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Messages - Eyth

Pages: [1] 2
1
Development / Re: User properties (key, value) ??
« on: October 16, 2018, 09:29:08 am »
Nice  :) Looking forward to it, thanks.

2
Development / User properties (key, value) ??
« on: October 15, 2018, 12:42:27 pm »
Hello again ^^

So lately, I was wondering about a section in the editor-windows of map entities. By double clicking, the edit window opens and at the bottom there is a point "user properties". By going on "+" I can enter a key and a value.

I didn't use this till now, so I dont know what this is for? And I didn't find it either.
Can someone explain, what benefits this holds? Maybe I'm missing a helpful tool all this time ^^

Thanks in advance ;)

3
Development / Re: Cutscene troubles (as menu)
« on: October 15, 2018, 12:30:49 pm »
I'm very sorry, I didn't manage to do it that way for now...

Instead I did this and it worked:
Code: Lua
  1. local cutscene = {}
  2.  
  3. local function initialize_cutscene(game)
  4.  
  5.     --functions--
  6.  
  7. end
  8.  
  9. local game_meta = sol.main.get_metatable("game")
  10. game_meta:register_event("on_started", initialize_cutscene)
  11.  
  12. return cutscene
  13.  

And also required it in the features.lua

But thanks for help, maybe I'm going over this again later ;)

4
Development / Re: Cutscene troubles (as menu)
« on: October 12, 2018, 11:16:01 am »
Tried it, I'm still doing something wrong...

When I have:
Code: Lua
  1. local cutscene = {}
  2.  
  3. function cutscene:intialize(game)
  4. cutscene.game = game
  5. end
  6.  
  7. function cutscene:on_started()
  8. --sprites, sol.audio.stop_music(), timers--
  9. end
  10.  
  11. function cutscene:on_finished()
  12. --timers:stop, hero:unfreeze()
  13. game:set_paused_allowed(true)
  14. end
  15.  
  16. function cutscene:on_draw(battle_surface)
  17. --sprites and images--
  18. end
  19.  
  20. function cutscene:on_command_pressed(command)
  21.   if command == "action" then
  22.     sol.menu.stop(self)
  23.   end
  24. end
  25.  
  26. return cutscene
  27.  

...the engine says:"Error: In on_finished: scripts/cutscene.lua:13: attempt to index global 'game' (a nil value)"
I have to add, I made an "on_command_pressed()" event to test the scene, because it doesnt end itself for now.

So I still cant use game-events, what am I doing wrong?  ???

5
Development / Cutscene troubles (as menu)
« on: October 10, 2018, 01:21:55 pm »
Hello girls and guys,

I'm facing an issue here, and due to the fact, that I tried some things on my own and searched for similar topics - I can't quite figure it out myself...
I want to do a cutscene. For me the best option was, to make a script (a menu), in which I have all the funcs on what should happen. A menu, because I want the cutscene to start, when the hero is in a dialog with a npc and gives the right answer on a question.

So long story short, I have this in my MAP-SCRIPT:
Code: Lua
  1. local cutscene = require("scripts/cutscene/cutscene_1")
  2.  
  3. function mentor:on_interaction() --mentor is the npc--
  4.          game:start_dialog("mentor", function(answer)
  5.                                               if answer == 1 then
  6.                                                  sol.menu.start(game, cutscene)
  7.                                                  hero:freeze()
  8.                                               end
  9.                                      end)
  10. end
  11.  

And then there is the required SCRIPT for the CUTSCENE, build as a menu (not finished):
Code: Lua
  1. local cutscene = {}
  2.  
  3. function cutscene:on_started()
  4.          --fade_in effect and timers start--
  5. end
  6.  
  7. function cutscene:on_finished()
  8.          --all timers stop and hero unfreeze--
  9. end
  10.  
  11. function cutscene:on_draw(dst_surface)
  12.          --menu_background and other images are drawn--
  13. end
  14.  
  15. return cutscene
  16.  

And her comes the issue: The menu starts like it should, but when it is finished, the hero is still frozen, because if I do hero:unfreeze() in cutscene:on_finished() it doesnt know the value "hero". And I also cant do game:get_hero() at top, because it also doesnt know the value "game".
So is there a way to get the GAME in the script to work with, or am I totally wrong with what I have done with this so far?

