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Messages - Liu_Kong

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Hi! I totally understood that and read it but I wonder how would I go forward with the Steam API, couldn't find any kind of documentation regarding that

With regards

I don't think you would be able to integrate the Steam API, since that code is proprietary, and thus it can't be mixed with that of Solarus, unless the devs give you special permission, which IMO would defeat the point of it being open-source. It *might* be legally feasible to use a launcher that is integrated with the Steam API and handles that stuff, though.

Either way, you don't need to integrate the Steam API in a game to put it on Steam, the Steam API is only necessary for things like Steam Achievements.

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Zelda Mystery of Solarus DX / Re: Walkthrough Magic Bottle Error?
« on: May 07, 2017, 10:12:54 pm »
OK, it's corrected on the website, and I warned the pdf maker to change the pdf too. Thanks for the info, indeed there was a copy/paste of the list of Piece of Heart, and I forgot to modify this part... Sorry ^^'

Cool, thank you :)

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Zelda Mystery of Solarus DX / Re: Walkthrough Magic Bottle Error?
« on: May 06, 2017, 12:13:39 pm »
Hi, can you tell me where you saw this error exactly? We have some walkthrough online (pdf, website, video)? A link would be helpful :)

I meant the pdf walkthrough:
http://www.solarus-games.org/downloads/zsdx/zsdx_walkthrough_fr.pdf

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Zelda Mystery of Solarus DX / Walkthrough Magic Bottle Error?
« on: May 05, 2017, 07:14:21 pm »
The walkthrough says that the fourth magic bottle is found in the hole to the west of the village, which lies between two cavern entrances, and is near the telepathic cabin. However, no bottle is to be found there... and the text for the fourth bottle's location is the exact same as the text for the fourth piece of heart's location.

The correct location seems to be in the Mountains of Terror, as the title in the magic bottle entry alludes to. It can be seen on the map on page 62.

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Zelda Mystery of Solarus DX / Re: So Good!
« on: May 03, 2017, 11:20:07 am »
I'll be glad to check the other games out once I'm done with DX! I can actually understand French, so that wouldn't be a problem :)

About the graphics, here are some examples:

Cave Walls


Cave Floor


Roads and Railroads


Minecart


There are also many character graphics, such as this dwarf and kobold:





You can see more in the repository:
https://github.com/Andrettin/Wyrmsun/tree/master/graphics

Most of the graphics are licensed under the CC0 (so that they are compatible with any open-source license chosen for a project), but some are dual licensed under the GPLv2 and the CC-BY-SA 3.0.

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Zelda Mystery of Solarus DX / So Good!
« on: May 02, 2017, 08:12:26 pm »
The game is so good :) Definitely one of the best open-source games I've played. The level of polish is pretty high.

I never got much into the 3D Zelda games, since the change in perspective made them not as enjoyable to me as A Link to the Past, Link's Awakening and etc. were. I had beaten all 2D Zelda games, and it is nice to have a new one to play :)

I look forward to playing Children of Solarus someday as well! Having an entirely open-source Zelda-like game would be pretty cool. Although the Zelda world is interesting, I don't personally feel a particularly strong connection to it; it's more the Zelda-like gameplay that I enjoy.

If you are in need of sprites for Children of Solarus, let me know! I develop an open-source 2D game that utilizes a similar perspective, and I have been commissioning graphics from professional pixel artists for quite some time now, so that the game has a sizable collection of assets (all under open-source licenses, of course). Those could be useful to you. Even if you don't use them as they are, you could modify them for your purposes.

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Development / Re: Bring hero back?
« on: May 01, 2017, 12:39:43 pm »
I am wondering if there is a way to being the hero behind other entities without changing the layer. The reason is for my push and pull animation.

I tried hero:bring_to_back(), but the documentation does mention that the hero is not affected by this.

Animation looks funny:
Changing the length of her arms and legs would make her look like she is doing some sort of monkey dance. The only way this could work is if I make the excuse that she has telekinesis psychic powers.


Hero needs to be sent to back:




What I want it to look like, but it has a bug: (In this case...I chopped the heroines legs off.)



I would need to cancel the push/pull animation for everything, but the block. What would be the best way to disable push and pull for everything, but the block entity?

Hmm... maybe for entities/heroes/etc. drawing order should be determined by tile position? So that entities in tiles with lower Y get drawn first, giving the effect that you wish.

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Game art & music / Custom Sprites in ALttP Style
« on: April 28, 2017, 04:47:54 pm »
The purpose of this topic is to post custom spritesheets in ALttP style, should it be useful for others. Note that I am not the author of any of the spritesheets posted here - credit the original author and not me if you use them.

Link (with blond hair and other changes) (by Xander, son of Xereus):


Link (dance moves) (by DJvenom):


Link (Ocarina of Time design) and Epona (by DarkLink):


Deku Link (by amh1010):


Rauru (by Oldskoolmario):


Sheik (by Oldskoolmario):


Skull Kid (by Pepeztyle):

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