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Messages - CrookiNari

Pages: [1] 2
1
Your projects / Re: Zelda's Adventure: Solarus Edition
« on: May 25, 2018, 11:31:32 am »
It certainly isn't high on my priorities list, but I was watching the Movements tutorial last night and got frustrated that I couldn't get it to work myself. I'll probably have to address it at a later date.

2
Your projects / Re: Zelda's Adventure: Solarus Edition
« on: May 25, 2018, 04:56:15 am »
Hello all,
I've got an issue with trying to create a walking NPC. There's a guy in AG20 I want to simply walk back and forth by the river, but so far all I've gotten is this error message repeated over and over:
Error: Illegal direction 2 for sprite 'npc/traveller 2' in animation 'walking'
Here is the code:
Code: [Select]
local map = ...
local game = map:get_game()

function map:on_started()

end

local movement = sol.movement.create("path")
  movement:set_path{4,4,4,4,4,0,0,0,0,0}
  movement:set_speed(20)
 
movement:start(traveller2)
end

function traveller2:on_interaction()
game:start_dialog ("plains_traveller")

end

function map:on_opening_transition_finished()

end

3
Out of curiosity, are you able to be enlisted to create a specific track? There's a song I need for my game that isn't from A Link to the Past.

4
Your projects / Re: Zelda's Adventure: Solarus Edition
« on: May 22, 2018, 11:17:51 am »
All right, I've amended those maps so hopefully the drowning issue won't occur. I've also put in a bunch of enemies around the Plain so I'm currently testing balance.

5
Your projects / Re: Zelda's Adventure: Solarus Edition
« on: May 20, 2018, 03:05:08 am »
I think the problem was that they weren't actually shooting rocks, which was because I'd copied the LUA file from another Solarus project, and as a result the script couldn't find the location of the rocks. So I redirected it. If that's not the issue then I'm not entirely sure what I did, but I can post my script if you need it.

6
General discussion / Re: Cooperative game creation
« on: May 20, 2018, 02:19:00 am »
Have you tried watching Christopho's Youtube tutorials? Just learning the mapping will give you a good start on building a game. Also, there are a lot of aspects to making a game, not simply the programming. Are you going to seek help for those aspects as well? Finally, there is BS The Legend of Zelda, which you could probably use as a reference or recycle some of the assets from.

7
Your projects / Re: Zelda's Adventure: Solarus Edition
« on: May 20, 2018, 01:48:54 am »
in latest commit, tree stomp/cabin behind merchand of map Ogbam/af26 is partially traversable
Fixed.

on the other topic
Quote
One thing I'm debating over is reshaping the river separating the Plain from the rest of the overworld. I did my best to try and replicate how it looked in the original game, but I'm not sure I like how it looks and can potentially interfere with moving between screens. So my thought is to simply make it nice and straight across with few curves whatsoever, but if it stays the way it is then it's no skin off my nose. Anybody who plays it, can you give me your thoughts on it?
Reference map: https://i.imgur.com/6seyD8Qr.jpg

one thing to be aware of is that you could fall in the deep water right after a transition if you make a diagonal near the map border (EDIT (2:36 PM french time): aaand, i just got stuck and drowned), so you whould avoiding it when possible, either by making it straight or by adding some obstacles
Could you provide examples of where it's particularly hazardous? I could probably put in some rocks or something to block it off.

Not related, but : i think the Octos are broken/not finished (commit 74fcf05805bf16facff805d5b6ec82ae43858062):

Code: [Select]
Error: In timer callback: enemies/octorok.lua:57: attempt to call method 'go' (a nil value)
stack traceback:
[C]: in function 'go'
enemies/octorok.lua:57: in function <enemies/octorok.lua:49>
Fixed.

8
Your projects / Re: Zelda's Adventure: Solarus Edition
« on: May 18, 2018, 02:05:29 pm »
Code: [Select]
Error: Cannot find quest file 'maps/ae24.dat'
Fatal: Failed to load map data file 'maps/ae24.dat'
This was an issue with the transporter in ae23. Fixed.

In map Forest of Ogbam/af26
Code: [Select]
Error: No such dialog: '' when interacting with left shop item, which has no sprite displayed
Like I said before, the merchant isn't really able to sell stuff yet since I'm yet to learn how shops work. As for the spriteless item, I'm not really sure how to make new items from scratch and how to assign a sprite to them. The item in question happens to be the level 2 shield, by the way.

In map Forest of Ogbam/ag28 : western telestransporter is not set to map Forest of Ogbam/af28
The actual problem with that one is that it was set to the destination icon rather than just scrolling over. Fixed.

In map Forest of Ogbam/ah29 : the witch has no interaction (yet)
That's intentional. The encounter with her is going to be complex, so I'm just leaving her aside for now.

(maybe not a bug) In map Plain of Andor/aj24 : the thirsty woman repeats the same dialog even after accepting her quest
Also intentional. There's a lady at aj22 who does the same thing. Both of them are intended to be minor sidequests, which haven't yet been implemented. I was more concerned with ensuring that the yes and no dialog worked properly since I struggled with it at first.

Dying after entering/leaving indoors/under_ag32, sends back to 01. Shrine of Earth/ca07 with the following message :
Code: [Select]
Error: The savegame refers to a non-existing map: 'Forest of Ogbam/ag32'
I find that odd, and don't really know what to do about it. Ideally, you'd start back at the centre of Vision Henge on loading game and death, unless saved inside a dungeon. The only reason that ca07 is where you end up is because it's chronologically first in all the maps.

