small_keys_enabled() then
    num_small_keys_displayed = game:get_num_small_keys()
  end

  function small_keys:set_dst_position(x, y)
    self.dst_x = x
    self.dst_y = y
  end

  function small_keys:on_draw(dst_surface)

    if not game:are_small_keys_enabled() then
      return
    end

    local x, y = self.dst_x, self.dst_y
    local width, height = dst_surface:get_size()
    if x < 0 then
      x = width + x
    end
    if y < 0 then
      y = height + y
    end

    small_key_icon_img:draw(dst_surface, x, y)
    digits_text:draw(dst_surface, x, y + 10)
  end

  local function check()

    if game:are_small_keys_enabled() then
      local num_small_keys = game:get_num_small_keys()
      if num_small_keys_displayed ~= num_small_keys then
        num_small_keys_displayed = num_small_keys
        digits_text:set_text(num_small_keys)
      end
    end

    return true  -- Repeat the timer.
  end

  -- Periodically check the number of small keys.
  check()
  sol.timer.start(game, 40, check)

  return small_keys
end

return small_keys_builder


5
Zelda Mystery of Solarus DX / ZSDX on Gamejolt
« on: May 17, 2016, 06:18:05 pm »
Chris and me had a chat on the irc channel about putting ZSDX on gamejolt.com
Team: Chris Neovyse and me

Here is the place to talk about the text and pics!

7
Your projects / Re: The Solarus Resource Help Project
« on: May 16, 2016, 01:19:51 pm »
Newist version of LMMS is 1.1.3

8
Development / How to set down the key contuner
« on: May 16, 2016, 10:15:48 am »
I have made a door that opens automatcliy when you have the key, But somehow the key conter donset go down
Please help? :-\

9
Your projects / Re: The Solarus Resource Help Project
« on: May 16, 2016, 10:10:55 am »
Quote
I have never used musagi. But I use sfxr to create my 16-bit sounds and I recommend it (it is very easy, simple and intuitive to use).
LMMS has a free plugin of sfxr from the start  ;)

10
Your projects / Re: The Solarus Resource Help Project
« on: May 14, 2016, 01:46:10 pm »
I have a Question: Do you know a free Music making program?

11
Your projects / Re: The Legend of Zelda Oracle of Secrets
« on: May 05, 2016, 04:30:23 pm »
I would also like to help it looks like a real nintendo-made game!

13
Game art & music / Make Sprites!
« on: April 04, 2016, 09:37:57 am »

14
Development / Re: New Tuto Wants...
« on: March 31, 2016, 06:20:13 pm »
Stooky!!!!!!!!!!!!!! 8)

15
Development / Re: New Tuto Wants...
« on: March 30, 2016, 10:12:56 pm »
Well, As long as I learn those Thíngs I want to, Its fine! ;)

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