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Messages - Neovyse

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Your projects / Re: Ocean's Heart
« on: March 06, 2018, 10:18:58 am »
Tilesets and sprites are beautiful !

And I love the feeling when you hit an enemy.

Damn ! Your game has so much potential !

Development / Re: Solarus Engine Roadmap?
« on: March 02, 2018, 07:35:49 pm »
Yes a new donation page is in the works.

Your projects / Re: Ocean's Heart
« on: February 27, 2018, 03:50:06 pm »
WOW this is huge ! the city buildings look beautiful.

Your projects / Re: Solarus - ZL project
« on: November 21, 2017, 11:57:45 pm »
Wow it looks very good !

Bugs & Feature requests / Re: Solarus like Rpg Maker 2003
« on: November 21, 2017, 11:56:51 pm »
Solarus was precisely created to bypass RPG Maker limited functions with custom scripts. Scripting in Lua is much more powerful than these menus. Creating a game is essentially computer programming and, at a certain point, you cannot avoid programming if you really want to control what's happening.

Solarus does not want to replicate these RPG Maker menus because it is precisely not intended to do that, sorry. Though the editor interface will improve with time, Lua scripting will remain at the core of Solarus, and this why Solarus is great.

Your scripts / Re: New rain script
« on: November 11, 2017, 05:25:41 pm »
This looks awesome !

Some suggestions :
 - use (semi-transparent?) white rain drops instead of blue ones. Water isn't blue. This is a misconception. In reality, water reflects the colour of the environment. So the only place where you'll find "blue water" is blue is in swimming pools  ;)
 - For lightning strokes, I suggest you to use white instead of yellow, or a very pale yellow, close to white. Then draw this surface with a special blend mode like "add" (not multiply), to change colors while keeping shapes.
 - Using semi-transparent dark grey/blue as a surface, in "multiply" mode. Make the transparency vary a bit, to simulte a dark cloudy atmsophere.

General discussion / Re: PC Gamer article
« on: September 21, 2017, 05:48:35 pm »
Yes, people are bashing Solarus because they think the project is only a ROM hack...

Game art & music / Re: [Tileset] Enemies from Four Swords Adventures !
« on: August 29, 2017, 06:11:52 pm »
Yeah I was precisely thinking about this, and you made it ! Thanks!

General discussion / Re: RetrOrangePi
« on: August 17, 2017, 03:34:00 pm »
We haven't tried yet. Do you own the Oraneg Pi ?

Development / Re: How does the overworld map menu work?
« on: July 18, 2017, 03:28:40 pm »
I drew ZSDX and XD2 maps pixel by pixel, by hand, because it did not match up exactly if using tiles.

Bugs & Feature requests / Re: Building on Mac OS Sierra
« on: June 28, 2017, 08:28:24 pm »
vlag is the person you need  :)

I believe he's talking about palette swapping:

Game art & music / Re: Mouhitotsu no Takarajima
« on: May 12, 2017, 10:49:18 am »
This game is so beautiful !

We quickly answered on the FAQ:
You most obey these rules, because of Solarus license:
  • The engine is GPL: Just make sure you give a link in your game to Solarus engine if you haven’t modified it and used it as is, or provide the source code of the modified Solarus engine if you modified it. The modified Solarus engine must be GPL too.
  • The game’s data can be whatever license you want. This is where you can, if you want, give a commercial license.

Development / Re: Quickest way to create and edit sprite sheets
« on: May 09, 2017, 11:45:52 am »
I seriously recommand Aseprite, this is the best sprite software I've used. It is 100% dedicated to sprite creation, so it handles animation, frames, layers, export with lines/columns, the pen tools are better than standard pen like in Gimp or Photoshop because they have a pixel-art option to draw pixel-art lines, with no adjacent pixels, etc.
It's just the best, by far. Try it, you'll see. It's harder to come back to another software.

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