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Messages - froggy77

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1
There is a similar question and even a solution in this topic: "A chest created when all the enemies are killed"
It is for chests, but it should be not too difficult to adapt for doors.

2
Game art & music / Re: Oceansheart Graphics
« on: April 29, 2018, 04:27:04 pm »
Happy you like this edit. :)

What was your process to reduce the number of colors?
I reduced the number of colors manually by searching for similar colors one by one, then when the number was less than 256, I used this script (GIMP - script-fu for pixel art - get palette and draw it into another image) to detect unnecessary colors sometimes used for a few pixels.

3
Game art & music / Re: Original art
« on: April 05, 2018, 07:36:50 pm »
It would be better with a multidirectionnal fireball like in "Enemy: Zora" script by Christopho.
However, I like the preparation phase of the shaman when he is creating the fireball.

4
Game art & music / Re: Oceansheart Graphics
« on: April 05, 2018, 07:23:57 pm »
OK thanks! I will do my best and especially I will avoid making a rough draft so you don't need to redraw if you want to keep my work: this will save you time.
My pixel art style is pretty close to yours*, so it shouldn't be too difficult.
Normally, I will give you the result this Sunday.

*(when I finish my creation, in other words, rarely)  ::)

EDIT: It 's done. I had not seen the demo and its more completed tilesets before finishing to edit.
I redrawn the top of the tower, changed flat roofs, trees, reduced the number of colors (sometimes changed the colors) ...
In the second image, I put in white the modified pixels.
It is an indexed color image, because I was not able to attach it on the forum (limit size of 128KB); so the shadow tile is destroyed.



http://forum.solarus-games.org/index.php?action=dlattach;topic=1115.0;attach=629

5
Game art & music / Re: Oceansheart Graphics
« on: April 05, 2018, 06:00:06 pm »
Wow, very good job! It needs some changes, according to me, for the roof, the tower top and some trees.
Can I edit the tileset to show you what I would change?

6
Development / Re: Convert US colour to PAL
« on: February 24, 2018, 11:31:45 pm »
I didn't know the difference of 32 between NTSC and PAL.
I opened this topic "GIMP - script-fu for pixel art - change RGB".
Maybe the script will help. ;)

7
General discussion / GIMP - script-fu for pixel art - change RGB
« on: February 24, 2018, 11:09:28 pm »
Hello,

I created another script to be used with GIMP that it is supposed to be useful for pixel artists.
The aim is to change RGB colors of an image or a selection. I got the idea of ​​this script thanks to this topic "Convert US colour to PAL"

This is a beta version, I hope there will be not too many bugs. Please save your work before. ::)
Don't hesitate to report bugs.

See attachment file

What is this kind of script?
It is explained here: https://docs.gimp.org/en/gimp-concepts-script-fu.html
 (There is often a translation of docs.gimp.org pages, just replace "en" by "fr" to get for example the french page: https://docs.gimp.org/fr/gimp-concepts-script-fu.html , it italian, es spanish, de ...)

Where to copy it?
It is explained here:  https://docs.gimp.org/en/install-script-fu.html

Some explanations

- It appears in the menu /Filters/pixelart-change-rgb of GIMP
- It opens a pop-up window where you can change Red, Green and Blue values.
By default, I add 32 to all colors, but you can change these values editing the script.
SF-ADJUSTMENT    "Red"       '(32 -255 255 1 10 0 SF-SLIDER)
SF-ADJUSTMENT    "Green"   '(32 -255 255 1 10 0 SF-SLIDER)
SF-ADJUSTMENT    "Blue"      '(32 -255 255 1 10 0 SF-SLIDER)
- It allows to add or subtract a value to Red Green Blue (RGB) of the selection or the image and draw the result into another image.
- Maximum of 256 colors in your image or in your selection.
- If there is a selection, only the selected layer and its selection are taken into account.
- If there is no selection, all layers are taken into account.

8
Hello,

I created a script to be used with GIMP that it is supposed to be useful for pixel artists.
The aim is to get the colors palette of an image and to help to detect the similar colors that could be replaced.

This is a beta version, I hope there will be not too many bugs. Please save your work before. ::)
Don't hesitate to report bugs.

See attachment file


What is this kind of script?
It is explained here: https://docs.gimp.org/en/gimp-concepts-script-fu.html
 (There is often a translation of docs.gimp.org pages, just replace "en" by "fr" to get for example the french page: https://docs.gimp.org/fr/gimp-concepts-script-fu.html , it italian, es spanish, de ...)

