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Messages - MetalZelda

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Development / Re: Enemies drowning animation?
« on: March 03, 2018, 12:08:59 pm »
You can code it, using entity:on_removed I guess and then do what Diarandor tell

Your projects / Re: Ocean's Heart
« on: March 01, 2018, 10:36:15 pm »
A big thumbs up for custom graphics and the Minish Cap vibes

It makes no sense to reinvent the wheel 99999999999 times, so, why don't you join Aminemax and do it together?
He has mapped a huge part of the game. He is not a programmer either, so he will be having the same kind of problems that you may have now. I am not sure, but I think there was another person who was trying to remake ALTTP with Solarus, which is another waste of talent that could be used to create something new.

IMHO, it would be much much muuuuuch better if you create a different game, because we all know ALTTP and it can be perfectly played with emulators even on mobile phones. Try not to request too much help from Chris (for the mapping and other things that you can do) because now he is in too many projects, which is overwhelming and the progress is too slow in all of them.

Can't reinvent the wheel but we can reinvent the steering wheel

Pretty sure we can get a 1:1 remake of ALTTP running on Solarus, except on some minor things (Sound echo on cave, World transition (maybe possible using shaders ?)), MoS have a pretty solid base since it was designed to be as close as ALTTP was, and also there exist an ALTTP "graphic pack"
I want to see an ALTTP remake on Solarus though  ;D

Development / Re: Displaying an image on pause
« on: February 27, 2018, 06:31:26 pm »
That's a very simple way

But the best way to display a pause menu, is by doing a menu
You can look at how it is done on Mystery of Solarus DX, that's mostly how I've learned to use Solarus

Development / Re: Animated Tiles in Quest Editor
« on: February 23, 2018, 09:01:12 pm »
you need to get the sprite of the entity first by using

Code: [Select]
Code: Lua
  1. local sprite = entity:get_sprite()
  2. sprite:set_ignore_suspend(true)

Development / Re: Menu de game-over + inventaire en 1.6
« on: January 27, 2018, 01:28:28 pm »
De ce que je vois soit un item n'existe pas (et donc ne peut pas être placé) soit il y'a une erreur d'initialisation. Je pencherais plus pour la 1ere hypothèse.

Your scripts / Re: Character Selection Screen
« on: January 21, 2018, 12:11:12 am »
You can make as many tunics you want, tunic1 ... 3 is only used for MoS DX, game:set_ability("tunic", x) does not have limits I guess

Your scripts / Re: [Big Layer] Solarus-online
« on: January 21, 2018, 12:09:28 am »
Oh wow so lan multiplayer is now a thing

Development / Re: Receptacle
« on: January 21, 2018, 12:06:58 am »
Non, je parle de ton code, celui de ton item

Code: Lua
  1. local item = ...
  2. local game = item:get_game()
  4. function item:on_created()
  5.   self:set_shadow(nil)
  6.   self:set_sound_when_picked(nil)
  7.   self:set_sound_when_brandished("get_heart_container")
  8. end
  11. function item:on_obtaining(variant, savegame_variable)
  13. end
  15. function item:on_obtained(variant, savegame_variable)
  16.   game:add_max_life(4)
  17. end

Your projects / Re: Children of Solarus [official thread]
« on: January 16, 2018, 06:06:20 pm »
Ah yes, Children of Solarus, I remember this. Mercuris Chest will be released first, in 2044, right ?

Looking forward to this, so it's mostly a rework of MoS DX with new stuffs rather then a straight assets mod ?

Understood ? Solarus team are SECRETLY working on a new site, it's a secret to everybody

Development / Re: Receptacle
« on: January 16, 2018, 05:59:58 pm »
J'avais ce genre d'erreur mais ça remonte, surement un truc dans ton code, peux tu le montrer ?

Development / Re: Bouger la caméra
« on: December 31, 2017, 04:10:31 pm »
Oui, il faudrait que tu apprennes le LUA afin d'y connaitre les bases.
Tu devrais suivre les tutoriaux de Christopho, ca peut parfaitement aider a maitriser et l'éditeur, et le LUA dans une forme basique

Your projects / Re: Project Z2R
« on: December 26, 2017, 05:03:54 pm »
The full AoL map consists of 169x118 tiles (of course a lot of that is ocean). Although the map from AoL contains the full map for LoZ, so the scale is obviously much larger than LttP.

There is one missing thing in the AOL map image, the labyrinth before the last palace

For the map size you have 2 solutions

Map the whole map into 1 single huge map (You are prone to lags if you put a lot of entities, rare in Solarus but it can still happen)
"Segment" the maps by linking maps each other

Start with the basic 320x240, then resize the map to your needs, it's fairly easy on Solarus

Development / Re: Bouger la caméra
« on: December 23, 2017, 05:53:48 pm »
Tu as plusieurs facon de faire.

Dans solarus < 1.5, tu peux utiliser une fonction hardcodée map:move_camera
Dans les futures versions, il me semble que cette fonction n'existera plus mais tu peux cependant la coder et modifier son comportement comme bon te semble

On te conseilleras d'utiliser les metatable comme le script ci-dessous

Copies ce code, enregistre le script et dans main.lua, utilise require()

Code: Lua
  1. local map_metatable = sol.main.get_metatable("map")
  3. -- Move the camera
  4. function map_metatable:move_camera(x, y, speed, callback, delay_before, delay_after)
  5.   local camera = self:get_camera()
  6.   local game = self:get_game()
  7.   local hero = self:get_hero()
  9.   delay_before = delay_before or 1000
  10.   delay_after = delay_after or 1000
  12.   local back_x, back_y = camera:get_position_to_track(hero)
  13.   game:set_suspended(true)
  14.   camera:start_manual()
  16.   local movement = sol.movement.create("target")
  17.   movement:set_target(camera:get_position_to_track(x, y))
  18.   movement:set_ignore_obstacles(true)
  19.   movement:set_speed(speed)
  20.   movement:start(camera, function()
  21.     local timer_1 = sol.timer.start(self, delay_before, function()
  22.       callback()
  23.       local timer_2 = sol.timer.start(self, delay_after, function()
  24.         local movement = sol.movement.create("target")
  25.         movement:set_target(back_x, back_y)
  26.         movement:set_ignore_obstacles(true)
  27.         movement:set_speed(speed)
  28.         movement:start(camera, function()
  29.           game:set_suspended(false)
  30.           camera:start_tracking(hero)
  31.           if self.on_camera_back ~= nil then
  32.             self:on_camera_back()
  33.           end
  34.         end)
  35.       end)
  36.       timer_2:set_suspended_with_map(false)
  37.     end)
  38.     timer_1:set_suspended_with_map(false)
  39.   end)
  40. end

Donc, dans ton script, tu devrais utiliser

Code: Lua
  1.   function Switch_a:on_activated()
  2.     local b3_door = map:get_entity("Porte_b_3") -- ?
  3.     local x, y = map:get_entity("Porte_a"):get_position()
  4.     local speed = 90
  6.     map:move_camera(x, y, speed, function()  
  9.       map:open_doors("Porte_a")
  10.     end, 1000, 1000)
  11.   end

General discussion / Re: Aide ennemie mur capteur
« on: December 23, 2017, 12:15:28 am »
Isn't this feature used in ROTH SE ? I remember that enemies reset position when separators has been activated
Else, you might have to deal with distance to trigger ennemies but i'm pretty sure that what you're searching exists in ROTH SE

check for separator_manager.lua or something like this

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