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Messages - Tulk

#2
Development / Re: Zelda Roth Reproduced Intro Help
June 25, 2017, 08:26:43 PM
Thank you guys! xD


--------- @Edit:

How can I reproduce something like in this video: 1:34 - 1:38

https://www.youtube.com/watch?v=3Jm8_1zoZtw&list=PLaT85v0g5RS6Lshz4RUNGF8bpNqZHsmuM

The camera approaches on point of image on the screen in game intro. How to make it?
#3
Development / Re: Zelda Roth Reproduced Intro Help
June 25, 2017, 10:37:44 AM
local map = ...
local game = map:get_game()

-- Intro.

local map_width, map_height = map:get_size()

game:set_hud_enabled(false)
hero:set_enabled(false)

-- Scrolling backgrounds.
local bg1_img = sol.surface.create("menus/intro/bg1.png")
local bg1_width, bg1_height = bg1_img:get_size()
local bg1_xy = {}
local bg1_movement = sol.movement.create("straight")
bg1_movement:set_angle(3 * math.pi / 4)
bg1_movement:set_speed(32)
bg1_movement:start(bg1_xy)

local bg2_img = sol.surface.create("menus/intro/bg2.png")
local bg2_width, bg2_height = bg2_img:get_size()
local bg2_xy = {}
local bg2_movement = sol.movement.create("straight")
bg2_movement:set_angle(math.pi / 4)
bg2_movement:set_speed(32)
bg2_movement:start(bg2_xy)

-- Frescos.

local frescos = {}
for i = 1, 4 do
  frescos[i] = sol.surface.create("menus/intro/intro" .. i .. ".png")
  frescos[i]:set_xy(0, 16)
end
local fresco_index = 0  -- Index of the current fresco.

-- Dialog.
local dialog_background_img = sol.surface.create(256, 64)
dialog_background_img:set_xy(32, 160)
dialog_background_img:fill_color({255, 255, 128, 128})

function bg1_movement:on_position_changed(x, y)

  if y <= -bg1_height then
    bg1_movement:set_xy(0, 0)
  end

end

function bg2_movement:on_position_changed(x, y)

  if y <= -bg2_height then
    bg2_movement:set_xy(0, 0)
  end

end

local function next_fresco()


  if fresco_index < #frescos then
    fresco_index = fresco_index + 1
    game:start_dialog("intro.fresco_" .. fresco_index, next_fresco)
  else
    -- Restore usual settings.
    game:get_dialog_box():set_style("box")
    game:get_dialog_box():set_position("bottom")
    hero:unfreeze()

    -- Go to the first map.
   -- hero:teleport("houses/link_house", "from_intro")
  end
end

function map:on_started()

  game:get_dialog_box():set_style("empty")
  game:get_dialog_box():set_position({ x = 32, y = 160})
  next_fresco()
end

function map:on_opening_transition_finished()

  hero:freeze()
end

function map:on_draw(dst_surface)

  -- Scrolling backgrounds.
  for y = -bg2_height, map_height + bg2_height, bg2_height do
    for x = -bg2_width, map_width + bg2_width, bg2_width do
      bg2_img:draw(dst_surface, bg2_xy.x + x, bg2_xy.y + y)
    end
  end

  for y = -bg1_height, map_height + bg1_height, bg1_height do
    for x = -bg1_width, map_width + bg1_width, bg1_width do
      bg1_img:draw(dst_surface, bg1_xy.x + x, bg1_xy.y + y)
    end
  end

  -- Fresco.
  if fresco_index > 0 and fresco_index <= #frescos then
    frescos[fresco_index]:draw(dst_surface)
  end

  -- Dialog box background.
  dialog_background_img:draw(dst_surface)
end
#4
Development / Zelda Roth Reproduced Intro Help
June 25, 2017, 07:56:34 AM
Hello guys! I tried to reproduce the intro from Zelda Roth and got this error: line 27:31 >



Error: In maps/intro: [string:"maps/intro.lua"]:33: attempt to index a nil value


The code:

-- Frescos.
local frescos = {}
for i = 1, 5 do
  frescos[i] = sol.surface.create("menus/intro/intro" .. i .. ".png")
  frescos[i]:set_xy(0, 16)
end