Where to copy it?
It is explained here:  https://docs.gimp.org/en/install-script-fu.html

Some explanations

- It appears in the menu /Filters/pixelart-get-palette of GIMP
- It opens a pop-up window where you can change the width and the height of the "tile" which represents one color.
By default, I put width = 16 pixels and height = 10 pixels, but you can change these values editing the script.
SF-ADJUSTMENT    "Width"        '(16 1 50 1 10 0 SF-SLIDER)
SF-ADJUSTMENT    "Height"        '(10 1 50 1 10 0 SF-SLIDER)
- It allows to get palette of the selection or the image and draw it into another image.
- There is a maximum of 256 colors in your image or in your selection, otherwise the script will not work.
- If there is a selection, only the selected layer and its selection are taken into account.
- If there is no selection, all layers are taken into account.
- For the moment, the script does not sort colors. Maybe in the future.


Several years ago, I posted some scripts on http://registry.gimp.org/ but the site is still in maintenance. So, why not to share it to Solarus community which is one of my favorite forum and where I noticed several gimp users and pixel artists... ;)

9
Game art & music / Re: Original art
« on: February 06, 2018, 07:56:09 pm »
You have improved a lot since this little pixel art. I have already seen worse on a famous open game art site.  ;D

10
Development / Re: Menu de game-over + inventaire en 1.6
« on: January 14, 2018, 09:30:44 pm »
Cela va être difficile de t'aider sans voir le contenu des fichiers en question, si tu ne connais pas quelques bases du lua et si tu ne comprends pas les messages d'erreur qui sont pourtant dans un anglais assez simple.
Que veulent dire, selon toi, ces lignes d'erreur?
Quote
Error: In on_started: scripts/menus/pause_submenu.lua:39: No value with key 'save_dialog.yes' in strings.dat for language 'fr'
Error: In on_draw: scripts/menus/pause_submenu.lua:110: attempt to index field 'caption_text_2' (a nil value)

11
Your scripts / Re: New rain script
« on: November 19, 2017, 12:06:08 am »
wow, amazing what Solarus engine can do!

Your scripts are awesome, very well commented and quite easy to change to create new effects, that's why I follow your GitHub.

So, I created a fall (autumn) effect with orange leaves from your "snow manager" script. The "fall manager" is a first version, but I like the result.



(I specify the location of files to help newbies. ;)
  • Add these lines in ..\solarus\data\scripts\weather\weather_manager.lua
Code: [Select]
local fall_script_enabled = true
...

Code: [Select]
if fall_script_enabled then
  require("scripts/weather/fall_manager")
else -- Redefine methods to avoid errors.
  function game_meta:get_fall_mode() return nil end
  function game_meta:set_fall_mode(fall_mode) end
  function game_meta:get_world_fall_mode(world) return nil end
  function game_meta:set_world_fall_mode(world, fall_mode) end
end

You can find it here: https://github.com/solarus-games/children-of-solarus/blob/master/data/scripts/weather/weather_manager.lua

  • ..\solarus\data\project_db.dat  (Change it via the editor)
Code: [Select]
sprite{ id = "weather/leaf", description = "weather/leaf" }
  • Don't forget ..\solarus\data\scripts\meta\teletransporter_meta.lua
You can find it here: https://github.com/solarus-games/children-of-solarus/blob/master/data/scripts/meta/teletransporter_meta.lua
  • Also ..\solarus\data\script\multi_events.lua
You can find it here: https://github.com/solarus-games/children-of-solarus/blob/master/data/scripts/multi_events.lua

  • In ..\solarus\data\script\features.lua, add this line:
Code: [Select]
require("scripts/weather/weather_manager")You can find it here: https://github.com/solarus-games/children-of-solarus/blob/master/data/scripts/features.lua
You may need to delete some lines depending on your project, but you must add at least the line. I say that, because myself, I searched to find out why the weather scripts did not work.
  • In your "map".lua, add this line to trigger the effect in the "function map:on_started()"
Code: [Select]
game:set_world_fall_mode("outside", "fall") or "fall_storm" mode instead of "fall" mode.



Note that the current version of the snow manager is already far superior to the one of RPGshit RPGmaker.
lol  ;D

12
Your projects / Re: Solarus - ZL project
« on: November 17, 2017, 06:14:19 pm »
Thanks a lot!


13
Your projects / Re: Solarus - ZL project
« on: November 16, 2017, 10:48:49 pm »
ENEMY:

- An enemy named "horned slime" with one eye from Diarandor's scripts and designs
The zip file contain the slightly modified script. So if there are errors, this is my fault.



sources:
http://forum.solarus-games.org/index.php/topic,707.msg3696.html#msg3696
https://github.com/solarus-games/solarus-sample-quest/tree/dev/data
https://diarandor.deviantart.com/art/Slime-Green-v1-0-598758544
Thanks Diarandor!  :)


- A bloody version for the "enemy_killed" animation




14
Your scripts / Re: Fractals !
« on: November 03, 2017, 07:13:58 pm »
Indeed, it is an interesting concept. Thank you for having added images.
I tested the first script; ouch! "time elapsed :95.834s" to display the result. :o

15
Your scripts / Re: Fractals !
« on: September 19, 2017, 07:43:54 pm »
PhoenixII54> Please, could you add two screenshots for these effects?

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