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Messages - Bagu

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Thanks again for the help. I suppose there's probably ways I can work around the bug until it's eventually fixed.

Thanks for the help. Here's a dropbox link:

Development / Shield Animations Reverse Direction for Sword Attacks
« on: May 13, 2018, 07:11:18 pm »
I'm in the process of creating a custom "tall" link sprite, and I'm running into a strange issue with shield animations. The shield's walking animations work fine, but durring sword attacks, the directions get reversed.

In other words, the shield plays the "down" animation during an upwards sword strike, and the "up" animation during a downwards sword strike. I believe Solarus is reversing the shield's left and right sword animations as well, though it's hard to tell since they appear to be clipping behind Link's body.

What could be causing this? You can see from the video that the animation frames and directions are set up just like any other situation.

(Please excuse the WIP art, the frames are very rough and I still have a lot of polishing to do.)

Your projects / Re: AZ2R - Another Zelda 2 Remake
« on: May 07, 2018, 07:46:42 pm »
So, questions. Does anyone know roughly the overworld map size of LTTP if it were in Solarus? I just need a gauge for comparison. I'll be dividing Project Z2R into 4 Maps, 3 Continents and a Mountain Range. Western Hyrule, Death Mountain, Eastern Hyrule and Maze Island.

According to this old reddit thread, the bottom left corner of Zelda 2's overworld map was meant to be a "zoomed out view" of Zelda 1's overworld.

A more direct comparison here.

If this is true, then to recreate Zelda 2's overworld using a "normal" overhead Zelda formula accurately to what Nintendo intended, you would want to built the entirity of Zelda 1's overworld as the bottom-left portion of your map, and then scale the other areas accordingly... padded out with all sorts of newly invented details and smaller zones.

Of course, in the end the results would bear little resemblance to what people remember from Zelda 2 and it would involve a ton of work building out all those new areas. Certainly would be cool, but I'm not sure you'd want to open up that can of worms workload-wise.

Anyway, keep up the good work!

Development / Re: Left Direction of Hero Sprite Goes Blank
« on: May 05, 2018, 04:38:28 am »
Thanks, not sure how I missed that. I wound up changing the animations around for other reasons which alleviated the problem, but I'll definitely look out for that in the future.

Development / Left Direction of Hero Sprite Goes Blank
« on: May 04, 2018, 06:41:50 pm »
I'm experimenting with a larger format "tall" hero sprite (placeholder ripped from Beyond Oasis) and the left direction for my sword animation is going "invisible" despite everything looking fine in quest editor.

Is there some obvious common newbie mistake that causes this?

General discussion / Re: Some Zelda-like games
« on: April 26, 2018, 02:30:29 pm »
Everyone's probably already seen this, but Moonlighter comes out next month:

Swords of Ditto just launched on Steam this week:

Faeland was just funded on Kickstarter within a week's time:

I saw it running at Pax but didn't get a chance to play.

Also, not the right time period, but Eastward looks very nice:

Development / Re: Setting Up A Basic Equipment Menu?
« on: April 24, 2018, 06:47:23 pm »
Thanks for the reminder; I'd been meaning to try out the feather and totally forgot to check it out.

Weird thing I noticed about the shield: by default it doesn't seem to have any effect on enemy projectiles (i.e. I pulled Octoroks from Return of the Hylian). So I added the "minimum_shield_needed" property to the Octoroks' projectiles, and now Link doesn't take damage when facing into them with the shield, but they pass through him and continue flying until they hit another obstacle.

Presumably the enemy class for the stone projectiles need to be modified to destroy themselves when hitting Link's shield, but is there a standardized method of doing this which I missed?

Long term, I would like a build a standalone Zelda-like game with an emphasis on challenging combat similar to Hyper Lighter Drifter or Elysis. Ideally it would include some custom sword and dash/dodge-roll mechanics. I noticed some users here have already posted scripts for similar ideas but I'm still trying to figure them out.

Anyway, I know my skills are present aren't nearly up to the task, so short term I'm just trying to familiarize myself with the engine. I have been playing around with some basic alterations to existing enemy AI and I hope to slowly build from there.

Development / Re: Setting Up A Basic Equipment Menu?
« on: April 24, 2018, 01:00:18 am »
Thanks all for the kind welcome.

If you just want to test an item you can so it by putting something such as...

This is actually a big help. I had tried "game:set_item_assigned" on its own, but without being preceded by "game:get_item", it wasn't working even if I edited my save file to include the item in my inventory first. Following your example, I can at least test with the bow/boomerang/hookshot.

Development / Setting Up A Basic Equipment Menu?
« on: April 23, 2018, 04:21:56 am »
Hi I'm new and I've been following along with Christopho's youtube tutorials and reading through the documentation, but I don't see this too comprehensively answered anywhere.

Basically I just want to be able to equip items to different slots to test them out. I've been able to pull things like enemies and items from the Mystery of Solarus DX/Return of the Hylian/Oni Link Begins source github and have them drop into the map easily, and I was able to replicate the "save on pause" process from Chistopho's video tutorial. Hoever I haven't been able to spot exactly which lua scripts to copy an equipment menu and where to reference it to actually get it to show up.

Can anyone point me in the right direction?

Sorry in advance if this seems like a lazy or stupid question.

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