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Topics - boaromayo

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1
Your scripts / Custom delay for dialogs
« on: March 06, 2019, 02:22:36 pm »
This feature took two and a half hours of programming and testing last night to get this right, but here it is!

I made some modifications to the dialog_box.lua script in the Solarus 1.6 sample quest. For this script add-on, the dialog can pause for any amount of time instead of using the default dialog box script, which only allows for a 1-second delay.

To get this working, use the '$' character, along with the '|' (pipe) character, then in between brackets, set the amount of time (in milliseconds) the dialog is paused, like so:

$|[sec]: the delay in milliseconds (Don't forget the '|' character!)

Sample dialog here:
Code: [Select]
dialog{
  id = "beavers.eater.1",
  text = [[
$|\[500\].$|\[1000\].$|\[1000\].$|\[1000\]I was hungry.
]]
,
}

Note: When editing the dialogs.dat file directly, you will have to type a backslash before putting in the brackets. When handling it in the editor, it's not needed.

Here is the script in action:



The modified dialog box.lua script is attached below (script is under the GNU GPL v3 license, script author by Christopho, special thanks to him!).

2
Bugs & Feature requests / Cutscene builder bug
« on: February 20, 2019, 01:04:06 pm »
I'm using std::gregwar's cutscene builder for my game, and for some reason, this error pops up whenever .hero_start_treasure() is called:

Quote
Error: In timer callback: [string "scripts/maps/cutscene.lua"]:252: bad argument #2 to start_treasure (integer expected, got function))

I tried using different arguments to call that function, but that same error prompt still pops up.

Here's snippets of my cutscene code:

Code: [Select]
function map:cutscene()
    -- Some other code here...
    .set_direction(hero,0)
    .dont_wait_for.hero_animation("walking")
    .movement(
      {
        type = "target",
        entity = hero,
        properties = {
          speed = 80,
          target = {124,200},
          smooth = true,
          ignore_obstacles = true
        }
      })
    .dont_wait_for.hero_animation("stopped")
    .wait(500)
    .hero_start_treasure("prison_key", 1, "prison_key_get") -- This is where an error is triggered.
    .exec(game:set_value("main_story", 2))
    -- More code below...

Could this be a bug in the cutscene builder?

3
General discussion / Introductions
« on: June 26, 2018, 10:45:59 pm »
Haven't introduced myself formally yet, so hi there, Solarus community!

How I heard about Solarus was from a dissertation paper (Link: http://beckylavender.co.uk/portfolio/the-zelda-dungeon-generator/) I read last year about generating random Zelda dungeons. After finding out that the scripting language for this engine uses Lua, and out of curiosity, I downloaded Solarus.

I'm adept with OOP languages such as Java, C++, and Ruby, and I'm also familiar with other game engines like RPG Maker and Unity.

Currently, I'm planning to use the Solarus engine to make a quest called The Epic of Den. Originally, this game was meant to be coded completely in Java, but I lost interest in the project.

Hope we can get along and make great open-source games!  :)

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