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Messages - ffomega

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It's funny you mentioned that xD I was actually working on a complete remap of the original LttP, complete with dungeons.  But I am not skilled at lua, and cannot recreate a lot of the original features of LttP, such as:

Large rocks.
These are the big rocks that the hero can lift once he obtains the power glove and/or titan's mitt, but are unable to move while holding.  It would be simple enough to just use four of the small rocks, but there should have been an option to change their sizes (from a 1x1 (16x16), to a 2x2 (32x32), as well as the option to allow the hero to move while holding the rock.

LttP bombs.
The current bombs in the solarus engine can be placed, lifted, and thrown.  However, these bombs explode upon impact whereas the LttP bombs can be picked up and thrown as many times as you like until they explode.  These require a custom entity currently.

Traversable spikes.
The 'prickle' terrain type cannot be traversed.  The hero is immediately halted upon touching it.  This too requires a cutom entity.

The solutions for these problems, as Chris and others have stated, can be solved using custom entities.  However, I am a mapper and not a scripter.  While custom entities make for a more robust gameplay feature, and can make the game feel unique and all its own, I feel as though there should be a few more options for these types of built in entities, such as the ability to allow bombs to be more like their lttP counterparts, and the ability to alter their ignition time (the time it takes for them to detonate).  A great example would be to make the option numerical, zero makes the bomb remote and can be detonated upon command, and anything higher than zero makes the bomb timed.  As for traversable prickles, the terrain could be made into a separate terrain type--shallow lava or poison.  These would allow the hero to take damage while still being able to move around.  Such terrains would make areas like a Miasma swamp or forest, or a volcano in which you would need be allowed to walk on shallow areas of lava if you had enough hearts.

A number of the items are still missing from those available (such as the three medallions.  I was also planning to reorganize the tileset for the overworld, but considering the time it took me to make it what it is today, and given the past several months I have been unable to work on it, I have decided to leave it as is for now.

I had a very grand idea that might interest anyone here: I was planning to make a sort of collector's edition to Solarus eventually, that contained several different versions of A Link to the Past:

1. The SNES version
2. A Master Quest version of the SNES
3. The GBA version (which would be identical to the SNES, but with the inclusion of the Four Sword Dungeon)
4. A Master Quest of the GBA version
5. A (possible) version of the Ancient Stone Tablets (all four weeks combined into one game)
6. perhaps a Master Quest version of the Ancient Stone Tablets.
7. Randomized versions of all games (very much like the LttP Randomizer, which allowed you to create seeds of the game which randomizes all the chests' contents in the game.  This one would be simple enough that all you'd need to do is create a randomized item list in the script, and then use that item list to fill each chest).

For those unfamiliar, Ocarina of Time has a Master Quest, in which the N64 version (ported to GameCube) had an overworld map which was pretty much left intact, but all the dungeons were rearranged and were more difficult.  In the 3DS remake, the overworld was completely mirrored, and included the more difficult rearranged dungeons.  Currently, I have been working on the maps for the Master Quest version of A Link to the Past, which will have a mirrored version of Hyrule and the Dark World, and rearranged dungeons, like Ocarina of Time 3D. 

It is unknown yet whether I will continue with this rather massive project.  However if anyone is interested in the idea feel free to offer help on it.  If enough people are invested in it, I may create a whole post for it in the development section of the forum.  I am not going to be able to do this one all by myself, as I am just one person and have other projects I am working on, obligations to servers on discord and other things as well.

Game art & music / Re: missing tiles in Absolute Hyrule Map Package
« on: September 25, 2017, 03:42:45 pm »
There is a reason why that is the case.  I was working with a tileset that I originally made for a fan game, but the game was scrapped.  As a result, some of the tile patterns appear different.  However I am going back into the tileset image and redoing a lot of the patterns to better closely match LttP.  The tileset will also be better optimized.  As for the location of the small trees, they are found in the section of the tileset with all the other trees and rock formations.  The colors of the trees are located in the sections where the tree tops are.

yes I am sorry the original file host I was using decided to update their services and now the site is too convoluted and confusing to use.  As a result I had to relocate to the solarus-games webhost thanks to Chris' help.  However there are bound to be images and files that I have overlooked....I'll be sure to upload images as I discover which ones are broken.  Thanks for telling me, and apologies for not being as active.  A lot of things have happened both online and irl so progress has been very slow

General discussion / Re: An example of the Engine.
« on: July 28, 2017, 09:44:52 pm »
Very nice :) Do you plan on making a fully-functional engine using LttP-like items?

Your scripts / Re: fog: Add fog to your map !
« on: July 01, 2017, 02:22:56 pm »
I created a much simpler way to add fog to your maps, using a singular overlay that is built right into my tileset, that uses parallax scrolling.  Simply take it, and (if you like, any one of the semi-transparent tiles located at the top of the tileset, fit it over the entire map, making sure it is on the highest layer, separate from all other tile patterns.  You may choose to make it dynamic (in case you want to have a script attached to it, for instance, creating a fog overlay for before the hero obtains the master swordd, and then having it destroyed or not created when he has it).

