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Messages - ponderitus

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1
Your projects / Re: Ocean's Heart Beta Testing
« on: April 15, 2019, 09:28:17 am »
Hey!

Awesome to hear you are so far through man...so quickly as well

I'd love to test it out, is there anything in particular you want us to focus on?

2
Development / Re: stop_dialog
« on: March 08, 2019, 07:25:50 pm »
i dont know, i havent got to setting positioning yet thats a problem for later, ive tried putting it in my script a few ways but havent been successful yet

3
Development / Re: stop_dialog
« on: March 08, 2019, 11:31:26 am »
to add to this, how do you change the style of the dialog box to "empty"? do you put it as a property inside the "languages > en" or is it defined inside the map?

the dialog_box.lua says there's either a "box" or "empty" style and "box" is the default

4
Development / Re: stop_dialog
« on: March 08, 2019, 10:45:15 am »
ok, so i think i get it now, i was calling a function inside the dialog which meant the timer wasn't being activated, also that i was calling the timer in context of the map not the game, so it should work like this? by calling the timer alongside the dialog

Code: [Select]
game:start_dialog("this_needs_interupting")
sol.timer.start(game, 1000, function()
game:stop_dialog()
end)

is this right? It works...lol. Is there a way to call the next lines of a dialog in this way?

most of the dialog i'd like to work in this way only has 3 lines anyway (or can be changed) so its not a huge problem, just trying to learn

5
Development / Re: stop_dialog
« on: March 08, 2019, 10:13:32 am »
yeah i understand that that i just wrote that as an example of what i wanted to happen, is there a way to unpause the game whilst in the dialog? do you mean changing the timer to "game" instead of "map"?

6
Development / stop_dialog
« on: March 07, 2019, 09:28:28 pm »
hey, how do you get a dialog box to close itself rather than having to have an action pressed? is this possible? Id only want to use this in "cutscenes" and such, not in regular interactions with npc's

eg
Code: [Select]
game:start_dialog("this_needs_interupting", function()
  sol.timer.start(map, 1000, function()
  game:stop_dialog()
  end)
end)

according to the documentation this is possible but i cant seem to make it work, would it also need a different function if the dialog was more than 3 lines? (not a problem to make things 3 lines if dialogs can be "auto closed")

7
Development / Re: combos...again
« on: February 12, 2019, 10:09:34 am »
ok cool that sounds like a good way to go about it, waaaaaaaaay to advanced for what i can do at the moment though so ill look into it later when I'm hopefully more adept

8
Development / Re: video mode
« on: February 12, 2019, 10:06:16 am »
wow, that fixed everything. thanks for all your help over the last few days. As for the translating I dont really know how id do that, I learnt all that i know from Christopho's tutorials a few years back and then reading scripts. I wish they had never finished there's still so so much to learn. As for now though the game can switch between English and French no problem so maybe its ok already? (French probably makes no sense as i cant speak it lol)

9
Development / Re: combos...again
« on: February 11, 2019, 03:37:26 pm »
I was thinking about making a punch then kick just so that punch isnt constantly being spammed, i was trying to make Dbz characters and even though it looks pretty cool them spamming punching, it just got me thinking, this is where i got to with them...

https://www.youtube.com/watch?v=wREFt_7-HqE&feature=youtu.be

10
Development / combos...again
« on: February 11, 2019, 09:10:11 am »
I've been thinking about combo's again like many other before and i was wondering whether its possible to have one item call another within a timer to kind of...pretend its a combo

eg... 'item A' on use
       create timer, if 'item A' used again within timer then
        use 'item B'

would this be possible?
is this a stupid way to do it?
is there a better way?

11
Development / Re: video mode
« on: February 11, 2019, 09:01:58 am »
yes that worked for switching it, now when i open the pause_options after changing shader, or starting the game with one active i get this

Info: Shader: 'hq2x'
Error: In on_started: scripts/menus/pause_options.lua:53: bad argument #1 to create (Bad field 'text' (string expected, got shader))
stack traceback:
[C]: at 0x01774540
[C]: in function 'create'
scripts/menus/pause_options.lua:53: in function <scripts/menus/pause_options.lua:32>
[C]: in function 'start'
scripts/menus/pause_submenu.lua:126: in function 'next_submenu'
scripts/menus/pause_map.lua:100: in function <scripts/menus/pause_map.lua:87>

this is 32-60 of pause_options
Code: [Select]
function options_submenu:on_started()

  submenu.on_started(self)

  local font, font_size = language_manager:get_menu_font()
  local width, height = sol.video.get_quest_size()
  local center_x, center_y = width / 2, height / 2

  self.column_color = { 255, 255, 255}
  self.text_color = { 115, 59, 22 }

  self.video_mode_label_text = sol.text_surface.create{
    horizontal_alignment = "left",
    vertical_alignment = "top",
    font = font,
    font_size = font_size,
    text_key = "selection_menu.options.video_mode",
    color = self.text_color,
  }
  self.video_mode_label_text:set_xy(center_x - 50, center_y - 58)