In map Vision Henge/visionhenge6
Code: [Select]
Fatal: Missing previous surface for scrolling when trying to go south
Another mapping issue. Fixed.

This is really good stuff you're doing here. I super appreciate it!  ;D

9
Your projects / Re: Zelda's Adventure: Solarus Edition
« on: May 18, 2018, 12:22:36 pm »
  • NPC/signs that refer to dialogs that do not exist (yet) and trigger errors (by the way, you should never use spaces in dialog ids)
Code: [Select]
Error: No such dialog: 'sign.river source'
Error: No such dialog: 'moblin_inn.lady'
Error: No such dialog: 'moblin_inn.traveler'
Error: No such dialog: 'moblin_inn.patron'
Error: No such dialog: 'moblin_inn.innkeeper'
Error: No such dialog: 'sign.moblin inn'
Error: No such dialog: 'sign.forest of ogbam'
  • the exit teletansporter of map 01. Shrine of Earth/ca07 is inaccessible

The Shrine of Earth error is very probably some mapping error I can fix, and since I'll be going over that folder again eventually I'll probably fix it then. As for the dialog, I know they work on my computer so it's most likely a case of me forgetting to update the Language folder on my GitHub. This has now been fixed.

10
Your projects / Re: Zelda's Adventure: Solarus Edition
« on: May 18, 2018, 11:45:50 am »
Hello, i am playtesting your demo.
Some remark : the github repo is not recognized as a valid quest by the editor, had to manually make a "data" folder for it to work.
Hmm, I haven't had people say that yet, but I'll keep it in mind for when I next update it.

  • most NPC/signs refer to dialogs that do not exist (yet) and trigger errors (by the way, you should never use spaces in dialog ids)
The comment about spaces is noted, but can you give examples of what you mean? I know that the forest merchant can't really sell stuff yet but I thought that the NPCs I'd implemented so far spoke like they should.

11
Bugs & Feature requests / Re: Transitions like alttp
« on: May 18, 2018, 11:19:30 am »
I know that I'm going to have dark places in my game, so making it easy would be greatly welcomed by me.

12
Your projects / Re: Zelda's Adventure: Solarus Edition
« on: May 18, 2018, 11:17:23 am »
So, here's my current to-do list:
- Create overworld+dungeon maps
- Implement all basic enemies
- Communicate with sprite artist about boss movements
- Make maps more dynamic with bushes, pots, weeds, enemies, stones etc.
- Write dialogue script
- Implement and test all items
- Work out what to do with mini-bosses
- Recruit quest designer to help with minor heart piece quests and mini games
- Recruit programmer to help with complex functions like chest generation and door puzzles
- Flesh out NPCs to enable better interactions and major trading sequence
- Recruit musician to remix title theme
- Complete hero sprite sheets
- Add NPC sprites

If you think you can help out with any of the above, do get in contact with me and we can chat about it.

I'm appreciating the feedback I'm getting so far!

13
Your projects / Re: Zelda's Adventure: Solarus Edition
« on: May 17, 2018, 02:52:10 pm »
Hello all! I've completed the basic mapping for the southern part of Tolemac, including an entrance to the first dungeon (although in its current state you aren't able to explore it all the way through). So now my priority is to go back through the maps and pretty them up a bit with decorative tiles, bushes, stones and enemies in order to create a more dynamic experience. I also need to continue work on Zelda's sprites as she currently swings her sword the wrong way and doesn't have proper pushing, pulling or lifting animations. If you'd like to experience it for yourself, check out my GitHub:
https://github.com/CrookiNari/Zelda-s-Adventure
One thing I'm debating over is reshaping the river separating the Plain from the rest of the overworld. I did my best to try and replicate how it looked in the original game, but I'm not sure I like how it looks and can potentially interfere with moving between screens. So my thought is to simply make it nice and straight across with few curves whatsoever, but if it stays the way it is then it's no skin off my nose. Anybody who plays it, can you give me your thoughts on it?
Reference map: https://i.imgur.com/6seyD8Qr.jpg

14
Your projects / Re: Zelda's Adventure: Solarus Edition
« on: May 04, 2018, 03:00:45 pm »
Oh wow! It worked! I even managed to get the lady at AJ22 to work properly.

Thanks guys!

I'll post updates when the Forest of Ogbam is mapped and I want to try implementing more complex things, though I may need to play around in the Scripts Forum.

15
Your projects / Re: Zelda's Adventure: Solarus Edition
« on: May 04, 2018, 01:32:16 pm »
First of all, you were missing an end statement at line 25 of visionhenge5.lua.

I was also getting errors about missing sounds, so I copied over the sounds from the ALTTP pack to fix it.

Then finally, your real problem is that when you edit the lady NPC entity you have the action "Show a dialog: sample_text" selected. What you want is the "call the map script" option selected instead. Otherwise it does not use the on_interaction() part of your script.

I thought that might have been an issue. It was giving me error messages but I wasn't sure what to do. Fixed that.

Whoops, must have overlooked that too. Fixed now.

Ok, what's the syntax look like for that? Like I said, I thought I followed the tutorial exactly but I must have misunderstood something somewhere.

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