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Messages - stdgregwar

Pages: [1] 2
1
Bugs & Feature requests / Re: Gles2 error message
« on: May 20, 2019, 10:23:12 pm »
A very late thank you to you 20degree.

This is a very usefull feedback.

Sorry to not have answered sooner.

Greg

2
There is a cross-compiler that can generate WebAssembly or JS from C/C++ :

https://en.wikipedia.org/wiki/Emscripten

If someone motivated manage to compile libsolarus with this (the problem lies in the dependencies) then it is just a matter of 20 lines of JS and html.

I have myself no time to tackle this this semester but I wanted to do this at some point.

Greg

3
Bugs & Feature requests / Re: Android crash
« on: April 18, 2019, 09:17:37 am »
Hi Karl,

Sorry to be rough about the git thing.
While your contribution is appreciated. Could you please put your patch in a code block ?
Also, I had in mind to have virtual buttons not triggering key events but SDL Joypad events. So that
Quests can view the android touch controls as a Joypad.

If you are willing to contribute we are really open to accept merge requests as long as the code
respects the style of the rest of the code base. Since you were able to hack this example so quickly,
consider contributing if you have the time.

Greg

4
Bugs & Feature requests / Re: Android crash
« on: April 15, 2019, 11:36:21 am »
Quote
For compilation, after a checkout of solarus-android and solarus, solarus has to be copied or linked to solarus-android/app/jni/solarus .
   ( this should be in the readme or readme.md ).

No,
you simply forgot to checkout with --recursive option to fetch the solarus repository that is registered as a git submodule. This would have pointed you to
the right solarus commit in which the two other problems you had would not have existed.

I agree the --recursive option should be stated in the options tough.

Greg

5
Your projects / Re: Ocean's Heart Beta Testing
« on: April 14, 2019, 08:56:06 pm »
Hi Max,

Congratulations for reaching so far in the development of your game.
I'm interested in testing it. I can't promess to go through all of it but I
surely can give it a shot.

Looking forward to it!

Greg

6
Development / Re: Building Solarus on the Gameshell
« on: February 28, 2019, 02:47:53 pm »
Hi Dowdheur,

Those separate blendmodes attempt to fix bugs when compositing semi-transparent surfaces on-top of another (with premultiplied alpha).
By reverting this code to "simple" blendmodes you might experience some graphical inaccuracies. But solarus had those for a long time so it will already be a really enjoyable experience.

Also note that as long as you manage to launch the engine with the opengl (GL ES in your case) backend. The SDL graphic code is not used and you will get the full working transparency stuff.

Anyway, thank you very much to put effort into spreading solarus engine a lovely open-source platform. We love it !

Greg.

7
Bugs & Feature requests / Re: Android crash
« on: February 24, 2019, 09:23:15 am »
Hi,

You must probably have found the old hacky android port of Solarus DX which is not done by us.
A new android player for solarus quests is in preparation. This will not be an app generator but a .solarus files player.

But the team is busy with other business for now. I don't really know when this android port will be ready. If you are interested it's  on gitlab :
https://gitlab.com/solarus-games/solarus-android

I would be happy to receive feedback on this one instead.

Thanks

greg

8
Bugs & Feature requests / Re: Cutscene builder bug
« on: February 20, 2019, 05:28:46 pm »
Quote
EDIT: Btw, can the coroutine helper be expanded to have more features, such as freezing or unfreezing the hero, or having the camera move to a certain location on the map? Plus, does this script only work on Solarus 1.6?

Coroutine helper works very differently of cutscene builder. Whereas in cutscene_builder the only actions you could do were things allowed by the script, in coroutines you can call any engine function during the cutscene as long as they do not require waiting. (hero:freeze() for example). For the engine features that take a callback you can use wait_for to suspend the coroutine until the callback is called. I hope this is clear. If you need more help you can ask questions on the discord server.

Happy Making!

9
Bugs & Feature requests / Re: Cutscene builder bug
« on: February 20, 2019, 02:11:27 pm »
Hi boaromayo,

Glad to see you found some use for this old little helper. Where did you found it ? On the forum ?

The fact is that it is no more maintained because Solarus 1.6 can use coroutines to express this kind of asynchronous behaviour.
So yes this could be a bug... but it won't be fixed as  far as i'm concerned.

The new way to write cutscenes (among other things) easily is to use `coroutine_helper.lua` from the free-resource-pack. (https://gitlab.com/solarus-games/solarus-free-resource-pack/blob/dev/data/scripts/coroutine_helper.lua)

This will allow you to write cutscene even more easily.

Best

10
Development / Re: Lua promises
« on: December 04, 2018, 12:13:03 am »
Nice, you can take a look at the changelog.txt in the solarus repo if you are interested in the new features of Solarus 1.6. Like shaders, sprite rotations , scale and more.