    self.video_mode_text = sol.text_surface.create{ -------------------------------------------------line 53
    horizontal_alignment = "right",
    vertical_alignment = "top",
    font = font,
    font_size = font_size,
    text = sol.video.get_shader(),
    color = self.text_color,
  }

submenu
Code: [Select]
  local submenu_index = self.game:get_value("pause_last_submenu")
  submenu_index = (submenu_index % #submenus) + 1
  self.game:set_value("pause_last_submenu", submenu_index)
  sol.menu.start(self.game.pause_menu, submenus[submenu_index], false)

pause_map
Code: [Select]
  elseif command == "right" then
    self:next_submenu()
    handled = true

I know this option doesnt even work the same anymore, but it would be pretty cool to be able to flick the game into grayscale at the touch of a button, go even more retro and feel like you're on the gameboy  ;D

12
Development / Re: video mode
« on: February 08, 2019, 04:43:28 pm »
i have no idea, this stuff is way to advanced for me to know whats happening, it was a miracle that i got it to work on 1.5 so when it broke changing to 1.6 i died a little inside.

id happily just take out the option to change the "graphics" like i have in the save_game menu. and just start the game in HQ2X. but i cant seem to take it out the options_menu or have the options_menu run correctly without it in

13
Development / Re: video mode
« on: February 08, 2019, 04:23:44 pm »
yeah thanks, that worked for starting the game but doesnt work with the pause menu, im getting all this now

Code: [Select]
Error: In on_started: scripts/menus/pause_options.lua:27: bad argument #1 to create (Bad field 'text' (string expected, got shader))
stack traceback:
[C]: at 0x01774540
[C]: in function 'create'
scripts/menus/pause_options.lua:27: in function <scripts/menus/pause_options.lua:6>
[C]: in function 'start'
scripts/menus/pause_submenu.lua:126: in function 'next_submenu'
scripts/menus/pause_map.lua:100: in function <scripts/menus/pause_map.lua:87>
Error: In on_draw: scripts/menus/pause_options.lua:176: attempt to index field 'cursor_sprite' (a nil value)
stack traceback:
[C]: in function '__index'
scripts/menus/pause_options.lua:176: in function <scripts/menus/pause_options.lua:170>
Error: In on_draw: scripts/menus/pause_options.lua:176: attempt to index field 'cursor_sprite' (a nil value)
stack traceback:
[C]: in function '__index'
scripts/menus/pause_options.lua:176: in function <scripts/menus/pause_options.lua:170>

this second error errors about 100 times but i didnt want to copy it all in.

14
Development / Re: video mode
« on: February 07, 2019, 02:40:15 pm »
yeah its in there,  along with the grayscale, 6xbrx and sepia, with the hq2x.frag.glsl,

as in, it was there beforehand so is not the fix

15
Development / video mode
« on: February 07, 2019, 09:51:14 am »
hey, i used to run this at the start of game set the video mode.
Code: [Select]
function sol.main:on_started()
-- Set Video Mode.
 sol.video.set_mode("hq2x")

but now in 1.6 i get this :-
"Warning: The function sol.video.set_mode() is deprecated since Solarus 1.6. Use sol.video.set_shader() instead."

but when i change this :-
Code: [Select]
-- This function is called when Solarus starts.
function sol.main:on_started()
-- Set Video Mode.
 sol.video.set_shader("hq2x")

i now get this :-
"Error: In on_started: main.lua:15: bad argument #2 to set_shader (shader or nil expected, got no value)
stack traceback:
[C]: at 0x01a54540
[C]: in function 'set_shader'
main.lua:15: in function <main.lua:13>"

I have the same issue in options_menu
Code: [Select]
      if self.cursor_position == 1 then
        -- Change the video mode.
        sol.video.switch_mode()
        self.video_mode_text:set_text(sol.video.get_mode())
      else

Warning: The function sol.video.switch_mode() is deprecated since Solarus 1.6. Use sol.video.set_shader() instead.
Warning: The function sol.video.get_mode() is deprecated since Solarus 1.6. Use sol.video.get_shader() instead.

but when i change that to :-
Code: [Select]
      if self.cursor_position == 1 then
        -- Change the video mode.
--        sol.video.switch_mode()
sol.video.set_shader()
    --    self.video_mode_text:set_text(sol.video.get_mode())
self.video_mode_text:set_text(sol.video.get_shader())
      else

i now get this error :-
"Error: In on_command_pressed: scripts/menus/pause_options.lua:229: bad argument #2 to set_shader (shader or nil expected, got no value)
stack traceback:
[C]: at 0x018d4540
[C]: in function 'set_shader'
scripts/menus/pause_options.lua:229: in function <scripts/menus/pause_options.lua:200>"

I looked at the scripts for the development games and on github and they have the same script in pause_options.

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