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Messages - Zefk

Pages: [1] 2 3 ... 36
1
Development / Re: Side scrolling functionality
« on: August 11, 2018, 02:13:31 am »
I updated my post and made the side-scroling script somewhat stable: here

It is not perfect, but I could make a side-scroller game with it. I hope it helps someone out there.

Remember to credit Wrightmat because it is his script. I just patched it up.

P.S. I will just silently update the post above if I find bugs.

2
Development / Re: [Solved]Hero state question
« on: August 10, 2018, 12:32:09 am »
Ah, got it and that did fix my problem. It was quite odd because the hero would get stuck on the bow state if I pressed "b" and "down" very quickly on a ladder. Not sure if that is a bug. It could just be me.

Code: ( lua) [Select]
         
          --State is a variable in hero:set_animation()
          --hero:set_animation(state)
          if key == "b" then
            hero:start_bow()
          elseif key == "down" and state == "walking" or state == "ladder" then
            hero:unfreeze()
          end

3
Development / [Solved]Hero state question
« on: August 09, 2018, 11:47:50 pm »
I was wondering if there was a way to set the hero's state? All I noticed in the documentation was hero:get_state().

Sometimes the hero gets stuck on a certain state in my scripts and something like the following would be useful.

Code: ( lua) [Select]
hero:set_state("free")

4
Development / Re: Side scrolling functionality
« on: August 09, 2018, 01:14:13 am »
@Christopho
Ah, I had no idea.

Updated:
  • Added facing direction option when jumping
  • Added a fix for when the hero gets stuck on a ladder when using the bow
  • Added fixes for sword
  • Added fixes for tapping
  • Added fixes for running
  • Added fixes for lifting
  • Added fixes for water - needs to be converted to dynamic and named water
  • Added fixes for block
  • Added fixes for carrying destructible entities
  • Added fixes for boomerang
  • Added fixes for hookshot
  • Added fixes for opening chest
  • Added fixes for hole or falling
  • Added fake death
  • Added script and comment clean up
  • Added fixes for holding multiple keys when carrying

Download Quest: here




The thing I cannot figure out. The hero jumps faster and faster after every death. The only thing I can think of is to use a fake game:start().

Code: ( lua) [Select]
        local map = game:get_map()
        --Fake death
        --map1
        if game:get_value("map1") == true and map:get_id() == "first_map" then
          if game:get_life() == 1 then
            hero:teleport("first_map", "map1", "fade")
            game:set_life(game:get_max_life())
          end
         --map2
         elseif game:get_value("map2") == true and map:get_id() == "map_leave_test" then
          if game:get_life() == 1 then
            hero:teleport("map_leave_test", "map2", "fade")
            game:set_life(game:get_max_life())
          end
        end


5
Development / Re: Side scrolling functionality
« on: August 08, 2018, 08:14:53 am »
Here is a little patch until wrightmat fixes the problem. The hero will not float and get stuck on the jumping animation. Although, it will not prevent the hero from standing still and moving when the right/down or left/down is being pressed at the same time.

Wrightmat's sidescroller script: here
Wrightmat's monster script: here



I think I heard a key on_pressing function was being made. Maybe that could fix the problem.

Patch for game:on_started():
Code: ( lua) [Select]
  function game:on_started()
   local hero = game:get_hero()
    hero:set_tunic_sprite_id("main_heroes/eldran")
    sol.timer.start(gravity, function()
      if self:get_map() ~= nil then
        -- Gravity: move entities down one pixel on every update if there's no collision.
        --   (like with the ground or a platform) and hero not jumping or on a ladder.
        local hero = self:get_hero()
        local x, y, l = hero:get_position()
        if state ~= "jumping" and self:get_map():get_ground(hero:get_position()) ~= "ladder" then
          if not hero:test_obstacles(0, 1) then hero:set_position(x, (y + 1), l) end
        elseif state == "jumping" then
          for i = 1, jump_height do
            if not hero:test_obstacles(0, -1) then hero:set_position(x, (y - 1), l) end
          end
          sol.timer.start(gravity * jump_height, function()
            if self:is_command_pressed("right") or self:is_command_pressed("left") then
              state = "walking"
            else
              state = "stopped"
            end
            --right
            if self:is_command_pressed("right") and self:is_command_pressed("left") then
              hero:set_animation("walking")
              state = "walking"
            else
              state = "stopped"
            end
            if self:is_command_pressed("right") and self:is_command_pressed("up") then
              hero:set_animation("walking")
              state = "walking"
            else
              state = "stopped"
            end
            --left
            if self:is_command_pressed("left") and self:is_command_pressed("right") then
              hero:set_animation("walking")
              state = "walking"
            else
              state = "stopped"
            end
            if self:is_command_pressed("left") and self:is_command_pressed("up") then
              hero:set_animation("walking")
              state = "walking"
            else
              state = "stopped"
            end
            --up
            if self:is_command_pressed("up") and self:is_command_pressed("right") then
              hero:set_animation("walking")
              state = "walking"
            else
              state = "stopped"
            end
            if self:is_command_pressed("up") and self:is_command_pressed("left") then
              hero:set_animation("walking")
              state = "walking"
            else
              state = "stopped"
            end
            if self:is_command_pressed("up") and self:is_command_pressed("down") then
              hero:set_animation("walking")
              state = "walking"
            else
              state = "stopped"
            end
          end)
          hero:set_animation(state)
        end

  function game:on_key_pressed(key)
    local hero = game:get_hero()

    if key == "up" and key == "down" and key == "left" and key == "right"  then
      hero:set_animation("walking")
    else
      hero:set_animation("walking")
    end
  end

Explanation:

I added some checks function game:on_started() to prevent the hero from floating around.

