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Messages - PhoenixII54

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1
Actually, the 3 frame limit is to going to belong to the past : the upcoming 1.6 version will -and already does, feel free to check the latest snapshots here- allow to put arbitrary-length tile animations.

2
General discussion / Re: Estpolis sprites
« on: August 29, 2018, 11:04:23 am »
Hi,

For games like Lufia, you're lucky : talented people already ripped maps and sprites, and sites like The Spriters Resource and VGMaps contain many of those rips, so you may want to begin by searching through them first.

On the other side, if you want to extract data yourself, emulators like snes9x (iirc) provide a tile/sprite viewer with palette changing options.

Hope it'll help you on your spriting quest.

3
Bonjour,

j'ai un problème avec une varible de mon script de game manager maison :

Code: Lua
  1. --[[
  2. The game utilities
  3.  
  4. This file manages low-level operations such as save management
  5. and manages game handling operations such as getting/setting hero's parameters
  6. (life, money, position) or initializing the game parameters
  7.  
  8. Include it in your scripts if you need some function that couldn't get in other ways,
  9. especially in menus or for debug purpose.
  10. --]]
  11.  
  12. local gu={}
  13. --[[
  14. +---------------+
  15. | GAME HANDLING |
  16. +---------------+
  17. --]]
  18.  
  19. local file_utils=require("scripts/utilities/files")
  20. --print("[game manager] INFO : Preloading file")
  21. local game=nil
  22.  
  23. local debug={   <---la variable fautive
  24.     enabled=true,
  25.     show_grid_marker=true,
  26.     show_debug_hud=true,
  27. }
  28.  
  29. function gu:is_debug_enabled()
  30.   return debug.enabled
  31. end
  32.  
  33. function gu:show_debug_hud()
  34.   return debug.show_debug_hud
  35. end
  36.  
  37. function gu:show_grid_marker()
  38.   return debug.show_grid_marker
  39. end
  40.  
  41.  
  42. --<plein de fonctions de management de quete>
  43.  
  44. return gu

Quand je lance la quete, j'ai ce message d'erreur :
Code: [Select]
Error: In on_started: scripts/system/game_utils.lua:30: attempt to index upvalue 'debug' (a nil value)
stack traceback:
[C]: in function '__index'
scripts/system/game_utils.lua:30: in function 'is_debug_enabled'
menus/hud.lua:50: in function <menus/hud.lua:41>
[C]: in function 'start'
scripts/system/quest_initializer.lua:28: in function <scripts/system/quest_initializer.lua:27>
quand j'essaye d'appeler la fonction gu:is_debug_enabled() depuis un autre fichier.

Hors, dans le même fichier, j'ai une reference a game qui, elle, fonctionne parfaitement alors qu'elle est déclarée dans le même principe (en local dans la racine du fichier donc).

La question est donc : y a t-il un bug du moteur ou ai-je fait une erreur quelque part ?
Merci de m'aider à éclairer ma lanterne :p


UPDATE : ne surtout PAS appaler une variable locale debug, sinon y a conflit avec une classe debug de Lua. Problème résolu !

4
Your projects / Re: Zelda's Adventure: Solarus Edition
« on: June 14, 2018, 04:21:26 pm »
i tried using your script on my own test map, and it worked perfectly*. The only warning for you is that the movement will stop if your NPC reaches an obstacle. And i have to correct myself : the parenthesis are actually optionnal for a function call with a raw table data for only argument.

*using an already fully configured sprite (ALTTP Zelda)

PS, that means something is likely wrong on your sprite data, and of course your path is wrong : for a back-and-forth movement, you should use opposite directions, (0+4,1+5, 2+6 or 3+7).

5
Your projects / Re: Zelda's Adventure: Solarus Edition
« on: June 14, 2018, 02:33:00 pm »
i think the final problem in your script is that you didn't add the parenthesis around the path data table, and as a consequence the movement:set_path function is not called, resulting in the movement path to not be set at all (note : each path direction is numbered from 0 (east) to 7 (south-east), using the trigonometric rotation (or if you prefer the anti-clockwise rotation))

PS : as max said, using
Code: [Select]
[code= lua]  at start of your code is helpful indeed

6
Your projects / Re: Zelda's Adventure: Solarus Edition
« on: June 14, 2018, 02:05:25 pm »
To be simple, "Boolean"  refers to a binary variable which can mean true (value=1) or false (value=0)

For more information, don't hesitate to use your preferred search engine. it won't bite, and will expand your culture 8)

PS :
to understand the importance of boolean concept, remember that the whole modern conputing concept is based of the Boole algebra

7
Your projects / Re: Zelda's Adventure: Solarus Edition
« on: June 14, 2018, 01:50:31 pm »
Well, at least you got some progress, and that is the most important thing.  :D

your next step is to make your animation loop, and it is fairly simple : right before starting it, just call movement:set_loop(<boolean value>).
Result will be a continuous movement, which will either do a full back-and-forth movement like you intend, or your npc will just go out of the screen forever -or at least until you leave the map or quit the game.

