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Messages - dpro_games

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1
Development / Re: Error 1.5 -> 1.6
« on: December 27, 2018, 12:36:27 pm »
Okay, I will see what I can do

Thank you

2
Development / Error 1.5 -> 1.6
« on: December 27, 2018, 12:18:15 pm »
Hello, I have error since I updated my quest to 1.6... I don't know why, maybe some function has changed ? What I need to do

Code: [Select]
Error: bad argument #1 to sol.timer.start (game, item, map, entity, menu or sol.main expected, got table), will use a default context instead
stack traceback:
[C]: at 0x017e4540
[C]: in function 'start'
scripts/hud/hearts.lua:93: in function 'check'
scripts/hud/hearts.lua:158: in function 'new'
scripts/menus/savegames.lua:347: in function 'read_savegames'
scripts/menus/savegames.lua:51: in function <scripts/menus/savegames.lua:9>
[C]: in function 'start'
main.lua:53: in function <main.lua:50>
[C]: in function 'stop'
scripts/menus/title.lua:345: in function 'skip_menu'
scripts/menus/title.lua:218: in function <scripts/menus/title.lua:217>
(Thread 0xefc01c0)

Thank for the help

3
Development / Re: solarus-run.exe icon
« on: March 08, 2018, 01:38:05 am »
Sorry but I'm going to speak French.


J'ai pas mal regarder dans le github de solarus par moi même. Pour changer l'icone lors de la compilation il me suffirait de changer le "default_icon.png" (gui/ressources/images) avant de recompiler ?
J'ai une autre question : c'est le gitub de la 1.6, non ? -> Je ne vais pas avoir des problème à cause de ça après ?
Merci d'avance

4
Development / Re: solarus-run.exe icon
« on: March 07, 2018, 08:41:48 pm »
Ok thanks for the answer. The idea of the shorcut is not what I am wanted.

So what is the esiest way to recompile it? With what compiler (code blocks)? I'am a total beginner, do you think I can do it?

5
Development / solarus-run.exe icon
« on: March 07, 2018, 08:19:01 pm »
Hello, I don't know how to change the .exe icon. I have already done the pics with all the needed size but I don't know how to set it to the .exe which launch the game directly.
Thank to help me  :)

6
Development / Re: Convert US colour to PAL
« on: February 21, 2018, 10:04:58 pm »
Thank you so much ! This is exactly the type of answer I wanted !

7
Development / Convert US colour to PAL
« on: February 20, 2018, 11:45:02 am »
Hello I'm using a Pal version of the big Hyrule tileset availible on the forum, but the entities are still in the US colour, how can I fix that ?

Thank you

8
Development / Compile for RETROPIE ?
« on: January 09, 2018, 08:09:21 pm »
Hello there,
I have already all setup on my raspberry pi 3 to create a solarus console with retropie. All work, I mean there are the main project which work pretty well. As mentioned here https://github.com/RetroPie/RetroPie-Setup/wiki/Solarus I can add my own game. BUT, how can I do that? I developed my game on windows with solarus 1.5.3. I have my "data.solarus" and now... What do I am supposed to do with all this?

Thanks for your help!  :)

9
Development / Re: Save file ?
« on: November 24, 2017, 09:22:13 am »
Okay thank for the answer  :)
But I think I will bring my computer to school, it will be easier than ask someone to create the file from an administrator session... Moreover, I'm not sure than the problem come from there.
I mean when I run the game the console show:

Info: Solarus 1.5.3
Info: Opening quest 'C:/Users/--my_name--.TLPU090/Desktop/solarus'


And stop here, but I don't really know what happened

10
Development / Save file ?
« on: November 24, 2017, 09:09:30 am »
Hello, I working on a project with the solarus engine in my school but I can run the quest. I think the probleme come from the save file which cannot be created because of my "student session" can't write on the local disk but only on a serveur. So, how can I change the path to say to solarus than it need to create the file on the serveur and load the save from it ?

Thank you to help me  :)

11
Development / Re: How to use: chest:on_opened() ?
« on: July 12, 2017, 06:54:13 pm »
I found by myself, that's work !  :D
I use this line:
Code: [Select]
hero:start_treasure(treasure_item, [treasure_variant, [treasure_savegame_variable, [callback]]])To give the treasure to the hero when he open the chest.

Thanks you for helped me !  :D :D

12
Development / Re: How to use: chest:on_opened() ?
« on: July 12, 2017, 06:33:15 pm »
It work but there is still a problem... When I open the chest, the value is increase but the hero don't get the sword in the chest. May I need to give the sword by the code but I don't know the line which give the item like if the player open a chest...
Thank to help me.

13
Development / Re: How to use: chest:on_opened() ?
« on: July 11, 2017, 05:04:32 pm »
I just want to detect when the chest is open to open a door.

14
Development / Re: How to use: chest:on_opened() ?
« on: July 11, 2017, 04:55:15 pm »
Thank for the answere
With this code
Code: [Select]
function sword_chest:on_opened(sword, 1, "sword_chest_save")
  hero:unfreeze()
  chest_open = chest_open + 1
  test()
end

I have another error
Error: Failed to load script 'maps/dungeons/tuto/place_holder': [string "maps/dungeons/tuto/place_holder.lua"]:5: <name> or '...' expected near '1'

I don't understand why...

15
Development / [SOLVED] How to use: chest:on_opened() ?
« on: July 11, 2017, 12:16:00 pm »
Hello, I create this code to increment a value when this chest is open but I have this error :
Error: Failed to load script 'maps/dungeons/tuto/place_holder': [string "maps/dungeons/tuto/place_holder.lua"]:5: <name> or '...' expected near '"sword"'

Code: [Select]
function sword_chest:on_opened("sword", 1, "sword_chest_save")
  hero:unfreeze()
  chest_open = chest_open + 1
  test()
end

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