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Messages - Diarandor

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Your projects / Re: project of MMO
« on: Today at 10:34:39 am »
Ok, I understand. I hope you will find someone who can help you with this project, because MMO are cool. :D

Your projects / Re: project of MMO
« on: Today at 07:55:41 am »
Yes, you ave correctly read
I don't think so... :-X XD

I fully agree with Max. To create a team you need to prove that it's worth it and that this is not another project that will be abandoned. You should show your skills and what you have done so far with some videos or images. Did you really abandon the project "Explorer: The Atlantis Journey"?

So... are ffomega and Aminemax the same person? :o

PS: I guess he uses an entity with sprite, and uses the image as the sprite. Chris does the same thing sometimes.

Development / Re: Enemy Timers
« on: March 15, 2018, 12:02:12 pm »
Be careful because apart from timers there are other things reseted (like the animation and current frame of the sprites). I suggest to create a function to re-initialize the state when an enemy is restarted. Making the enemy invincible for a while (0.5s or 1s) would be enough to allow a counterattack from the enemy, forcing the hero to move away temporarily before attacking again.

Development / Re: Moving a dynamically-created entity
« on: March 15, 2018, 05:19:15 am »
Do not give names to bombs: that is useless. Instead, use a variable to store the bomb carried by the boss, if any, and update the variable when necessary.

Development / Re: Enemy Timers
« on: March 15, 2018, 05:12:06 am »
You can make the enemy invincible for a chosen delay when on_restarted is called. That will avoid the infinite loop, and the enemy will be able to attack.

Development / Re: Enemy Timers
« on: March 14, 2018, 07:54:14 am »
It is still doable but a bit tricky. You will need to use variables to store custom states and other info, so that the event "on_restarted" will make different things depending on the state.

Game art & music / Re: Original art
« on: March 10, 2018, 01:16:20 am »
New women sprites!!! Which one is your waifu? ;D

Your scripts / New "debug_dialogs" script
« on: March 08, 2018, 01:45:16 am »
I made a useful script to debug dialogs in our projects: debug_dialogs.lua
I tested it and it works perfect with dialogs without extra info/variables.
I haven't tested it with dialogs that need extra info/variables, so there may be issues in those cases, and I don't know how we could avoid those errors, although I think that does not matter so much.

Your projects / Re: Ocean's Heart
« on: March 07, 2018, 11:11:05 pm »
EDIT: Can you guys see the images, because I can't
Nope, we can't. :o

Your projects / Re: Ocean's Heart
« on: March 07, 2018, 08:42:37 pm »
Yes, something like metroid would be perfect for the map. That is the idea.

Your code above will not work. You are calling on_key_pressed (and the syntax is wrong, the parameter must be a variable), and you need to define it instead. Be careful not to override that function if it is already defined elsewhere (you can also use the multievents script to avoid overriding it).

Your projects / Re: Ocean's Heart
« on: March 07, 2018, 12:28:42 pm »
3) I cannot remember which NPC was that, but it was a woman with broom in some town, and outside the houses. Both issues were in the same dialog.

A) Yes, drowning on a boat is the problem (I swam over them because I used the swimming item of the debug map). I suggest to put some walls in the docks next to the ships, to avoid jumping, or falling, over them.

B) I understand that making a perfect map of the game overworld would be a pain. But still, a rudimentary map showing ONLY in which area the hero is and how are areas connected would be very useful, and I recommend to add it. That is, a graph-like map, more or less, without exact positions and only showing in which area the hero is.

Your projects / Re: Ocean's Heart
« on: March 06, 2018, 11:15:03 pm »
I have not played too much yet and I am a bit lost. But here you have some comments:

1) I confirm the errors found by Ezka. I got these ones:
[Solarus] [340430] Error: No such dialog: '_crystal'
[Solarus] [1495160] Error: Illegal direction 3 for sprite 'entities/vase' in animation 'on_ground'
[Solarus] [1495160] Error: Illegal direction 3 for sprite 'entities/crystal' in animation 'orange_lowered'

2) Misprint in dialog: "The arrows you shoot with be..." -> "... shoot will be..."

3) The girl cleaning with broom outside in town: there are some letters of the text out of dialog box (text too long), and I think there was another misprint in her dialog, but I am not sure.

4) The funniest bug is that you can sell the same honeycomb inifinite times, and hence get rich in an instant.

Unimportant comments (of things that I think are not finished yet): you should not swim over boats but to walk over them, the menus do not show all info like keys and other stuff, a map will be very useful for not getting lost, a menu for deleting saved data will be useful for testers too. I am sure that you are aware of all these things. I will keep playing and sending you more feedback. ;D

Your projects / Re: Ocean's Heart
« on: March 06, 2018, 08:04:17 pm »
I haven't finished testing yet, but 2 questions:
-I guess you haven't replaced all Zelda sounds yet, right? Or are some sounds very similar?
-The starting point was a test map with 3 entrances (in the version I downloaded). Which one is the best one to start? The demo should start in the correct room.

This game is the most beautiful thing I have ever played with Solarus. ;D

Your projects / Re: Ocean's Heart
« on: March 05, 2018, 06:42:30 pm »
Thanks a lot!!! This is great news.
I will test it someday this month and will give you my opinion and suggestions. ;D

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