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Messages - Christopho

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1
@ffomega Now that your tilesets are properly versioned, we can modify them ourselves without bothering you every time. For example, I added border set information the other day. Next we will fix things like https://gitlab.com/solarus-games/solarus-alttp-pack/issues/16

The important point to remember is that, whenever you want to modify them, you absolutely need to download their latest version here first:
https://gitlab.com/solarus-games/solarus-alttp-pack/-/archive/dev/solarus-alttp-pack-dev.zip
Otherwise, you would update outdated tileset and lose the contributions other people did. This link always point to the latest development version.

By the way, I found your ALTTP map examples that we thought were lost :) They are also in the git repository now.

2
Development / Re: How does the hero know if they're in a steam?
« on: June 08, 2018, 09:12:39 am »
Streams should not have an effect when the hero is falling. This sounds like a bug.

3
Zelda Return of the Hylian SE / Re: Any news on Oni Link Begins SE?
« on: June 07, 2018, 10:23:45 am »
OLB SE is well advanced, all outside and dungeon maps are done (but not all scripting).
I am not sure when it is finished though, because we are working on a lot of projects at the same time, in particular the 1.6 release.

4
By the way, what is tileset 21?
22, 23 and 24 are for OLB but not 21.

5
I added border sets to your tilesets (both outside and dungeon tilesets):
- Outside tileset: https://raw.githubusercontent.com/solarus-games/solarus-alttp-pack/dev/data/tilesets/out/outside.dat
- Dungeon tilesets: https://raw.githubusercontent.com/solarus-games/solarus-alttp-pack/dev/data/tilesets/dungeon/blue.dat

And more importantly, I a am now maintaining your tilesets in the solarus-alttp-pack repository, and people will be able to get them easily with the 1.6 release :)

6
Development / Re: How does the hero know if they're in a steam?
« on: June 06, 2018, 11:02:11 pm »
For now you have to check as you suggest, in a timer that repeats every 10 ms (1 ms is useless because the steps are 10 ms).
map:get_entities_in_rectangle() will be the fastest solution.

In 1.6, I will add a function hero:is_moved_by_stream(). Thanks for the feedback :)

7
ffomega, where can we find your package with all tilesets and sprites?

8
Thank you so much! This will give much more flexibility to mappers!
(What about fixing the wrong color of grass corners?)

9
Your projects / Re: Ocean's Heart
« on: May 01, 2018, 10:01:27 pm »
Here is the output from my playthrough episode #3, maybe it will help you fix a few bugs:
Code: [Select]
Info: Solarus 1.5.3
Info: Opening quest '/home/christophe/jeux/oceans_heart'
Info: Sound volume: 100
Info: Music volume: 100
Info: Joypad support enabled: true
Info: 2D acceleration: yes
Info: Turbo mode: no
Info: Video mode: normal
Info: LuaJIT: yes (LuaJIT 2.0.4)
Info: Language: en
Info: Lua console: yes
Info: Simulation started
Error: Illegal direction 3 for sprite 'entities/vase' in animation 'on_ground'
Error: Illegal direction 3 for sprite 'entities/crystal' in animation 'orange_lowered'
Error: In maps/goatshead_island/interiors/brute_hq: [string "maps/goatshead_island/interiors/brute_hq.lua"]:56: attempt to index global 'barbell_boss' (a nil value)
Error: In on_started: [string "maps/goatshead_island/interiors/brute_hq.lua"]:19: attempt to call method 'close_doors' (a nil value)
Info: Fullscreen: yes
Info: Fullscreen: no
Error: Illegal direction 1 for sprite 'entities/items' in animation 'apples'
Error: Missing treasure dialog: '_treasure.apples.2'
1
Error: In dialog callback: [string "maps/goatshead_island/crabhook_village.lua"]:80: bad argument #1 to create_enemy (Bad field 'direction' (integer expected, got nil))
1
2
Info: Simulation finished

10
Game art & music / Re: Oceansheart Graphics
« on: April 26, 2018, 06:48:36 pm »
Could you also share the .dat when your share the .png of a tileset? Thanks

11
Your projects / Re: Ocean's Heart
« on: April 26, 2018, 11:24:19 am »
20% only, that's awesome! I can actually do several episodes!

Again I am very impressed by the graphics especially when you say that that are 100% custom. There are as good or better than commercial games. So, right now, only some sound effects are still from Zelda? Great work :)
I love the ambiance of the game, the jokes. And the informal language: even if I don't understand the details, I get the feeling they want to create.

Your work deserves to be known :) As discussed before, we can distribute your assets with a Creative Commons license in the official Solarus Free Resource Pack if you agree (with full credits of course). Also I might do a French translation of the game one day when it is finished!

12
Your projects / Re: Ocean's Heart
« on: April 26, 2018, 10:48:16 am »
Ohhhh did I miss that there was a map? By pressing M?

13
Your projects / Re: Ocean's Heart
« on: April 26, 2018, 09:16:25 am »
Here is episode 1 of my let's play!
https://www.youtube.com/watch?v=vfx6ei9CyxQ

The game really has professional quality, which is amazing. I am so proud that Solarus can be used to make such great projects :) Keep up the great work!

About destructibles size and drawing mode, there are like this for historical reasons. For 1.6 I will add set_drawn_in_y_order() to them. Later they will be able to have different sizes than 16x16. It is already possible to simulate larger destructibles using custom entities, we do that in other projects already.

14
Your projects / Re: Ocean's Heart
« on: April 25, 2018, 02:09:55 pm »
Hey Max, I want to play your game in a live-streaming soon. Can I use the current version linked in the first post?

15
Development / Re: How to create entity over hero?
« on: April 09, 2018, 10:57:47 am »
What kind of entity is it? If it is a custom entity, you can use set_drawn_in_y_order(true).

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