Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Zefk

Pages: [1] 2 3 ... 34
1
Development / Re: [Solved]Timer problem
« on: July 16, 2018, 05:14:41 am »
That does indeed Work. Thanks @Max!  ;D

Code: Lua
  1. function map:on_started()
  2.  
  3. local switches_on= 0
  4.  
  5. for switch in map:get_entities("solid") do
  6.   function switch:on_activated()
  7.     switches_on = switches_on + 1
  8.     if switches_on >= 4 then
  9.       switches_on = 0
  10.       sol.timer.start(5000, function() deactivate_switches() end)
  11.       timer_sound:set_with_sound(true)
  12.     end
  13.   end
  14. end
  15.  
  16. function deactivate_switches()
  17.    for switch in map:get_entities("solid") do
  18.      switch:set_activated(false)
  19.    end
  20. end
  21.  
  22. end

2
Development / Re: Timer problem
« on: July 16, 2018, 02:09:27 am »
The following script is one solution:

Code: Lua
  1. function map:on_started()
  2.  
  3. function solid_1:on_activated()
  4.     if solid_1:is_activated() == true and solid_2:is_activated() == true and solid_3:is_activated() == true and solid_4:is_activated() == true then
  5.       timer_sound = sol.timer.start(5000, function()
  6.         solid_1:set_activated(false)
  7.         solid_2:set_activated(false)
  8.         solid_3:set_activated(false)
  9.         solid_4:set_activated(false)
  10.       end)
  11.       timer_sound:set_with_sound(true)
  12.     end
  13. end
  14.  
  15. function solid_2:on_activated()
  16.     if solid_1:is_activated() == true and solid_2:is_activated() == true and solid_3:is_activated() == true and solid_4:is_activated() == true then
  17.       timer_sound = sol.timer.start(5000, function()
  18.         solid_1:set_activated(false)
  19.         solid_2:set_activated(false)
  20.         solid_3:set_activated(false)
  21.         solid_4:set_activated(false)
  22.       end)
  23.     timer_sound:set_with_sound(true)
  24.     end
  25. end
  26.  
  27. function solid_3:on_activated()
  28.     if solid_1:is_activated() == true and solid_2:is_activated() == true and solid_3:is_activated() == true and solid_4:is_activated() == true then
  29.       timer_sound = sol.timer.start(5000, function()
  30.         solid_1:set_activated(false)
  31.         solid_2:set_activated(false)
  32.         solid_3:set_activated(false)
  33.         solid_4:set_activated(false)
  34.       end)
  35.     timer_sound:set_with_sound(true)
  36.     end
  37. end
  38.  
  39. function solid_4:on_activated()
  40.     if solid_1:is_activated() == true and solid_2:is_activated() == true and solid_3:is_activated() == true and solid_4:is_activated() == true then
  41.       timer_sound = sol.timer.start(5000, function()
  42.         solid_1:set_activated(false)
  43.         solid_2:set_activated(false)
  44.         solid_3:set_activated(false)
  45.         solid_4:set_activated(false)
  46.       end)
  47.     timer_sound:set_with_sound(true)
  48.     end
  49. end

3
Development / [Solved]Timer problem
« on: July 16, 2018, 12:00:52 am »
I have a problem with my script. The switches are suppose to reset after 5 seconds when they are all activated. They do reset, but the one second timer is already running through again and I cannot activate any switches for another 5 seconds.

Code: Lua
  1. function map:on_started()
  2.  
  3.   sol.timer.start(1000, function()
  4.     if solid_1:is_activated() == true and solid_2:is_activated() == true and solid_3:is_activated() == true and solid_4:is_activated() == true then
  5.       sol.timer.start(5000, function()
  6.         solid_1:set_activated(false)
  7.         solid_2:set_activated(false)
  8.         solid_3:set_activated(false)
  9.         solid_4:set_activated(false)
  10.       end)
  11.     end
  12.     return true
  13.   end)
  14.  
  15. end


4
Game art & music / Re: Lake Tileset with Animations
« on: July 11, 2018, 06:17:17 pm »
You do not have to apply any license and people can still use your work if you have given permission.

I personally only use free content or stuff I made. Not just anything I find on the internet. Adding on to your question: Here

There are exceptions with countries fair use laws. Jurisdiction matters in a lot cases or the country you live in, but I avoid using content that is not clearly stated as free for commercial purposes.
https://en.wikipedia.org/wiki/Fair_use
https://en.wikipedia.org/wiki/Copyright_law_of_Japan

5
Game art & music / Project Heroine Sprites
« on: July 11, 2018, 04:13:51 am »
I am showing off the sprites I mentioned in the Female Character Hairstyles topic. So far I got the front, back, and side views finished, but I still need to modify the sprites colors + make the other animations.

These sprites are based off of the Eldrina Sprite I made. Eldrina is a mod of Diarandor's Eldran v1.1 Sprite. This sprites project would not even exist if it was not for Diarandor and I am thankful for his amazing art that just keeps getting better.