Code: ( lua) [Select]
            --right
            if self:is_command_pressed("right") and self:is_command_pressed("left") then
              hero:set_animation("walking")
              state = "walking"
            else
              state = "stopped"
            end
            if self:is_command_pressed("right") and self:is_command_pressed("up") then
              hero:set_animation("walking")
              state = "walking"
            else
              state = "stopped"
            end
            --left
            if self:is_command_pressed("left") and self:is_command_pressed("right") then
              hero:set_animation("walking")
              state = "walking"
            else
              state = "stopped"
            end
            if self:is_command_pressed("left") and self:is_command_pressed("up") then
              hero:set_animation("walking")
              state = "walking"
            else
              state = "stopped"
            end
            --up
            if self:is_command_pressed("up") and self:is_command_pressed("right") then
              hero:set_animation("walking")
              state = "walking"
            else
              state = "stopped"
            end
            if self:is_command_pressed("up") and self:is_command_pressed("left") then
              hero:set_animation("walking")
              state = "walking"
            else
              state = "stopped"
            end
            if self:is_command_pressed("up") and self:is_command_pressed("down") then
              hero:set_animation("walking")
              state = "walking"
            else
              state = "stopped"
            end

I added this function to prevent the hero from being stuck on the jumping animation.

Code: ( lua) [Select]
  function game:on_key_pressed(key)
    local hero = game:get_hero()

    if key == "up" and key == "down" and key == "left" and key == "right"  then
      hero:set_animation("walking")
    else
      hero:set_animation("walking")
    end
  end

6
Development / Re: Side scrolling functionality
« on: August 08, 2018, 02:40:59 am »
I found a bug when holding down keys.  The hero glides around if I continue to hold the up and right keys at the same time and the hero retains the jump animation if I were to jump while holding the keys.

You can see it near the end of the gif. Ignore the water....I was testing something with a black tile.

7
General discussion / Re: Free Pixel Art Making Programs
« on: August 07, 2018, 09:54:58 pm »
@froggy77
Added it. Those are some nice tutorials.

8
Development / Re: New Debian/Ubuntu Package Location
« on: August 07, 2018, 07:32:45 am »
@Nate-Devv

I have to say thanks for the Ubuntu version! I use it all the time.

9
Your projects / Re: Book Alpha Release
« on: August 03, 2018, 07:55:29 am »
Okay, this is still experimental, but here it is the book!

You can find everything in Github release. The pdf is in the "book" directory.

Github Alpha Release: Here
Website: Here

Please report any errors/suggestions here or on Github and see new commits for fixes

10
Bugs & Feature requests / Re: [Solved]on_removed() warning issue?
« on: July 28, 2018, 07:20:20 pm »
@Diarandor
Ah, I get it now. Thanks for clarifying Diarandor.

Since this is no way a bug. I will mark it as solved.

11
Bugs & Feature requests / Re: on_removed() warning issue?
« on: July 28, 2018, 02:30:00 am »
@Max
I think enemy:on_dead() is a better solution, but I still find it odd.

12
Bugs & Feature requests / [Solved]on_removed() warning issue?
« on: July 28, 2018, 12:48:17 am »
To begin with, this issue does not affect the game play at all and everything works. It is just an annoying warning.

I have this code on a different map.
Code: ( lua) [Select]
  function slime:on_removed()
    bookcase:set_enabled(false)
  end

When I leave the map and go to a different map, I get a warning from the previous map: (I checked and "bookcase" does not exist on the new map.)
Code: [Select]
Error: In on_removed: [string "maps/chain_village/zark_house.lua"]:17: attempt to index global 'bookcase' (a nil value)
Please note: I did not remove the bookcase and it does the same thing when I tested it with a chest entity.

Code: ( lua) [Select]
function slime:on_removed()   
    if not chest:is_open() then
      sol.audio.play_sound("secret")
    end
 end

Code: [Select]
Error: In on_removed: [string "maps/chain_village/zark_house.lua"]:21: attempt to index global 'chest' (a nil value)

I get around the warning by using a save variable.

Code: ( lua) [Select]
  function slime:on_removed()
    if not game:get_value("zark_house_enemy_defeated") == true then
      bookcase:set_enabled(false)
    end
   
    if not game:get_value("zark_house_enemy_defeated") == true then
      if not chest:is_open() then
        sol.audio.play_sound("secret")
      end
    end

    game:set_value("zark_house_enemy_defeated",true)
  end

13
Bugs & Feature requests / Re: [Solved]door function issue?
« on: July 26, 2018, 08:30:16 pm »
@Christopho
No loop, but it seems the "opening" frame delay was the problem. The frame delay was at: 0 ms

It works now. Thank you Christopho!

14
Development / Re: Required Sound Effects?
« on: July 26, 2018, 08:20:14 pm »
Well, this is just a hunch, but did you check the project_db.dat?

They probably still exist there if you did not delete the sounds from the editor.

15
Bugs & Feature requests / Re: door function issue?
« on: July 26, 2018, 07:51:01 pm »
I am pretty sure. Here is an image to prove it. I made sure all the animations existed as stated in the documentation.



Also, I mentioned the function door:is_opening() working.

Code: ( lua) [Select]
 
sol.timer.start(1000, function()
  if door_1:is_opening() == true then
    hero:teleport("chain_village/underground_miniboss", "boss_destination", "fade")
  end
  return true
end)


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