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Messages - Zefk

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1
General discussion / Re: Free Pixel Art Making Programs
« on: Today at 06:08:41 am »
Zefk, I do the exact same thing. But you have to admit, it's not great to export the entire image, set up the animations, then have to re-export the image for every change. It'd be a lot easier to view animations in the app your animating in.
@max
I use the Export Layers Plugin. It would be a pain to export lots of layers one at a time. On another note, registry.gimp.org is gone!?
https://github.com/khalim19/gimp-plugin-export-layers/releases
https://web.archive.org/web/20171209015125/http://registry.gimp.org/node/28268

Updated: Extension links.

Also, I use the merge all layers if I need to export a single image. You should see it near the bottom when right clicking a layer.

Quote
It'd be a lot easier to view animations in the app your animating in.
This is very true. Gimp should learn from Solarus and make a sprite editor.

Although, Gimp does have - filters > animation > playback

2
@Max
Good point.

Script above: Here

Okay, I finalized the scrolling credits script. You can get the script above for now until I add it to the script section. One can either load it or modify it for require.

Feature added:
+Change direction of the scrolling credits
+Change whether the game pauses during the start of credits (as in suspend)
+Change skip speed and the key's letter

3
General discussion / Re: Free Pixel Art Making Programs
« on: Today at 04:23:28 am »
@Bagu
This video is similar to the one I learned from when I used Photoshop for some pixel art, but I use Gimp and Krita now.
https://www.youtube.com/watch?v=rLdA4Amea7Y

@Max
I just use the Solarus sprite editor to check animation.


4
The "gif" is choppy, but the scrolling credits is working fine on my computer. I think I will go ahead and finalize the script for the book. I should also release a demo in the script section of the forum.

Edit: Did further tests and added a few more features. I updated the script above.

On another note, I made changes on Github: Changelog

5
Okay, scrolling credits is basically done. Not sure if any other feature is needed. (gif is choppy)



Features:
+Change spacing
+Change scroll Speed
+Unlimited lists of text
+Adjust the x-pos of text
+Change the y-pos starting point
+Change the font of any line of text
+Change Color of any line of text
+Change the size of any line of text
+Change the distance of the credits stopping point
+Change finishing sound
+Change option for resetting the game
+Change direction of the scrolling credits
+Change whether the game pauses during the start of credits (as in suspend)
+Change skip speed and the key's letter

6
Scrolling credits for the book. I am making a super simple script based on my name pick script. Still needs a little tweaking. For instance, changing the size of font for one line of text and variable names. (Those will actually be quite easy.)




Some features:
Code: Lua
  1. --The amount of  text to display
  2. local list_box_amount = 7
  3.  
  4. --The space between each character and box.
  5. name_list.spacing = 14
  6.  
  7. --use a font list
  8. name_list.font_list = true
  9.  
  10. --Change characters to show
  11. name_list.hero_name[0] = "Zefk"
  12. name_list.hero_name[1] = "Diarandor"
  13. name_list.hero_name[2] = "Christopho"
  14. name_list.hero_name[3] = "MetalZelda"
  15. name_list.hero_name[4] = "Wrightmat"
  16. name_list.hero_name[5] = "llamazing"
  17. name_list.hero_name[6] = "ffomega"
  18. name_list.hero_name[7] = "None" --This will be my character input script in the future.
  19.  
  20. --Adjust the x-axis of font pack display for the seven names.
  21. name_list.font_x[0] = 160
  22. name_list.font_x[1] = 150
  23. name_list.font_x[2] = 150
  24. name_list.font_x[3] = 150
  25. name_list.font_x[4] = 150
  26. name_list.font_x[5] = 150
  27. name_list.font_x[6] = 150
  28. name_list.font_x[7] = 157
  29.  
  30. --Adjust how far down the name list goes.
  31. name_list.font_y_axis = 25
  32.  
  33. --Change the font package
  34. --Leave it nil to use the Solarus team made bitmap font. (At least in this demo or if you have it in your project.)
  35. --name_list.font = nil
  36. name_list.font = "minecraftia"
  37.  
  38. --Change font size
  39. name_list.font_size = 6
  40.  
  41. --Change color. It was set to snow white (Not white 255,255,255, but snow white 255,250,250. Yeah, they are different.)
  42. --Check in of script for some RGB color values.
  43. name_list.color_type = {255,255,255} --139,0,139