Thank you so much for the support :)

Attantion everyone! I left an update on the first page of this thread, stating that changes were made to the map pack.  These changes should not alter your current maps, UNLESS you used Jabu-jabu for your maps.

Please forgive the inconvenience!

Happy Mapping!!

Game art & music / Re: Tilesets for Oni-Link Begins: Solarus Edition
« on: June 21, 2017, 11:26:29 pm »
That's awesome! Thank you, Chris!!

Game art & music / Tilesets for Oni-Link Begins: Solarus Edition
« on: June 21, 2017, 06:38:22 am »
In a few of his live streams, Chris has mentioned that he was in need of certain tileset recolors for some of the maps used in Oni-Link begins.  Earlier today, I told him that I would make tilesets for him.  He said in the stream that he only needed the images, and that he would just use an existing data file.  So if any of you wish to use these tilesets for your own maps, you will need to pick an absolute dungeon tileset data file, as well as an absolute dungeon entities data file, and rename them to match the names of the images listed here.

Take note: These WILL NOT be included in my official Hyrule Maps Package, as they are not an official color within A Link to the Past.  My tilesets only include (with the exceptions of ADT 19 & ADT 20) palettes found within Hyrule Magic.  These were also a request by Chris and therefore will have no need to be added to my pack.

The "Purple" tileset was used in "Map18"

The "Dark Teal" tileset was used in "Map26"

Finally, the "Pale Yellow tileset was used in "Map19"

If you notice any inconsistencies, please leave them in this thread and I will do my best to correct them, and as always...

Happy mapping!

Development / Re: [QUESTION] Traversable prickles?
« on: June 20, 2017, 08:21:06 am »
so far the only thing I was able to do is this:

I created a spiked floor in a map, then I put in the following code into a custom entity:

Code: Lua
  1. local entity = ...
  2. local game = entity:get_game()
  3. local map = entity:get_map()
  5. -- Event called when the custom entity is initialized.
  6. function entity:on_created()
  7.   self:snap_to_grid()
  8.   self:set_modified_ground("traversable")
  9.   self:set_traversable_by("hero", true)
  11.   -- Initialize the properties of your custom entity here,
  12.   -- like the sprite, the size, and whether it can traverse other
  13.   -- entities and be traversed by them.
  14. end

The hero can traverse the entity as expected, but he does not take any damage yet.  I want the code to fundtion like SL1200's code does, allowing the hero to walk on the spikes without taking damage as long as the magic capt is activated.  However, I do not want a knock back, I wand the hero to retain his x and y position and be able to walk on the entity as much as he wants while still taking the damage over time.  This is part of the reason why the "green and purple lava" looking tiles exists in my tilesets.  This entity would be usable with these tiles as well. 

Okay, the map pack has been updated.  All tilesets have been improved with the following bug fixes:

~Tile patterns "stage.6-1" through "stage.2-2" have been changed to "low wall" to allow projectiles to pass through them.
~Tilesets have the addition of "shadow" tiles to allow placing aesthetic darkened shadows on the floors below raised platforms.  Basically to show depth between floors.
~Within the tileset images, the hole corners "hole.corner_reverse.1" through "hole.corner_reverse.4" have been visually improved and now look better.

Thank you to those who noticed these bugs!! Please be sure to update your tilesets accordingly.  These can be downloaded via the entire map pack, or individually from my site on the tilesets page.

Happy Mapping!

yeah Chris is right.  The holes were directly ripped from the game's ram, but can be made to better fit with the tiles.  Also I found a bug and will update it shortly.  It appears there is a repeatable tile in hole_corner.1 and it is not supposed to be repeatable

Thank you very much for bringing that bug to my attentiopn :) all tilesets have been updated to reflect the error.

You may also choose to download the individual parts of the tileset from my website if you would rather not download the entire package all over again :)

Development / Re: Get all map entities?
« on: June 05, 2017, 01:50:45 pm »
I think the best example would be the "Evil Tile".  these are the tiles in dungeons that lift up and fly at the hero, one at a time, with a timed delay between each tile's movements.

Game art & music / Re: Mouhitotsu no Takarajima
« on: May 15, 2017, 11:06:21 am »
yeah everything is fine, 000webhost decided to update their site.  Their instructions were very vague and you can't even message them directly without paying membership fees.  Chris was kind enough to give me space on the solarus-games server so don't worry :) a backup of my site was made weeks prior to the update.  As a result of 000webhost however, I was given no choice but to delete the entire site from their server.  I apologize for the inconvenience, and will redirect you to the new link.

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