It's the same code maked by Christopho's, Just change quantitis on for. What's wrong with it?
#5
Development / Re: Heart Fully Replenished - Help
June 25, 2017, 07:50:22 AM
Thank you guys! \o
#6
Development / Heart Fully Replenished - Help
June 21, 2017, 11:24:23 PM
Hello! What would be the command to restore all life when you pick up a heart container? I know the logic but not the command = /
#7
Development / Re: Intro Zelda Alttp Help!
June 15, 2017, 01:53:22 AM
I'll looking at this with him later. In relation to the image I would like do to after triforce animation. I dunno what's wrong. If I put after a draw image, its appear even before the triforce's animation complete. =/
#8
Development / Re: Intro Zelda Alttp Help!
June 14, 2017, 09:58:21 PM
I wanted to do something like this, because I'm creating a remake of Zelda Alttp just for studies and I have to now a video archive too maked with clipmaker and to learn more and more. By the way, this is my code for now that I did for intro of zelda remake:

local title_screen = {}

local nintendo_presents = sol.surface.create("menus/titlescreen3.png")
local triforce_img = sol.surface.create("menus/triforce2.png")
local triforce_img2 = sol.surface.create("menus/triforce3.png")
local triforce_img3 = sol.surface.create("menus/triforce4.png")
local logo = sol.surface.create("menus/SubTitle.png")

local logo = sol.surface.create("menus/logo.png")

local movement = sol.movement.create("straight")
movement:set_speed(44)
movement:set_angle(3 * math.pi / 2)
movement:set_max_distance(312)
movement:start(triforce_img)

local movement2 = sol.movement.create("straight")
movement2:set_speed(54)
movement2:set_angle(0)
movement2:set_max_distance(315.8)
movement2:start(triforce_img2)

local movement3 = sol.movement.create("straight")
movement3:set_speed(54)
movement3:set_angle(2 * math.pi / 2)
movement3:set_max_distance(315.8)
movement3:start(triforce_img3)


function title_screen:on_draw(dst_surface)

  nintendo_presents:draw(dst_surface, 100, 200)
  triforce_img:draw(dst_surface, 145, -240)
  triforce_img2:draw(dst_surface, -155, 100)
  triforce_img3:draw(dst_surface, 445, 100)
end


How can I reproduce draw surface above or below other surfaces in this code just when triforce's have their movement complete?
#9
Development / Intro Zelda Alttp Help!
June 14, 2017, 08:14:36 PM
Hello guys, I have some questions.

Is there a way to reproduce this?:

1) A random movement around the axis of object (triforce)- or 90 degrees) until the center of the screen on diagonal in a progression scale.

2) Put an image in front of the other when the object (triforce) finished the movement.

3) Import a video file on any format to solarus engine?

Video:

1)  0:04 - 0:10 seconds.

https://www.youtube.com/watch?v=iC0KIrKIEYM&t=31s

2) 0:12 - 0:14 seconds.

https://www.youtube.com/watch?v=iC0KIrKIEYM&t=31s
#10
Development / Re: Save Game
January 17, 2016, 11:27:47 PM
Thanks for Help!
Now I wanted to know some things. When I save the game, the player always starts on front of the house door. How do I start the player from where saved?
Second, when I enter somewhere (house, cave, dungeon, etc) and leave out of these place, the chests, grasses, etc isn't used as. Need to open again, or destroy it. How do I have counted as used?
#11
Development / Re: Save Game
January 17, 2016, 09:48:24 PM
Windows 7 - 32 bit.
Data Directory of the http://wiki.solarus-games.org/doku.php?id=video_tutorial ... I did not understand this part
Original Versus? What? Isn't free? I did download the newest version.
Now I see the Save! But, how can I put the folder of .solarus into Solarus of Desktop to work? I wanted that save game work on directory of Desktop\Solarus, not .Solarus. Has do?
#12
Development / Re: Save Game
January 17, 2016, 04:26:29 PM
Yes. I don't know why the game not saved. '0'
Can you test by set directory folder "write_dir:" to save the game and see the bug? Pls? Or put directory C:\ on "write_dir:" to see what happened. Please? =)
#13
Development / Re: Save Game
January 17, 2016, 02:22:34 PM
#14
Development / Re: Save Game
January 17, 2016, 12:54:30 AM
What do you mean?
#15
Development / Re: Save Game
January 16, 2016, 11:38:47 PM
Yes. I'm using the newest version of Quest Editor: 1.4.5.
I can send the data directory.. =)
Can be a .RaR archive?

----

Is not working to send here. Maybe be better send to e-mail?