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Messages - Christopho

Pages: [1] 2 3 ... 76
1
Game art & music / Re: Struggle with hyrule castle tileset
« on: October 22, 2018, 11:43:14 pm »
Actually, look at Zelda ROTH SE, I think there is the configuration you are looking for.

2
Game art & music / Re: Struggle with hyrule castle tileset
« on: October 20, 2018, 12:52:37 pm »
Some tiles need to overlap to make it work. Open an existing project like Zelda Mystery of Solarus DX to see how I did it.

3
You have this behavior because game:on_command_pressed() is called before the on_command_pressed() of game menus.

4
Development / Re: Cutscene troubles (as menu)
« on: October 12, 2018, 12:40:14 pm »
You stored the game on the cutscene table (cutscene.game), but you are trying to access it just with "game".

5
I guess it is because the attack is not allowed during the item state. Try to call item:set_finished() just before hero:start_attack().

6
Development / Re: Wait, I don't understand how "require" works
« on: October 11, 2018, 08:27:38 pm »
sol.main.game does not exist yet (i.e. is nil) at the time your script is executed. And your script is executed the first time you require() it, so most likely long before you assign something to sol.main.game.

7
Development / Re: Cutscene troubles (as menu)
« on: October 10, 2018, 01:33:10 pm »
You can add an initialization function to your cutscene table, and store the game from there:
Code: Lua
  1. local cutscene = {}
  2.  
  3. function cutscene:initialize(game)
  4.   cutscene.game = game
  5. end
  6.  
  7. function cutscene:on_started()
  8.  
  9. ...
  10.  
and call this function just before starting your menu.

8
Development / Re: Slowdown after leaving the game on for a while
« on: September 30, 2018, 12:48:08 am »
We fixed some performance issues in Solarus 1.6. Can you compile the dev branch of the repository to see if you still have the problem?

9
Development / Re: How to filter an entity iterator?
« on: September 25, 2018, 09:35:34 pm »
We are planning to do this in Solarus 1.7: https://gitlab.com/solarus-games/solarus/issues/843

10
General discussion / Re: We have moved
« on: September 20, 2018, 12:28:42 pm »
And here is the link: https://discord.gg/yYHjJHt

11
Yes ! I will definetely think about this in future maps.

12
Development / Re: Solarus 1.6 early?
« on: September 02, 2018, 11:01:44 am »
Early 1.6 development versions can be used at your own risks :)

13
Secret of Mana :P

14
Development / Re: Disable brandish for all items in chests
« on: August 20, 2018, 09:30:39 pm »
I think you may have a confusion between your bomb item and your bomb counter.

If you replace "bomb" by a simpler item in your code (like "lamp"), I guess it will work.

Bombs like the bow & arrows: in my games, I have
- an item for the bow (which is saved and has a counter),
- another item for arrows (which is not saved but its effect is to increase the bow counter),
- and even a third one for the quiver (which is saved and whose effect is to change the maximum value of the bow counter).
It may seem complicated, but when you think about it, you don't have a lot of other choices.

Bombs work exactly the same in my games:
- an item "bombs_counter" for the bombs counter (which is saved and has a counter),
- another item "bomb" for individual bombs (which is not saved but its effect is to increase the bombs counter),
- and even a third one "bomb_bag" (which is saved and whose effect is to change the maximum value of the bombs counter).

So, once you understand that, it does not make sense to set the variant of item "bomb" to 1, since it is not an item that has a saved possession state (assuming your items are named like mine!). So, I guess you should just change the amount of the bombs counter instead of trying to give a bomb item.

Code: Lua
  1. game:get_item("bombs_counter"):add_amount(1)

15
Development / Re: Disable brandish for all items in chests
« on: August 20, 2018, 05:34:36 pm »
Custom properties are a new feature of 1.6, so not released yet.

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