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Messages - Lucifer

Pages: [1] 2
1
Thank you !

2
Bugs & Feature requests / Feature Request : Change the attack sound
« on: May 23, 2018, 07:59:24 pm »
Hi everyone !
I've got a question : how can I change the attack sound in Solarus ? If in my sword.lua item, I change :
Code: Lua
  1. function item:on_using()
  2. sol.audio.play_sound("some ogg sound")
  3. end
I get this :
Error: Cannot find sound file 'sounds/sword1.ogg'
How can I fix this, please ?

3
Bugs & Feature requests / Re: Transitions like alttp
« on: May 23, 2018, 07:55:37 pm »
You can use bsnes shaders.

4
Bugs & Feature requests / Re: Transitions like alttp
« on: May 20, 2018, 11:48:11 am »
Thanks you a lot !

5
Development / Fatal: Failed to create render texture
« on: May 07, 2018, 06:39:37 pm »
Hi everybody ! When I launch my savegame, the game generate an error : "Fatal: Failed to create render texture: Texture dimensions are limited to 2048x2048". But when I check in my files, there isn't any file with a texture more than 2048x2048. Before, I didn't get that error. I'm in 1.6.

6
Bugs & Feature requests / Possible bug: Ennemies can walk in lava
« on: March 24, 2018, 12:44:48 pm »
Hi there !
As you can see, in my fire temple, red Moblins can walk in lava: is that normal ?

7
Bugs & Feature requests / Transitions like alttp
« on: March 24, 2018, 12:35:45 pm »
Hi everybody !
How can I, in Solarus, do a transition by pixelisation, or by a circle around the hero, ike alttp, please ?

8
In scripts\meta\hero.lua, you must change :
Code: Lua
  1. -- Initialize hero behavior specific to this quest.
  2.  
  3. require("scripts/multi_events")
  4.  
  5. local hero_meta = sol.main.get_metatable("hero")
  6.  
  7. local function initialize_hero_features(game)
  8.  
  9.   local hero = game:get_hero()
  10.   hero:set_tunic_sprite_id("main_heroes/eldran")
  11. end
  12.  
  13. -- Set up Eldran hero sprite on any game that starts.
  14. local game_meta = sol.main.get_metatable("game")
  15. game_meta:register_event("on_started", initialize_hero_features)
  16. return true
  17.  

by :

Code: Lua
  1. -- Initialize hero behavior specific to this quest.
  2.  
  3. require("scripts/multi_events")
  4.  
  5. local hero_meta = sol.main.get_metatable("hero")
  6.  
  7. local function initialize_hero_features(game)
  8.  
  9.   local hero = game:get_hero()
  10.   hero:set_tunic_sprite_id("that you want")
  11. end
  12.  
  13. -- Set up Eldran hero sprite on any game that starts.
  14. local game_meta = sol.main.get_metatable("game")
  15. game_meta:register_event("on_started", initialize_hero_features)
  16. return true
  17.  


9
Development / Re: How to change the ground of conveyors belt ?
« on: March 21, 2018, 08:22:08 pm »
Thanks for your fast answer !

10
Development / [Resolved] How to change the ground of conveyors belt ?
« on: March 21, 2018, 08:18:55 pm »
Hi everybody !
I would like to know how to change the ground of conveyor belt (like the Swamp Palace in ALttP), it's for my Water Temple, with water streams.

11
Development / Re: Résolu : Menu de game-over + inventaire en 1.6
« on: March 14, 2018, 05:09:04 pm »
Merci beaucoup, j'ai trouvé en prenant les ressources de alttd.

12
Development / Re: Epée avec 60 pv de dégats
« on: March 14, 2018, 05:08:01 pm »
Thank you very much !

13
Development / Epée avec 60 pv de dégats
« on: February 06, 2018, 12:40:38 pm »
Bonjour à tous !
Comme vous l'avez vu, je souhaiterais intégrer une épée avec 60 de dégats. Malheureusement, je ne connais pas le code à réaliser pour cela.
Pourriez-vous m'aider s'il vous plaît.
En attente de votre réponse,
Cordialement,
Lucifer

14
Development / Re: Menu de game-over + inventaire en 1.6
« on: January 29, 2018, 09:27:49 pm »
 Est-ce bien ceci ?
Code: Lua
  1.   -- Initialize the cursor
  2.   local index = self.game:get_value("pause_inventory_last_item_index") or 0
  3.   local row = math.floor(index / 7)
  4.   local column = index % 7
  5.   self:set_cursor_position(row, column)
  6. end

15
Development / Re: Menu de game-over + inventaire en 1.6
« on: January 29, 2018, 01:04:23 pm »
J'ai regardé, il s'agit d'une erreur d'initialisation...

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