7
Development / Re: [Solved]Timer problem
« on: July 16, 2018, 05:14:41 am »
That does indeed Work. Thanks @Max!  ;D

Code: Lua
  1. function map:on_started()
  2.  
  3. local switches_on= 0
  4.  
  5. for switch in map:get_entities("solid") do
  6.   function switch:on_activated()
  7.     switches_on = switches_on + 1
  8.     if switches_on >= 4 then
  9.       switches_on = 0
  10.       sol.timer.start(5000, function() deactivate_switches() end)
  11.       timer_sound:set_with_sound(true)
  12.     end
  13.   end
  14. end
  15.  
  16. function deactivate_switches()
  17.    for switch in map:get_entities("solid") do
  18.      switch:set_activated(false)
  19.    end
  20. end
  21.  
  22. end

8
Development / Re: Timer problem
« on: July 16, 2018, 02:09:27 am »
The following script is one solution:

Code: Lua
  1. function map:on_started()
  2.  
  3. function solid_1:on_activated()
  4.     if solid_1:is_activated() == true and solid_2:is_activated() == true and solid_3:is_activated() == true and solid_4:is_activated() == true then
  5.       timer_sound = sol.timer.start(5000, function()
  6.         solid_1:set_activated(false)
  7.         solid_2:set_activated(false)
  8.         solid_3:set_activated(false)
  9.         solid_4:set_activated(false)
  10.       end)
  11.       timer_sound:set_with_sound(true)
  12.     end
  13. end
  14.  
  15. function solid_2:on_activated()
  16.     if solid_1:is_activated() == true and solid_2:is_activated() == true and solid_3:is_activated() == true and solid_4:is_activated() == true then
  17.       timer_sound = sol.timer.start(5000, function()
  18.         solid_1:set_activated(false)
  19.         solid_2:set_activated(false)
  20.         solid_3:set_activated(false)
  21.         solid_4:set_activated(false)
  22.       end)
  23.     timer_sound:set_with_sound(true)
  24.     end
  25. end
  26.  
  27. function solid_3:on_activated()
  28.     if solid_1:is_activated() == true and solid_2:is_activated() == true and solid_3:is_activated() == true and solid_4:is_activated() == true then
  29.       timer_sound = sol.timer.start(5000, function()
  30.         solid_1:set_activated(false)
  31.         solid_2:set_activated(false)
  32.         solid_3:set_activated(false)
  33.         solid_4:set_activated(false)
  34.       end)
  35.     timer_sound:set_with_sound(true)
  36.     end
  37. end
  38.  
  39. function solid_4:on_activated()
  40.     if solid_1:is_activated() == true and solid_2:is_activated() == true and solid_3:is_activated() == true and solid_4:is_activated() == true then
  41.       timer_sound = sol.timer.start(5000, function()
  42.         solid_1:set_activated(false)
  43.         solid_2:set_activated(false)
  44.         solid_3:set_activated(false)
  45.         solid_4:set_activated(false)
  46.       end)
  47.     timer_sound:set_with_sound(true)
  48.     end
  49. end

9
Development / [Solved]Timer problem
« on: July 16, 2018, 12:00:52 am »
I have a problem with my script. The switches are suppose to reset after 5 seconds when they are all activated. They do reset, but the one second timer is already running through again and I cannot activate any switches for another 5 seconds.

