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Topics - boaromayo

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1
Development / Glitchy Text In Menu
« on: April 25, 2019, 02:32:20 pm »
Hey everyone, there's something I spotted while play-testing my game on the 1.6 Solarus launcher.

The main menu screen (seen here) looks glitchy. Also, the text there was drawn in the wrong place, or squished up together. Was it because of the font I'm using, or was it because of an issue in the game engine itself?

Also, these two errors popped up in the 1.6 version:

Code: [Select]
Error: Invalid tile pattern '169: a tile pattern with a diagonal wall must be square
Error: Invalid tile pattern '171: a tile pattern with a diagonal wall must be square

Note when I play-tested the game on the 1.5 version, no problems came up.

Could those errors be related to the glitches in the menu?

2
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!).

3
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?

4
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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