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Messages - alexgleason

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This is a super awesome project using Solarus:

And it's heavily documented, making it even better!!

I'm surprised we'd never heard from this person before - I'm going to reach out to her.

General discussion / Discord <-> Matrix bridge status
« on: February 16, 2019, 05:17:11 pm »
Hey all,

Going forward I'm going to use this thread to update the status of the bridge in case anything happens.

Currently (Feb 16, 2019 @ 11am) the bridge is down. The developer was last seen about 12 hours ago saying:

I've updated the Telegram and Discord bridges. The Discord bridge looks to be taking a bit longer to actually apply the update though, and might be down for longer than expected.

This is the longest period of time the bridge has been down since we first set it up December 9th. The rooms are still accessible to Matrix users, they just aren't syncing messaging to/from Discord.

General discussion / 4-color CC0 tileset (8px tiles)
« on: February 16, 2019, 04:16:54 am »
This tileset looks very cool:

It's the first free 8x8 tileset I've seen that would be a good fit for Solarus. The only problem is that many prebuilt entities need to be 16x16 (including the hero). But you can probably get around this with a bit of hacking in the scripts. It would be interesting to see someone build a tiny game with this.

Bugs & Feature requests / Re: Some Ideas so I Can Help
« on: February 12, 2019, 07:19:56 pm »

Bugs & Feature requests / Re: Methods from OLB resources not working?
« on: February 11, 2019, 09:26:33 pm »
You're welcome! Glad I could help.  :)

Development / Re: combos...again
« on: February 11, 2019, 08:53:22 pm »
I'd probably create an "attack queue" on the hero.

It's a history of recent attacks, stored as a Lua table.

When you press "attack":
1. The game reviews the current attack queue,
2. determines what the attack action will be based on that queue,
3. then performs the attack action
4. and pushes it on the queue.

You could add a cooldown timer to the hero, like `hero.cooldown = sol.timer.start(hero, 1000, function() hero:reset_attack_queue() end)`

Then whenever you handle an attack, call `hero.cooldown:set_remaining_time(1000)` to reset the cooldown.

You will probably have to tweak this concept to make it really work, but this is the way I'd approach it.

Bugs & Feature requests / Re: Methods from OLB resources not working?
« on: February 11, 2019, 08:42:46 pm »
I was able to find these methods by searching the OLB GitLab repo for their names:

Check out scripts/equipment.lua, looks like it has what you need:

Development / Re: video mode
« on: February 08, 2019, 04:24:44 pm »
(shader or nil expected, got no value)

Why does it say "no value" instead of "string"?

Bugs & Feature requests / Re: Some Ideas so I Can Help
« on: February 08, 2019, 12:41:09 am »
Here is my suggestion for the world editor:

1. Quest data shouldn't be changed. It doesn't need to be changed. It seems like a bad idea that could introduce bugs. The quest files already give all the data you need.

2. Worlds shouldn't be shown in the file tree. Solarus 1.5's file tree did not reflect the actual filesystem, and in 1.6 there was a deliberate choice to make the file tree reflect *real files in the OS*. I think we should stick to that, because it's a good decision.

3. The world editor should be accessible from Tools > World editor. A dropdown of all worlds is generated from the quest data, and the user can switch between them.

4. The world editor can also be accessed from within any map, by clicking an "edit" button beside the "world" field. This would spawn a world editor tab with that dropdown already chosen.

5. The world editor should show all maps for that world, letting the user click and drag them to any position.

6. Single-clicking a map in the world editor makes it selected. The left sidebar shows that map's coordinates which can also be edited manually.

7. Double-clicking a map in the world editor opens a new tab with that map.

8. When maps are saved, the world editor is automatically refreshed.

Bugs & Feature requests / Re: Some Ideas so I Can Help
« on: January 31, 2019, 01:02:40 am »
> World Editor

Please this!! It would improve map creation to the same caliber as multi-tileset support in 1.6.

Bugs & Feature requests / Re: Where are my savegames stored?
« on: January 30, 2019, 02:33:06 pm »
Apparently you can't create a folder with a period in the beginning using the normal Windows file manager. You could probably use "mkdir .solarus" from the command prompt.

If you want better help, please give a lot more information about what you're trying to achieve, what is happening, and what you expect to happen.

General discussion / testing 123 please ignore
« on: January 29, 2019, 11:55:41 pm »
testing RSS chatbot integration

General discussion / Re: We have moved
« on: January 29, 2019, 11:53:58 pm »
testing Matrix/RSS integration, please ignore

Bugs & Feature requests / Re: Error trying to Run Quest in Ubuntu
« on: January 27, 2019, 05:50:45 pm »
is there any workaround to play or preview quest that I create in Solarus Quest Editor?

You have two options:

1. Use Solarus 1.5.3 (instructions here)
2. Try compiling 1.6 from source. Some users have reported that this works when the Snap doesn't. Instructions.

Bugs & Feature requests / Re: Error trying to Run Quest in Ubuntu
« on: January 27, 2019, 05:33:35 pm »
Hello, today I download Solarus and I have this issue too. I can't run my quest with Solarus editor or other quest with Solarus Quest Launcher. But I can play Ocean's Heart quest (,1107.0.html) with opening the solarus-run.exe with Wine. I install Solarus from snap.

The message when I run quest from Solarus Quest Editor is only this:
Info: Solarus 1.6.0
Info: Opening quest '/home/dito/Solarus/Test_Solarus'

My system specs:
OS: Lubuntu 18.04.1 LTS 64-bit

Thanks for the report. It might be one of these issues:

...which I don't know how to solve.  :(

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