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Messages - Diarandor

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Game art & music / Re: Original art
« on: August 16, 2017, 04:50:29 am »
Trees have been slightly improved:
-better angle for small trees,
-stylish tree entrances and big trunks.
A silly video testing these graphics:

Also, mountain tiles are now easier to use: shadow tiles for mountains are now attached to mountain tiles and not independent anymore, so there are many less tiles. More news coming soon! :D

Game art & music / Re: Original art
« on: July 27, 2017, 03:54:29 am »
The wizard has been remastered into a better version!!! ;D
See video here:
(We will need to choose a name for him, because he will be a playable hero someday.)
The wizard will replace Sahasrahla in the project Children of Solarus.
If you like my original art, subscribe to my youtube chanel and do <<thumbsup>> to my videos! ;)

EDIT: the official name for the wizard is now Kaleido!!! He will be referred to with that name in our official games.

Your projects / Re: Zelda: Book of Mudora
« on: July 26, 2017, 08:00:36 pm »
I am afraid that in the end I will not have time to translate this game into spanish. I have too much to do for the project CoS during this summer, which is my main priority, so I am retracting from this. I hope you can find someone in the forums to do it soon. Sorry for the inconvenience.

Game art & music / Re: Original art
« on: July 24, 2017, 12:04:21 am »
New animation for the princess Robyne! She can now jump like Marin in Zelda Link's Awakening.
Testing video here:
Click on like and subscribe to my channel if you really appreciate my art. Note that this is original and free art.

Game art & music / Re: Original art
« on: July 23, 2017, 01:23:50 am »
New testing video: princess Robyne has been remastered!!!
You are gonna love this ;)

If you like this video, click thumbs up and subscribe to my youtube channel. :D

General discussion / Re: What do you prefer for a shield?
« on: July 21, 2017, 11:39:26 pm »
A testing video for the wooden shield!

General discussion / Re: What do you prefer for a shield?
« on: July 19, 2017, 06:17:35 am »
Whoops! :o
You are right, you cannot change the vote (I forgot to enable the option when I created the poll and cannot enable it anymore). I'm sorry for that. :-[
Anyway, I will count choices 2 and 3 together, since these are almost the same.

General discussion / Re: What do you prefer for a shield?
« on: July 18, 2017, 05:03:50 pm »
Hi! I have added a third option. But you can still change the choice of your vote!

It's very probable that we will use a shield like in Minish Cap (option 3) for CoS, but we could also allow the player to switch its mode to option 2 (Link's Awakening shield) from some menu. In any case, the poll is still very interesting to know the preference of players and may influence future games of the team.

General discussion / What do you prefer for a shield?
« on: July 17, 2017, 07:50:49 am »
For the project Children of Solarus, which kind of shield would you prefer?

Game art & music / Re: Original art
« on: July 16, 2017, 01:24:03 pm »
Good job! I can't wait to test this. :)

Thanks for the feedback! More art coming soon...

Edit: You can download the art from my deviantart:

Game art & music / Re: Original art
« on: July 16, 2017, 10:11:36 am »
New animations for Eldran: the shovel and the seashell flute!

Bugs & Feature requests / Re: More tile ground types
« on: July 15, 2017, 11:24:43 am »
Yeah, I guessed that you were confused by that image. And I think that the Lua API does not explain what is each type of ground, which makes it hard to guess what are "low wall" grounds. No problem!  :)

Bugs & Feature requests / Re: More tile ground types
« on: July 14, 2017, 10:20:07 pm »
You should not use the expression "direction of a tile" because it makes no sense, as a technical term I mean. Low walls have no direction property (except for repeating them, which is a different thing), so I don't understand what you meant with "I want something like low wall, but for the top, left, and right as well." The term "low" in "low wall" does not refer to the down part of the tile (for the Y axis), but it means below (for the Z axis), and the main purpose of "low walls" is to allow to throw things over them (like arrows and other stuff, but I guess you know all of this).

If you want a 16x16 tile that is traversable on the left side and low wall on the right side, then you should split it as two different tiles. Splitting tiles into smaller ones that have different ground type, as you are now doing, is the correct way to do it, so there is no problem to solve. I think that Solarus v1.6 will have options to lock/fix tiles/entities to the map and to group tiles/entities together, which may be useful to move groups of tiles/entities withouth breaking things too much.

Bugs & Feature requests / Re: More tile ground types
« on: July 13, 2017, 10:48:09 am »
Or maybe you mean that you want diagonal low walls? Because if that is the case, you are right, there is no such type of ground type.

Bugs & Feature requests / Re: More tile ground types
« on: July 13, 2017, 10:12:24 am »
I don't understand why the "low wall" ground does not fit for your purposes. (It should, or I don't understand your problem.) Could you explain why?

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