Code: Lua
  1. function map:on_started()
  2.  
  3.   sol.timer.start(1000, function()
  4.     if solid_1:is_activated() == true and solid_2:is_activated() == true and solid_3:is_activated() == true and solid_4:is_activated() == true then
  5.       sol.timer.start(5000, function()
  6.         solid_1:set_activated(false)
  7.         solid_2:set_activated(false)
  8.         solid_3:set_activated(false)
  9.         solid_4:set_activated(false)
  10.       end)
  11.     end
  12.     return true
  13.   end)
  14.  
  15. end


10
Game art & music / Re: Lake Tileset with Animations
« on: July 11, 2018, 06:17:17 pm »
You do not have to apply any license and people can still use your work if you have given permission.

I personally only use free content or stuff I made. Not just anything I find on the internet. Adding on to your question: Here

There are exceptions with countries fair use laws. Jurisdiction matters in a lot cases or the country you live in, but I avoid using content that is not clearly stated as free for commercial purposes.
https://en.wikipedia.org/wiki/Fair_use
https://en.wikipedia.org/wiki/Copyright_law_of_Japan

11
Game art & music / Project Heroine Sprites
« on: July 11, 2018, 04:13:51 am »
I am showing off the sprites I mentioned in the Female Character Hairstyles topic. So far I got the front, back, and side views finished, but I still need to modify the sprites colors + make the other animations.

These sprites are based off of the Eldrina Sprite I made. Eldrina is a mod of Diarandor's Eldran v1.1 Sprite. This sprites project would not even exist if it was not for Diarandor and I am thankful for his amazing art that just keeps getting better.

Project Heroine Sprites: (Login to view)



For history purposes: Plexa

12
Game art & music / Re: Lake Tileset with Animations
« on: July 10, 2018, 07:53:12 pm »
I like the logs. They can make some nice bridges.

About the License. Would it be something like CC-BY-SA 4.0?

https://creativecommons.org/licenses/by-sa/4.0/

13
Game art & music / Re: Anybody take music commissions/requests?
« on: July 09, 2018, 01:47:53 am »
I assume it is pre-recorded audio? Ie. Not a sequence like MIDI or SNES format. If that is that case (its a format like .wav or .mp3 or embedded in a video) then a new-soundfont remix would be unfeasible, unfortunately. The song would have to be entirely re-made.

Edit. BUT if you have a midi file or similar it would be very easy! Do you have one??

Well, actually, you can convert .wav, ogg, etc to midi. Some ways take more work than others.

Simplest free solution: Bearaudio

Although, Bearaudio will not separate the instruments. Also, Bear is an online converter.



Paid

Melodyne Studios: can do the same as Bear, but it is a paid piece of software. Not sure if it separates instruments. More at YouTube.

AnthemScore: Same as Melodyne Studios, but cheaper price wise and it has a Linux version.

Similar paid software and price comparisons: Here

Free

Bearaudio: Although, Bearaudio will not separate the instruments. Bear is an online converter and deletes your file after 2 hours and it can convert many different file formats. For instance, it can convert WAV, MP3, OGG, AAC, and WMA to MIDI.

Sonic Visualiser: It works on multiple platforms (I use it on Linux), but it takes more work than the others. It shows you a melody spectrum that one can trace on layers and export to Midi. It is a good learner tool. I used this to make opensource music into midi because sometimes their instruments suck, but their music is amazing. ;D

Here is a quick explanation by Hibou57.

AmazingMidi: This can turn a wav file into Midi for Windows.


14
General discussion / Re: A funny thing about forums
« on: July 04, 2018, 06:21:16 pm »
@brlmnd
Too busy with many projects. Also, I need to update my website and forum. Haha  ;D

15
General discussion / A funny thing about forums
« on: July 04, 2018, 01:21:36 am »
A lot of messager services were discontinued, but a space for them still exist on forums. I found it odd that there is no option to just add the type of service one uses.

Discontinued:
AOL Instant Messenger (Discontinued (December 15, 2017)) Wiki
MSN Messenger (Discontinued, 2013) Wiki

Still Exist:
ICQ
YIM





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