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Messages - Hawkinzon

#1
Quote from: Max on January 09, 2019, 08:00:36 PM
QuoteIs there any way I can share my whole data folder?
You could use something like gitlab or GitHub, they're designed for sharing exactly that kind of thing.

I don't know what might be causing that error- but maybe think about that you recently did before you got it.

The other day, for example, I was trying to call "hero:start_attack()", before the hero had the attack ability. The error I got was "Error: Cannot find sound file 'sounds/.ogg'

So it might be like, your code is looking for
"sprites/"..[a variable]
  but the variable is nil or equal to "", so it's trying to just use "sprites/" as a sprite, when in fact it's a directory.

Actually, thinking about those 2 errors, I think this explanation is pretty likely. Without seeing your code I couldn't tell you where, but probably somewhere in main, game_manager, or somewhere like that if it's being called as soon as the Solarus logo menu finishes.

This actually helped me, I did take the sprite folder from my backup and replaced the new sprite folder, I think the problem was that the new resource pack came with alot of new folders
e.g

Old resource pack was like this:
data\sprites\menus
and then the .png and .dat files were in that folder

New resource pack was like this:
data\sprites\menus\inventory
data\sprites\menus\solarus_logo
data\sprites\menus\title_screen
and then the .png and .dat files were in these folders

So a simple change of this and poof, it works! :)

Thanks alot for the help!


#2
Quote from: Christopho on January 09, 2019, 03:47:01 PM
Do you have a file whose name could conflict somehow with the sprites directory? Like a sprite.lua or sprite.dat file?

Not that I know, I have attached two pictures which shows how my data and sprites folder looks like.
Is there anyway I can share my whole data folder?
#3
Hi,

I did upgrade from 1.5 to 1.6 and now when I try to run my Quest it gives me a Fatal error.
The error occurs as soon as Solarus Logo disappears, anyone have a clue why it gives me this error?
I can't find anything in my main.lua, project_db.lua, features.lua, game_manager.lua, initial_game.lua or multi_events that can cause this problem but I might miss this.

Hopefully someone know why this error pops up, please help  ;D


Info: Solarus 1.6.0
Info: Opening quest 'C:/Users/PC/Dropbox/.solarus/AdventureOfHector'
Info: Joypad support enabled: true
Info: SDL: 2.0.8
Info: Using modern GL Shaders
Info: Renderer: GlRenderer
Info: OpenGL: 4.5.0 NVIDIA 382.16
Info: OpenGL vendor: NVIDIA Corporation
Info: OpenGL renderer: Quadro K2000M/PCIe/SSE2
Info: OpenGL shading language: 4.50 NVIDIA
Info: Quest format: 1.5
Info: Fullscreen: no
Info: LuaJIT: yes (LuaJIT 2.0.3)
Info: Language: en
Info: Language: en
Info: Lua console: yes
Info: Turbo mode: no
Info: Simulation started

Fatal: Data file 'sprites/' is a directory
#4
Hi,

I have encountered with a custom NPC i made. I have made a "Cutscene" were the hero and this npc is running to eachother, but as soon as the npc's path reached the last value (path_movement:set_path{4,4,4,4,4,4}) the sprite disappears? If I change sprite to ie. Zelda this works perfectly and the npc stops were it should be. Do I need to create a "stopped" animation for my custom npc?

Anyone know what the problem might be? I'm pretty new to this so please be forgiving :)
If anything is unclear, just ask and I will explain more
#5
Quote from: Diarandor on May 04, 2018, 09:58:00 PM
Ahoy there! It is dangerous to go alone, read this!
http://forum.solarus-games.org/index.php/topic,1054.0.html

Thanks alot dude! Awesome work!
Is there any tutorial how to "install" this weather mode into my quest?
In one comment to the topic you link you say "You can put it above of your script "game_manager.lua". Make sure that the "require" line is called once, or the weather scripts will not work."
I wonder were do i call the "require" line? In the game_manager.lua?

I'm pretty new to lua and Solarus, I'm learning more and more each day so if you wouldn't mind to teach me how this work in a quick guide I would be really grateful :)

BR
Hawkinzon
#6
Development / Need help with effects and weather!
May 04, 2018, 09:38:45 PM
Hi everyone!

I wonder if someone can give me an example of how I can make a "Earthquake" also a "Fade out" effect with the camera?
I'm working with my prologue of the game and the Idea is that the following:
The hero is walking along a road, and suddenly the ground start to quake (here I need the earthquake effect) and the evil lord or some other angry dude shows up (haven't decided yet) and make my hero unconscious (here I need the fade out effect).

I also need help with weather conditions, I would like a "Storm/rainy" effect during my prologue and I also would like to have other weather conditions in different areas of the game (Sunny, rainy, snowy, windy etc.)

I can't really find anything in the documentation that can help me with this. I might look in the wrong place?
So I wonder if someone please can help me, either to tell me were in the documentation I can read about this or if someone can give a example of how the effect can be made

BR
Hawkinzon
#7
Development / Re: Remove keys after using
December 05, 2017, 09:43:29 PM
Quote from: Diarandor on November 28, 2017, 08:33:08 PM
If you are using a special and unique key (the wooden key), the normal keys counter will not be what you need. You need a (unique) variable associated to that key, that you could get/set with "game.get/set_value".

Hi Diarandor!

