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Messages - alexgleason

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Solution #3 is possible with shaders that were just introduced in Solarus v1.6. Seem like more effort than it's worth to me. I suppose if you were strictly dealing with palette swaps, then it might not be too bad.

I think it's also possible by drawing a surface of a particular color and using a blend mode.

Your scripts / Re: Dialog Box script with Name Displayed
« on: March 11, 2019, 03:43:01 pm »
I'm considering including a 'photo' of the NPC in the dialog box (kinda like Golden Sun). This is making me question whether putting the NPC name directly in the dialog box is the best solution.

Rather than switching between speakers mid-dialog, there could be separate dialogs for each speaker in a conversation, each with their own properties.

Your scripts / Re: Dialog Box script with Name Displayed
« on: February 26, 2019, 04:16:59 pm »
Here's an example:

I might change the way it looks later, just wanted to get it working for now.

My other changes:

- 3 line text rather than 2 line
- narrower box
- use item_1 instead of attack to skip

Some of my changes were stupid because I didn't fully understand the Solarus API when I made them. I'd like to go back and improve it.

Your scripts / Re: Dialog Box script with Name Displayed
« on: February 25, 2019, 09:10:11 pm »
I implemented this in VOADI - thank you!

I was concerned that it would be hard to merge with my existing script (I modified it from Christopho's original) but Meld made it easy to see the diff side-by-side and click the changes over.

I'm excited to see the impact this feature will have on the quality of my dialogue.

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.

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