8
Your projects / Re: Zelda's Adventure: Solarus Edition
« on: June 14, 2018, 01:11:31 pm »
Now this is strange, did you add all four directions in your "walking" anmation set?
If yes, then did you set sprite data to each direction? i suppose that you did, but i wanted to have confirmation

PS : Now that i think, did you create the "walking" set at all ?Again, I suppose that you did, but I wanted to have confirmation

9
Your projects / Re: Zelda's Adventure: Solarus Edition
« on: June 14, 2018, 11:22:25 am »
Self-quote from before, since it is an already known issue :

The problem is that the engine expects NPC to have 4 sprite directions, and i suppose you only put 2 in your animation. To fix this, you must duplicate some of its directions to have all 4 required, in case you want to add more to the path.

Another thing to precise is that your movement might not loop as you scripted it.Use movement:set_loop() to define whever you want it to loop or not.

Also, you can use timers to enhance your moves, like, walk to point A, wait, turn left, wait, go to point B, wait, etc. I suppose it is not in your priorities yet, but it will definetely add live to your NPC.

Precision : Sprite directions counting always starts from 0, by convention. and reference to : right (0), up (1), left(2) and down (3).

Yes, programming can be difficult, especially for beginners, but by training and not fearing to make mistakes, you will make constant progress as long as you take the time to understand why a particular mistake has been done.

Anyway, hope it helps you fixing this error ;)

10
Your projects / Re: Zelda's Adventure: Solarus Edition
« on: June 13, 2018, 01:35:21 pm »
Aww, i think there are some basic Lua notions you need to understand :

1. when you define functions using
Code: Lua
  1. function <id>
, the content of the parenthesis is the declaration of variable(s) that you want to be passed on call
so doing
Code: Lua
  1. function map:on_started(movement:start(traveller_2))
is not correct and is likely to generate odd behaviour if not triggering an error.

2. in line :
Code: Lua
  1.   movement:set_path{4,4,4,4,4,0,0,0,0,0}
you forgot the parenthesis around the list content, since you wnt to call the set_path function. (which may be why you got the error message in the first place)

3. finally, your movement will never be started since your function call is misplaced (see 1.).

That's all for now, try fixing your script from all points above, and let me know if it is OK.

11
Your projects / Zelda MoS DX - Boss Keys-style progression graphic
« on: June 12, 2018, 11:35:48 pm »
Hello everybody,

Lately, I have been watching a series called "Boss Keys", made by Mark Brown (channel) , who intended to analyze all Zelda games, and building a progression graphics from critical path.
As a challenge, and pushed by the Gitter chat people, I decided to train myself on the Solarus team's first game: Zelda Mystery of Solarus DX.

And... what you are about to see is the result of my analyzis work: a full graph of every dungeon, including the secret one.

Download it here, while it's hot!

Feel free to make any remark and/or suggestion, i'll be glad to answer/enhance it all.

Enjoy!

12
Yup, there is a way to fix it, too.

Hint : Find an official iPhone iFeather provider...

13
Your projects / Re: Zelda's Adventure: Solarus Edition
« on: June 03, 2018, 03:24:56 pm »
Your problem is that :
1. you are trying to call a reference of movement, but it doesn't exist anymore (when the on_started function finishes, everything defined with local in it is destroyed -or restored to it's previous value if it was already declared outside)
2. you are redeclaring the start() function, which works, because lua allows it, but in your case, would just anihilate it's normal behavior, and as such,  never trigger the movement to actually start.

To fix it, you must place your movement:start inside the on_started function, and remove the function keyword (as well as the associated end keyword)

14
Your projects / Re: Zelda's Adventure: Solarus Edition
« on: May 28, 2018, 02:27:34 pm »
He's talking about this snippet of code:

Code: Lua
  1. local movement = sol.movement.create("path")
  2.   movement:set_path{4,4,4,4,4,0,0,0,0,0}
  3.   movement:set_speed(20)
  4.  
  5. movement:start(traveller2)
  6. end

Either this a copy-paste error, or you did forget the function decleration, but in any case, if i executed it, i would get this error message (not in this exact format, but whatever) :
Code: [Select]
Error : unexpected symbol "end" at line 13:1

15
Your projects / Re: Zelda's Adventure: Solarus Edition
« on: May 25, 2018, 11:20:45 am »
The problem is that the engine expects NPC to have 4 sprite directions, and i suppose you only put 2 in your animation. To fix this, you must duplicate some of its directions to have all 4 required, in case you want to add more to the path.

Another thing to precise is that your movement might not loop as you scripted it.Use movement:set_loop() to define whever you want it to loop or not.

Also, you can use timers to enhance your moves, like, walk to point A, wait, turn left, wait, go to point B, wait, etc. I suppose it is not in your priorities yet, but it will definetely add live to your NPC.

 

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