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Messages - Diarandor

Pages: [1] 2 3 ... 69
1
Game art & music / Re: Original art
« on: January 07, 2019, 07:41:38 pm »
I'm really used to Gimp for pixel art. Maybe someday I will use Aseprite. ;D
I have the same bug: I tested with "local dir = enemy: get_direction4_to (hero) local" and  with "local dir = sprite: get_direction () ". So I checked in the logs and I did not pay attention to the errors probably related to the fact that I test with "solarus-alttp-pack-master" and not with "children-of-solarus".



Code: [Select]
Info: Simulation started

Error: In on_created: enemies/spiderskull.lua:40: attempt to call method 'set_sprite_damage' (a nil value)

stack traceback:

[C]: in function 'set_sprite_damage'

enemies/spiderskull.lua:40: in function <enemies/spiderskull.lua:28>

Error: In timer callback: enemies/spiderskull.lua:227: attempt to call method 'set_default_behavior_on_hero_shield' (a nil value)

stack traceback:

[C]: in function 'set_default_behavior_on_hero_shield'

enemies/spiderskull.lua:227: in function 'throw_acidball'

enemies/spiderskull.lua:99: in function <enemies/spiderskull.lua:92>

Error: In timer callback: enemies/spiderskull.lua:205: attempt to call method 'allow_hurt_enemies' (a nil value)

stack traceback:

[C]: in function 'allow_hurt_enemies'

enemies/spiderskull.lua:205: in function <enemies/spiderskull.lua:204>

Error: In timer callback: enemies/spiderskull.lua:227: attempt to call method 'set_default_behavior_on_hero_shield' (a nil value)

stack traceback:

[C]: in function 'set_default_behavior_on_hero_shield'

enemies/spiderskull.lua:227: in function 'throw_acidball'

enemies/spiderskull.lua:99: in function <enemies/spiderskull.lua:92>

Error: In timer callback: enemies/spiderskull.lua:205: attempt to call method 'allow_hurt_enemies' (a nil value)

stack traceback:

[C]: in function 'allow_hurt_enemies'

enemies/spiderskull.lua:205: in function <enemies/spiderskull.lua:204>

Error: In on_created: enemies/spiderskull.lua:40: attempt to call method 'set_sprite_damage' (a nil value)

stack traceback:

[C]: in function 'set_sprite_damage'

enemies/spiderskull.lua:40: in function <enemies/spiderskull.lua:28>

Info: Simulation finished

Then there is no such bug. It's just a consequence of the errors you get there because some of those functions are not defined in the scripts of your quest. In any case, there may be some more changes in the enemy scripts of CoS to avoid this type of importing problems, and we have to relocate scripts and sprites in the subfolders of CoS (they should appear in the same way as in the free resource pack).

2
Game art & music / Re: Original art
« on: January 06, 2019, 07:34:29 pm »
I have tested in-game. I saw a bug when the spider throws acid: the animation doesn't always match the direction of the projectile. I don't know if I forgot some scripts.

Otherwise, for the graphic part, a larger body would be more scary, but it is already a good job as usual. I'm doing a 4-color version from your "spiderskull" trying to make it look like a spider like Shelob or Aragog. If it doesn't bother you, I will share the result.

Thanks for notifying about the bug, I will try to reproduce it.

Of course, you can modify it for your purposes. I recommend you to do it in the ".ase" file, which uses layers, so that that info is not lost in your file (you can easily generate pngs from there for the layers you choose). What I would do is to add a new body layer and hide the old one in the aseprite file. Working with layers, although not necessary, is faster and better to share your work with others.

EDIT: it should be fixed now, could you confirm? This is the change:
https://gitlab.com/solarus-games/children-of-solarus/commit/1d6dd0551c62c877b830349e32ff29907e77d7e6

3
Bugs & Feature requests / Re: Some Ideas so I Can Help
« on: January 05, 2019, 09:40:00 am »
About the jumpers, you can open an issue to allow resizing jumpers, so that the jumpers width that you see in the Editor corresponds with their jumping distance of the jumper properties. Also, the jumpers could be shown as semitransparent, to allow seing what is below. Another option is to enlarge the jumper in that way only when the cursor is moved above the jumper. I thought that there was an issue for this, but I cannot find it.

4
Game art & music / Re: Original art
« on: January 04, 2019, 07:37:16 pm »
Those spiders are way too good and I hate them. *shudders*  ;D
Thanks for the feedback! I will keep drawing nasty things... :P

5
Game art & music / Re: Original art
« on: January 03, 2019, 04:27:12 am »
We now have spiders too: https://youtu.be/nrCSjff-4k8

6
Development / Re: Weird Stairs Issue
« on: January 01, 2019, 09:09:28 pm »
The old behavior was a bug. But did you try to make a single stairs entity with a size of 48x16? (You need to do it from a script)
I guess it will be possible to resize stairs in future versions of solarus, right?

If he needs to resize the stairs from scripts, the best way is probably to define the size using custom properties in the editor, and re-define the event "stairs_metatable:on_created()" to use those custom properties to resize the stairs when they are given.
Or even better, maybe he should use custom entities that auto-replace themselves with stairs of the same size, so that he can resize them and see their size in the editor.

7
Development / Re: Weird Stairs Issue
« on: December 31, 2018, 12:38:29 am »
We should have mentioned the tutorial of @ffomega related to this (in the Bridges section):
http://absolute-hyrule-tutorials.solarus-games.org/

8
Development / Re: Weird Stairs Issue
« on: December 27, 2018, 11:29:33 am »
The functions entity.get/set_layer are new in v1.6, so it is normal that you didn't know that one.

9
Development / Re: Making the gameplay faster
« on: December 05, 2018, 07:51:59 pm »
For the sword, just change the frame delay of the animation.
For the grass, as a workaround you can detect the ground below using events and change the walking speed, or use custom states when Solarus 1.6 is released (this is advanced stuff), or just wait for custom grounds when Solarus 1.7 is released around 2023.

10
Development / Re: Lua promises
« on: December 04, 2018, 04:59:38 pm »
And customs states, multiple tilesets, more customization for dynamic tiles (frame number and speed), customization for the hero sprites,...

11
Game art & music / Re: Struggle with hyrule castle tileset
« on: November 05, 2018, 11:20:29 am »
I think that it was because they used the palette from the european version, which I think is a bit different. But I am not sure.

12
General discussion / Re: How loud should sounds be?
« on: November 05, 2018, 11:15:51 am »
IMO, the only important thing is that all your sounds have the same volume (with respect to the other sounds and to the musics).
Also, you can add a menu to change the global volume.

13
General discussion / Re: Need Help With Enemy Scripting
« on: October 28, 2018, 09:03:38 pm »
Some ideas:
1. I would use a straight movement from left to right and viceversa, instead. You can use some event to restart the movement when an obstacle is reached.
2. I think that setting the enemy traversable could fix the problem.

14
Game art & music / Re: Struggle with hyrule castle tileset
« on: October 22, 2018, 08:14:21 pm »
Did you look at some finished castle map in the fangames of the website? You may find good examples there.

15
Your projects / Re: Ocean's Heart
« on: October 16, 2018, 11:16:27 am »
Thanks! I'm not planning on licensing all the graphics, but I am going to release quite a few after I release the game.

Actually, this terminology is wrong. All works have a license, even when you don't choose it (laws nonsensical stuff). The correct is to say that you are not planning to license all as free (as in freedom), but only some of them (the rest would have a non-free license chosen by Max).

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