I have tried and tried but still not getting this to work properly. I have no clue were I am doing this wrong.
I even removed the wooden key and now I try to use the small key, but it still give me different errors, even when I have the exact code that Christopho wrote in the other topic (See link in description) it doesn't work. Can you please give me an example that I can test? I don't know if Christopho is talking about another "game" since he is refering to "ZSDX".

BR
Hawkinzon
#8
Development / Remove keys after using
November 28, 2017, 06:41:51 PM
Hi again!

I've been trying to add a key (the wooden key which already exists as an item) to my game which should be removed/decreased in amount after used.
I've been following this topic (http://forum.solarus-games.org/index.php/topic,245.0.html) about the same issue, and used the code that was set by Christopho on page 2, but I don't get the item to work properly.

I can add the key to the game and pick it, and use it to open chests. But when I have picked it up it doesn't want to decrease in amount when I open a chest even if i edit the chest to remove/decrement this item after using it. Also tried to use the counter as a required item to open the chest but it makes no different.

I also tried this directly directly in the wooden key lua and wooden key counter lua:
Function item:on_using()
             item:remove_amount(1)
end

but it doesn't work.
I have attached both my Wooden key lua and my Wooden key counter lua to be read here. Please help me!!  :'( :'(

Also, @Christopho, if you see this. You might have ALOT to do, but if you could do a tutorial about this in english as you have about the bow and arrow in french it would be AWESOME!

BR
Hawkinzon
#9
Quote from: Diarandor on November 25, 2017, 12:31:39 AM
Quote from: Hawkinzon on November 24, 2017, 11:28:05 PM
Hi all!

Since I'm totally new to lua scripting I would like someone to explain how this works
hero:walk(path, [loop, [ignore_obstacles]])

I've been reading the documentation for the last two evenings and tried different solutions to get this to work but I can't figure it out.. I understand the function and what it can do, but I can't get it to work.
The function I was is to have my hero to freeze (for the player) and then walk a path of 2-3 steps south/down after I step on a sensor when I haven't a specific item obtained

Can someone please write an example on how this works?

BR
Hawkinzon

It is all explained with detail in the Lua API:
http://www.solarus-games.org/doc/1.5/lua_api_hero.html#lua_api_hero_walk

You only need to know what strings and booleans are. The notation "[var]" means that the variable "var" is optional.

An example that should make the hero turn in circles (if there is no obstacle in the path) in a loop:
Code (Lua) Select
hero:walk("000222444666", true)

Yes I have been looking into the Lua API but unfortunately it doesn't give me an example of how the strings and booleans can be written.

But thanks alot for the tip! :)

BR
#10
Development / hero:walk(path, [loop, [ignore_obstacles]])
November 24, 2017, 11:28:05 PM
Hi all!

Since I'm totally new to lua scripting I would like someone to explain how this works
hero:walk(path, [loop, [ignore_obstacles]])

I've been reading the documentation for the last two evenings and tried different solutions to get this to work but I can't figure it out.. I understand the function and what it can do, but I can't get it to work.
The function I was is to have my hero to freeze (for the player) and then walk a path of 2-3 steps south/down after I step on a sensor when I haven't a specific item obtained

Can someone please write an example on how this works?

BR
Hawkinzon
#11
Development / Re: Item image won't show
September 26, 2017, 11:29:47 PM
Yes!! That worked :)
The thing is that this item worked before until i downloaded and did put my quest in the .Solarus folder. And now it didn't work..
Wonder were it went wrong along the way..


Well well, it does works now and I'm grateful! :)

BR
Hawkinzon
#12
Development / Re: Item image won't show
September 26, 2017, 10:21:17 PM
Hi Again,

I think I have done everything right (atleast as far as I can see)

The followed have been done

  • Sprite created and png is saved inside MyQuest\data\sprites\items
  • Dialog created for the item when found (See attached file dialogs.dat line #86)
  • Item added to the Quest Editor and the frame is set (only one frame, Size 16x16)
  • Sprite ID is "items/glasses"

Can't see that I have missed anything.

BR
Hawkinzon
#13
Development / [SOLVED] Item image won't show
September 26, 2017, 09:56:07 PM
Hi Everyone,

I am currently working on a item which is working in game, it can be found and will be registred in my inventory and will open e.g doors that require that item.
The problem is that when I get the item from e.g a Chest it will display the dialog but not the image of the item.
I have double checked that the .png image is in the MyQuest\data\sprites\items folder with the correct Dialog ID

Got any ideas about what is going wrong? Can't find any directly tutorial on how to create a new item.
Please let me know if you need any files attached

BR
Hawkinzon
#14
Development / [Solved!!] Quest.dat not found
September 26, 2017, 08:33:46 PM
Found the solution for this. Since I downloaded a new setup of Solarus Game Engine I needed to have a .Solarus folder (mentioned in one of your first Tutorial videos on Youtube). Moved my Quest folder inside the .solarus and ran the Quest editor and now I can open it perfectly!

Thanks for your help!

BR
Hawkinzon
#15
Development / Re: Quest.dat not found
September 26, 2017, 05:55:10 PM
Quote from: Christopho on September 26, 2017, 09:24:51 AM
Are you sure that you open the correct folder (the one containing quest.dat)? Is quest.dat readable?
Can you paste the content of your quest.dat here?

Hi Again!

Here you find the Quest.dat file attached