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Topics - ZoriaRPG

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Development / Solarus Engine Discussion on AGN
« on: June 24, 2015, 03:14:07 pm »

For those interested, we've been debating working with the Solarus basecode, with pros, cons, and concerns. Anyone who would be able to contribute there, is most welcome.

More of an 'unintended consequence', but:

If you have a faerie in a bottle, and pick up another one, and choose 'store it', you get an error that you don;t have empty bottles, but the faerie isn't released. It's just wasted. You may want to fix that for future releases, especially if a player isn't closely monitoring his bottles. All you need do, is change it so that if it can't put it in the bottle, it re-spawns it close to the player.

That, or run a check to see if there are any full bottles, before offering the choice.


In the L1 block puzzle, it's possible to misalign the block in the small room with the crystal switch. Again, I'm not sure if that's intentional, but it took me half-an-hour to realise that I botched it, with a misalign. Once I realised that, I reset the room and solved it quickly. The puzzle itself isn;t hard, just tedious; but that misalign potential has no recovery possible.

Bugs & Feature requests / Feature Request: Options Menu
« on: May 25, 2015, 05:40:10 am »
Rather than having game options (Volume, Music Volume) only available at the start of a game, it would be nice if the Solarus viewer itself had a menubar, with options to change behaviour, including volume, controller mapping, and the elsewhere mentioned 'pause' option.

I expect that you could add the options inside a game, but I always feel it the duty of the host programme to offer this, in the event that a game creator fails to do it.

General discussion / Possible Forum Bug
« on: May 25, 2015, 05:31:23 am »
I'm not sure if this was intended, but when sending a PM, the default destination is the recipient's profile, not the user's inbox. I think a dialogue 'Message Sent' would be good, no-matter where you forward the user, as the way it is, it doesn't appear that the message was dispatched, and the messages box doesn't show an outgoing messages folder.

I also run SMF, but I stick to the classic 1.x version, because I have too much committed to customisation with it; but I know that in 1.x, the behaviour for this was easy to change.

(For all I know, PMs are broken at present.)

This one sounds straightforward: Add a PNG resource file, for use with sprites/tiles, from inside the Solarus editor.

Place a button 'add' in the sprites editors, select a file from anywhere on the local volume. Then, Solarus copies it into the required directory, and assigns it a name matching the resource ID a user provides.

That would be simpler than manually going to the resource directory, copying, renaming it, and ensuring that it matches.

Also, a 'commit' button, for editing the tile/sprite page, would be nice, so that changes occur only after pressing a button; and a verbose response ('change committed') would be good too. I would make both of these latter two, options enabled by default, that a user could disable in prefs.

At present, all aspects of enemies, and items, must be hardcoded. I would suggest that you consider using templated format enemies, where the sprite, hp, movement, and other parameters can be passed as arguments through an editor pane. This would, be in addition to the present mechanic, and if you would like to see this implemented elsewhere, have a 30-minute walk through ZQuest.

If you pre-load a quest template with enemies, items, and map objects, and allow easy customisation of the enemies, and items, users would be far more ready to adapt, or shift to the Solarus programme.

Bugs & Feature requests / [Solved] Performance bug: Solarus DX
« on: May 25, 2015, 05:03:45 am »
A bug that I, and several mates have noticed (on different hardware), is that during area transitions that do not have a cross-fade, there is about a 1.5 second delay, while Solarus loads the map for the next screen area, in which the game jitters, and the music halts briefly.

We suspect, this to be caused by the Solarus engine, not pre-fetching the next map area, and I have a suggestion for how to fix this: Find the closest map area to where the player is at all times, and keep that loaded in memory, so that the game engine can instantly transition to it. This is relevant only to map areas, where there are screen region transitions.

Clearly, you would only need to pre-fetch touching map areas, and probably only those to which the player is close. Maybe within X pixels of a boundary, to avoid that lag.

Otherwise, I'm quite impressed with the engine itself, although I won;t be giving up ZQuest anytime soon, and in particular, the 50,000 lines of ZScript code that I've created to run with it. I do look forward to learning the Lua language for Solarus; although I think it will take me a while to adjust to the lack of a simple enemy, and item editor.

Bugs & Feature requests / Feature Request: Full Pause
« on: May 25, 2015, 04:58:44 am »
One thing that most gamers love to hate, is when a game has absolutely no way to pause it, and pause the music with it. ...

I'm one of those blokes who has been using ZC for years; and one of the nice features in ZC, is that the programme will pause when you click in the window, or when you defocus the window. This means that you can do things, like take a break, or use Skype, or watch an LP to aid in figuring out a stubborn puzzle; and not have the game continue running, and playing the in-game music.

I have pressed every key, toggled everything that I can find, and short of exiting the viewer, nothing will stop the game running.

Unless I've missed something, it seems there's no way to pause, defocus, or anything of the sort, to have a moment's silence. Aye, I could turn the speakers off; and then, I can't do anything else with the system that's running Solarus viewer, which is to say the least, a big greedy; yes?

Please add a method of fully pausing the game, or at least, disabling sound with a menu of some kind in the Solaris view itself. Pretty please...

Development / Sample Quests, with content?
« on: May 24, 2015, 07:59:42 pm »
I've been a long-time user of ZC/ZQuest, and the idea behind this game engine is interesting, however...

It would be nice if there was a sample quest file, that contained all of the items, enemies, and other game objects that are actually in Solarus DX. You know, like the screenshot on the main page at displays...

Did I miss something?

Is there a way to import all of that into the editor, or a download link for the quest package for the Solarus game?

A default quest, with all of the goodies used in the Solarus game, should be attached to this, IMO, in future builds.

P.S. I should note, that I did manage to merge all the material from the GitHub sources, but I still feel that should be included with the editor as an example quest, rather than a one-room thing. People who want to make all their items from scratch, can do that, but people who want a drag-and-drop Z3 engine, will want something with which to build that.

I need to read the docs for all of this, as I'm trying to figure out how item sprites are linked to the items, as there's nothing seemingly in the item code that determines its sprite. It's all quite interesting, although it'll mean learning yet another language, and specific syntax; so it may be a while before I can get around to doing more than making a quick and dirty test game.

Otherwise, the end-user is stuck creating all of the game objects from scratch, which is essentially saying 'make the whole game engine, again'. I would appreciate some information on this matter, and some example quest files, if possible. Thank you, and cheers.

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