Project Heroine Sprites: (Login to view)



For history purposes: Plexa

6
Game art & music / Re: Lake Tileset with Animations
« on: July 10, 2018, 07:53:12 pm »
I like the logs. They can make some nice bridges.

About the License. Would it be something like CC-BY-SA 4.0?

https://creativecommons.org/licenses/by-sa/4.0/

7
Game art & music / Re: Anybody take music commissions/requests?
« on: July 09, 2018, 01:47:53 am »
I assume it is pre-recorded audio? Ie. Not a sequence like MIDI or SNES format. If that is that case (its a format like .wav or .mp3 or embedded in a video) then a new-soundfont remix would be unfeasible, unfortunately. The song would have to be entirely re-made.

Edit. BUT if you have a midi file or similar it would be very easy! Do you have one??

Well, actually, you can convert .wav, ogg, etc to midi. Some ways take more work than others.

Simplest free solution: Bearaudio

Although, Bearaudio will not separate the instruments. Also, Bear is an online converter.



Paid

Melodyne Studios: can do the same as Bear, but it is a paid piece of software. Not sure if it separates instruments. More at YouTube.

AnthemScore: Same as Melodyne Studios, but cheaper price wise and it has a Linux version.

Similar paid software and price comparisons: Here

Free

Bearaudio: Although, Bearaudio will not separate the instruments. Bear is an online converter and deletes your file after 2 hours and it can convert many different file formats. For instance, it can convert WAV, MP3, OGG, AAC, and WMA to MIDI.

Sonic Visualiser: It works on multiple platforms (I use it on Linux), but it takes more work than the others. It shows you a melody spectrum that one can trace on layers and export to Midi. It is a good learner tool. I used this to make opensource music into midi because sometimes their instruments suck, but their music is amazing. ;D

Here is a quick explanation by Hibou57.

AmazingMidi: This can turn a wav file into Midi for Windows.


8
General discussion / Re: A funny thing about forums
« on: July 04, 2018, 06:21:16 pm »
@brlmnd
Too busy with many projects. Also, I need to update my website and forum. Haha  ;D

9
General discussion / A funny thing about forums
« on: July 04, 2018, 01:21:36 am »
A lot of messager services were discontinued, but a space for them still exist on forums. I found it odd that there is no option to just add the type of service one uses.

Discontinued:
AOL Instant Messenger (Discontinued (December 15, 2017)) Wiki
MSN Messenger (Discontinued, 2013) Wiki

Still Exist:
ICQ
YIM





10
Bugs & Feature requests / Re: Forum: Storage Full
« on: July 03, 2018, 11:08:15 pm »
@Diarandor
True, true.

I cleaned out some useless attachments I had on the forum.  8)

11
Bugs & Feature requests / Forum: Storage Full
« on: July 03, 2018, 12:58:00 am »
The upload folder is full. Please try a smaller file and/or contact an administrator.

My file was 1.4 KB

Should we go through our attachments and free up storage?

12
Game art & music / Gimp Script: deep-float-copy
« on: July 03, 2018, 12:37:33 am »
Okay, I decided to put the deep-float-copy script in this section because it is related to Gimp. Feel free to move it.

The deep-float-copy script is something I found online, but it was broken for gimp 2.8, so I fixed it. Gimp still has not improved its layers as far as I know.

It is useful for copying link layers that are selected. Make sure to select the area of the linked layers or a few error messages will appear. The preview below shows the character being selected. Float Linked Layers (Copy) will instantly copy all the linked layers.

Install:
Linux: Put it in /home/YourName/.gimp-2.8/scripts
Other: https://en.wikibooks.org/wiki/GIMP/Installing_Plugins#Copying_the_plugin_to_the_GIMP_plugin_directory

Image Example + sneak peak:
Preview

Downloads:
Download (Login to download)
Alternative Download


13
Bugs & Feature requests / Site link not working: Tunics Wiki
« on: June 27, 2018, 08:13:05 pm »
Solarus Website > Games > By the community > Tunics!

It seems the Tunics DokuWiki no longer exists, but it can still be seen on WaybackMachine.
https://web.archive.org/web/20171028100334/http://tunics.legofarmen.se:80/start
https://github.com/Legofarmen/tunics/tree/master/data

15
Update:


SoundFont Editors:

Swami Project (Linux)

Polyphone (Windows or WINE)

The only real difference is that Polyphone can open sfz and export them as sf2. The project must be exported to the same directory where the sfz and samples are or it will not work unless you want to edit the directory in the sfz file with a text editor. You can move the sf2 after that because it no longer needs to be in the directory.

The only issue is that the music notes will not exist if there are missing notes in the sfz file sample directory folder.


Added:

Chusocol SoundFont, by Pakitochus

OPL-3 FM 128M SoundFont, by Zandro Reveille

Gnusmas GM Soundfont, by Heinrich Zhao

FreePats, by many



Pages: [1] 2 3 ... 34