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Messages - santiago_itzcoatl

Pages: [1]
1
Development / Re: Solarus Quest - Docset (OSX, Windows, Linux)
« on: April 16, 2018, 08:42:16 am »
Yes, that is because Zeal gets its docsets from Dash. Zeal User Contributions also comes from Dash's user-contributed docsets.
I just had to upload it to the Dash's user-contributed docsets on Github.

Please let me know if something is wrong with Zeal as I haven't tested it there yet. But I assume it will have no problems.

I'm very happy about at least there is one person who found it useful.  :)


2
Development / Re: Solarus Quest - Docset (OSX, Windows, Linux)
« on: April 11, 2018, 06:53:21 am »
Do you know how to get it into the official list (so we can download Solarus docset in Dash/Zeal) ?

It's already on Dash user contributed docsets, so you can download it from the actual Dash app. Just search for it on the downloads section.

3
Development / Re: Solarus Quest - Docset (OSX, Windows, Linux)
« on: April 02, 2018, 03:32:22 pm »

 :)

4
Your projects / Re: iOS port
« on: March 20, 2018, 12:41:50 pm »
sorry for the necropost, I'm just catching with the engine in general.

¿can I still test your package?

5
Development / Re: Generating a map image from map .dat file
« on: March 12, 2018, 02:20:21 am »

great !

6
Development / Re: Diagonal directions for hero
« on: March 10, 2018, 11:49:21 pm »
The same code but for game commands instead of keys

Code: [Select]
    function hero:on_position_changed(x, y, layer)
       
        -- Set diagonal movements for key
       
        if (game:is_command_pressed("right") and not game:is_command_pressed("up") and not game:is_command_pressed("down")) then
            hero:set_tunic_sprite_id("her/her-normal")
        end
       
        if (game:is_command_pressed("left") and not game:is_command_pressed("up") and not game:is_command_pressed("down")) then
            hero:set_tunic_sprite_id("her/her-normal")
        end
       
        if (game:is_command_pressed("up") and not game:is_command_pressed("right") and not game:is_command_pressed("left")) then
            hero:set_tunic_sprite_id("her/her-normal")
        end
       
        if (game:is_command_pressed("down") and not game:is_command_pressed("right") and not game:is_command_pressed("left")) then
            hero:set_tunic_sprite_id("her/her-normal")
        end
       
        if (game:is_command_pressed("left") and game:is_command_pressed("up") ) then
            hero:set_tunic_sprite_id("her/her-diagonal")
            hero:set_direction(1)
        end
       
        if (game:is_command_pressed("left") and game:is_command_pressed("down") ) then
            hero:set_tunic_sprite_id("her/her-diagonal")
            hero:set_direction(2)
        end
       
        if (game:is_command_pressed("right") and game:is_command_pressed("up") ) then
            hero:set_tunic_sprite_id("her/her-diagonal")
            hero:set_direction(0)
        end
       
        if (game:is_command_pressed("right") and game:is_command_pressed("down") ) then
            hero:set_tunic_sprite_id("her/her-diagonal")
            hero:set_direction(3)
        end
       
    end

7
Development / Re: Diagonal directions for hero
« on: March 10, 2018, 07:31:21 pm »
 :D

I came out with a simple solution, one that at least works pretty fine for me.
Still, I have not tried it with other animations, just with normal walking/stopped animations but I guess it should work.

It uses 2 sprites, one with the normal directions, and another one with the additional 4 diagonal directions,
then I switch the sprites and assigned the directions as needed.
I had trouble because there was a feedback from the key events, some simple logic worked as a fix.

There should be a more elegant solution, but as I said it works nicely for me right now.

This goes inside the hero.lua file

Code: [Select]
local function initialize_hero_features(game)

    local hero = game:get_hero()
    hero:set_tunic_sprite_id("her/her-normal")
   
    function hero:on_position_changed(x, y, layer)
       
        -- Set diagonal movements
       
        if (sol.input.is_key_pressed("right") and not sol.input.is_key_pressed("up") and not sol.input.is_key_pressed("down")) then
            hero:set_tunic_sprite_id("her/her-normal")
        end
       
        if (sol.input.is_key_pressed("left") and not sol.input.is_key_pressed("up") and not sol.input.is_key_pressed("down")) then
            hero:set_tunic_sprite_id("her/her-normal")
        end
       
        if (sol.input.is_key_pressed("up") and not sol.input.is_key_pressed("right") and not sol.input.is_key_pressed("left")) then
            hero:set_tunic_sprite_id("her/her-normal")
        end
       
        if (sol.input.is_key_pressed("down") and not sol.input.is_key_pressed("right") and not sol.input.is_key_pressed("left")) then
            hero:set_tunic_sprite_id("her/her-normal")
        end
       
        if (sol.input.is_key_pressed("left") and sol.input.is_key_pressed("up") ) then
            hero:set_tunic_sprite_id("her/her-diagonal")
            hero:set_direction(1)
        end
       
        if (sol.input.is_key_pressed("left") and sol.input.is_key_pressed("down") ) then
            hero:set_tunic_sprite_id("her/her-diagonal")
            hero:set_direction(2)
        end
       
        if (sol.input.is_key_pressed("right") and sol.input.is_key_pressed("up") ) then
            hero:set_tunic_sprite_id("her/her-diagonal")
            hero:set_direction(0)
        end
       
        if (sol.input.is_key_pressed("right") and sol.input.is_key_pressed("down") ) then
            hero:set_tunic_sprite_id("her/her-diagonal")
            hero:set_direction(3)
        end
       
    end
   
end

8
Development / Solarus Quest - Docset (OSX, Windows, Linux)
« on: March 10, 2018, 05:38:30 pm »
 :)

Hi everybody, I just did a Dash Docset for anyone using Dash on OSX.
If you don't know Dash, it's a great tool for search and organise all of your API's documentation.

It's configurated with all the methods, functions and events, as well as a category tree structure following the order in the official documentation.
I will update the Docset to follow the latest versions.




The Docset can be downloaded directly from:
https://github.com/santiagoitzcoatl/Dash-User-Contributions/tree/master/docsets/solarus

Mirror:
http://santiagoitzcoatl.net/Solarus/

About Dash:
https://kapeli.com/dash

A similar documentation browser for Linux and Windows that could use the same Docset
https://zealdocs.org/




9
Bugs & Feature requests / Re: hero:set_size
« on: March 08, 2018, 01:31:04 am »
thank you.

10
Your projects / Re: Ocean's Heart
« on: March 04, 2018, 01:09:25 pm »
congratulations !!

11
Bugs & Feature requests / Re: hero:set_size
« on: March 04, 2018, 12:50:24 pm »

¿does that mean I cannot work with bigger sprites?

12
Development / Re: Diagonal directions for hero
« on: March 03, 2018, 06:52:54 am »
Nice topic!

I started looking for that just today, after drawing a nice dummie sprite with 8 directions (for several days).
I'll look forward for any advice or tip, while I'll try to come with an approach by myself.

13
Development / Re: Compile for RETROPIE ?
« on: February 07, 2018, 10:23:49 am »
I have already all setup on my raspberry pi 3 to create a solarus console with retropie.
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?

Sounds amazing, congratulations and thanks for the information. I want to try it myself.

¿Did you achieve loading your own game yet?


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