11
Development / Re: Lua promises
« on: December 03, 2018, 11:06:37 pm »
Dear Alexgleason,

I was also not satisfied with the look of the code when doing cinematics. And lua is not very famous for the syntax of its promises (the reserved keyword then is iritatingly unavailable). So I saw that lua had a coroutine system. That's why we upgraded solarus to support coroutines and developped an helper that allow to write cutscenes and all kind of asynchronous code without nesting callbacks.

Example :
Code: [Select]
map:start_coroutine(function()
    local options = {
      entities_ignore_suspend = {dungeon_1_entrance}
    }
    map:set_cinematic_mode(true, options)
    sol.audio.stop_music()
    audio_manager:play_sound("others/chest_open")
    local camera = map:get_camera()
    local camera_x, camera_y = camera:get_position()
    local movement1 = sol.movement.create("straight")
    movement1:set_angle(math.pi / 2)
    movement1:set_max_distance(72)
    movement1:set_speed(75)
    movement1:set_ignore_suspend(true)
    movement(movement1, camera)
    wait(1000)
    local shake_config = {
        count = 32,
        amplitude = 4,
        speed = 90
    }
    wait_for(camera.shake,camera,shake_config)
    camera:start_manual()
    camera:set_position(camera_x, camera_y - 72)
    audio_manager:play_sound("others/secret2")
    animation(dungeon_1_entrance:get_sprite(), "opening")
    map:open_dungeon_1()
    local movement2 = sol.movement.create("straight")
    movement2:set_angle(3 * math.pi / 2)
    movement2:set_max_distance(72)
    movement2:set_speed(75)
    movement2:set_ignore_suspend(true)
    movement(movement2, camera)
    map:set_cinematic_mode(false, options)
    camera:start_tracking(hero)
    game:set_value("main_quest_step", 7)
    map:init_music()
  end)

The functions movement, wait, wait_for , animation and others are injected into the execution environment of your unique callback (it has to start somewhere) which is tranformed into a lua coroutine that execute asynchronously.

I can't remember if you are developping your game on solarus-dev or the 1.5.3. But if your game's release is planned for 2019 or beyond you can develop it on the solarus 1.6 dev branch which is coroutine enabled. And we'll be happy to provide the coroutine_helper script and getting started.

Greg

PS:

I plan to adress your Joystick issue but it will be in 1.7 that will be released only god knows when... sorry.

12
Development / Re: Will reflections be possible in 1.6
« on: November 12, 2018, 05:49:50 pm »
Hi Starlock,

Yes it will be possible.  8)

Basically, pretty much any effect that you could do, say on GIMP, will be doable with the shader system.  :D

Greg

13
Development / Re: Has anyone tried compiling Solarus for the web?
« on: November 04, 2018, 09:41:42 am »
Hello AlexGleason,

I looked at emscripten a lot of time and finally choosed to do the android port first.

The difficulty is the fairly high amount of solarus dependencies that need to be met. The second problem is that solarus uses some secondary threads to do some work like music playback and background loading. And emscripten does not support multithreading well... (nor does EScript).

I'm also really looking forward to it but it's not as simple as
Code: [Select]
CXX=emscripten make. But there huge probability that this will be done next year or in few months... When I or another team member finds the time.

Greg

14
Your scripts / Re: [Big Layer] Solarus-online
« on: April 24, 2018, 10:40:16 am »
Wow, I haven't been on here for a while so I've only just seen this...this is amazing! I haven't tested it or anything but it started my imagination going crazy with new types of quest that can be made....new modes and types of gameplay....

can the users interact with eachother? so that you could make something like...zelda bomberman for example? or a battle arena? Not what I intend to use it for, just wondered.

Hi ponderitus,

Yes the users can interact with each other. The library will be cleaned for the release of Solarus 1.6 and proper documentation/tutorials/demo will be made.

No release date is scheduled for 1.6 tough, so stay tuned!

stdgregwar

15
Your scripts / Re: [Big Layer] Solarus-online
« on: January 21, 2018, 02:15:37 am »
Quote
A small remark: LuaJIT is needed because of ffi stuff in Vector.lua. I don't know if you were aware of that but it might be a limitation on some systems. It should be mentioned in the readme if this is normal.

Yes i knew this... and in fact this is not needed... that's a bit silly from me, I took this vector class from another project and forgot that it was LuaJiT only. I will certainly revert it to a plain lua version.

Quote
Anyway… this is a big step for Solarus :D

Glad that you take it this way! ;D

Oh wow so lan multiplayer is now a thing

Not only lan actually, it works quite well across the internet. There is still solutions to be found to smooth the movements when ping increase but this is not a priority.

This is awesomly awesome!!!  ;D

Thanks

What excites me the most is the new ways that it opens in terms of crazy puzzles and quests. Running through dungeons with a squad of 4-8 players, with epic boss fights at the end.

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