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Messages - froggy77

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1
Your scripts / Re: Enemy drop rate and multiple item drops
« on: July 13, 2019, 05:24:59 pm »
This is an interesting script, thank you for sharing it. :)

2
So kewl!  :)

3
Does it work properly now you use version 2.10 of Gimp?

4
Thank you. As I said on Discord, don't hesitate to ask if you have questions about the script. There may be things to change, add or improve.

5
Hello,

Here is in the attached file a python script to add in GIMP. It is supposed to be useful for pixel artists but also for those who rip game maps.

This one is not a Script-Fu, but a Python-Fu. My first script in Python... :)  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-filters-python-fu.html


Where to copy it?
Unzip the folder before to copy it the right place.There are often two directories. You can find their path in:
"Edit" > "Preferences" > "Folders" > "Plug-Ins"


Some explanations
- It appears in the menu /Filters/pixelart-tileset-extractor of GIMP
- It extracts tiles from a tilemap to build quicker a tileset. This excludes tiles from the existing tileset, if any.

Example:
1 min 20 to extract the tiles from this image of 2560x2048 pixels (this represents 20480 tiles of 16px). Here, there is no existing tileset (so it is the layer's name that appears). If there was a tileset, I should have selected it (in "Tileset:")  and tiles already known would have been excluded from the created tileset ("New tileset").



7
Bugs & Feature requests / Re: Multiple Entities Sponaneously Broken
« on: April 11, 2019, 01:20:51 am »

That sprite already exists in that directory, correctly named, and in the correct directory though.
Your answer is incomplete.The fact that a sprite (image file and .dat file) and a script already exist in the correct directory, with the correct name, does not mean that they were added to the quest.

8
Development / Re: HUD: ZL - level (LVL) & experience (XP)
« on: March 06, 2019, 10:50:26 pm »
Sorry for the necropost. It is not my fault; it's Miguelink 64's fault  ;D and its topic named "Simple Leveling up system"

Yeury already sent me an email in 2017 telling me that my script was not up to date for the part "quest_manager.lua".
I did not understand thinking that "quest_manager.lua" was the standard in Solarus scripts. I was completely wrong and I realize that I should review the script, but I would have to go back to the lua.I had a little level to do something nice enough, but I'm rusty today. I do not understand anymore my script (or at least some parts) and I do not even know or put the content of "quest_manager.lua" to be at the current standard of Solarus scripts. I would like a little help.
Thanks in advance.

9
Your scripts / Re: Simple Leveling up system
« on: March 06, 2019, 10:37:47 pm »
It reminds me of a script I made, but yours is at least up to date.
There have been a lot of script sharing recently. Thank you to you and the Solarus community. It's cool.

10
Your scripts / Re: Dialog Box script with Name Displayed
« on: March 06, 2019, 10:06:56 pm »
wow, I'm sure this improvement will be a classic for Solarus. Thanks for sharing.

11
Your scripts / Re: Custom delay for dialogs
« on: March 06, 2019, 09:53:50 pm »
Thank you for sharing. This little effect for the dialog box is a good idea.

12
Your projects / Re: Solarus - ZL project
« on: March 05, 2019, 10:57:20 pm »
Preview for the second one that I named 'Monster' :-[ The sprite sheet and date files will be posted certainly tomorrow.In fact, this monster looks a lot like the original made by LUNARSIGNALS. It's a kind of Yokai.

Quote
EDIT: VoilĂ ! See attachment files.




13
Development / Re: Question on "open" animation of doors
« on: March 04, 2019, 10:27:34 pm »
Ok thanks, I will have to find a solution for this.

14
Your projects / Re: Solarus - ZL project
« on: March 04, 2019, 10:05:28 pm »
Preview of the first dungeon door that I will post normally tomorrow. Just a few final checks before posting the sprite sheet.
I'm inspired by a creation of LUNARSIGNALS (on OGA; see https://opengameart.org/content/overhead-action-rpg-forest).
The other two dungeon entrances will be posted after and are more similar to her/his work.They are doors and enemies at the same time.

It is a kind of teaser  ;) in a 400% zoom.

Quote
EDIT: VoilĂ . See attachment files. boss_slime.dat sholud be placed in a folder named "enemies. The other two dat files should be place with "doors"

Quote
EDIT2: New dungeon_door_slime_dat_files.zip, because "dying" animation should not loop in boss_slime.dat


The same monster but when it has  been defeated:


15
Development / Re: Question on "open" animation of doors
« on: March 02, 2019, 06:08:58 pm »
up
I'm drawing other doors with this time several images for an "open" animation. The fact that this animation is not displayed is annoying. Maybe it is possible with dynamic tiles.

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