Thanks in advance ;)

6
Development / Re: Starting a menu from a dialog (NPC)?
« on: September 25, 2018, 10:11:14 pm »
Thank you very much, thats perfect  ;D
Good to know, that I wasn't too far away ^^

7
Development / [SOLVED] Starting a menu from a dialog (NPC)?
« on: September 24, 2018, 09:54:54 pm »
Hello guys!

A - hopefully short - question ^^
I want to start a menu from a dialog with a NPC. More precise, the hero talks to the NPC and the NPC asks a YES/NO question (that works).
But now I want to start a menu (or cutscene - with I suppose is also a menu) when the hero chooses the answer YES.
How do I start/link the script from the menu/cutscene-script to the map script?

Like:
Code: Lua
  1. game:start_dialog("dialog_npc", function(answer)
  2.                                                 if answer == 1, then --Answer = YES--
  3.                                                    --Start Cutscene Menu??--
  4.                                                 else return
  5.                                                 end
  6. end)
  7.  

Thanks in advance ;)

8
Game art & music / Re: Lake Tileset with Animations
« on: July 12, 2018, 10:57:01 am »
Thanks Zefk,

I personally also want to use only free or selfmade stuff. But its good to knoe thw boundaries.
In this case the license will be like CC-BY-SA 4.0.

9
General discussion / Re: What are we allowed to use freely??
« on: July 12, 2018, 10:48:51 am »
Thanks Max, for your time, explaining it that detailed ^^

I knew, that its not that easy - just taking things ;) The license thing is interesting, I will consider it.
Of course stealing is a no-go. I already do it exactly how you said - making my own art by learning from existing. (But it takes very long...)

I know opengameart.org, but to be honest, like you said they are only okay - if at all :P
I saw your game and "Oceans Heart" looks amazing - thats the goal ^^

But that helped a lot, thanks again - I'm of setting some pixels ;)


Oh, and sorry, "matter" and "better" don't rhyme in English XD
Let me know if anything I said wasn't clear.

Damn it XD

10
General discussion / What are we allowed to use freely??
« on: July 11, 2018, 11:03:30 am »
Hi there ;)
This topic came up the last days, so I want to discuss it and get to understand the matter better (that rhymes ^^ [or bad english ;P])

When working with tilesets and game art its often hard to know, if you are allowed to use a certain pic or complete tileset or animation, in my opinion.
I mean, are we not allowed to use everything that is findable on the internet (f.e. google pictures)? Especially when there is no sign of a limitation or copyright.

And what is with modifying existing art or tiles or complete sets? Are we also not allowed to use them, because the thing we work from in this case, is from another person?
In the end we just want to make games ^^

Hope you can follow and may have some tips, opinions or even experience. Thanks in advance ;)

11
Game art & music / Re: Lake Tileset with Animations
« on: July 11, 2018, 10:45:23 am »
Cool, I also use them as bridges ;)

To tell the truth, I don't know that much about this whole license thing... can you explane it a little bit??
I know there is much going on with data privacy and copyright. But are you really not allowed to use anything, you find on the internet or in forums like this??

I looking forward to your answer ;)

12
Nice, that's helpful - thanks very much ;)

13
Game art & music / Lake Tileset with Animations
« on: July 10, 2018, 03:59:20 pm »
Hi everyone,
I made a little tileset for a lake environment and I want to give it to this amazing community ;)
Its not a big one, but nearly everything is automated (waves).
Sadly I can only post the PNG, but everthing is numbered (blue = number of tile; white = number of animation-frame). You should be able to implement it fast into Solarus.
The tiles are mostly 8x8 or 8x16 px. Also the tiles are directly in the right position to capture it in the editor. But of course you can also implement it in your own tilesets ^^

Its free to use (CC-BY-SA 4.0) - hope you have fun creating :)

14
Thanks for the reply Max ;)

I found out, the function I looked for is map:get_entities([prefix]), with
"for entity in map:get_entities("your_prefix") do
-- some code related to the entity
end
In my case the switches themself are custom entities, because they behave different from normal switches. And wenn I have several of them in the same room, I also pass down the same function to all of them ^^


But your point is good and brings me to another question :P
If I have such a collision_test and want to test 2 custom entities, is that still possible? Because like you wrote in target:get_type() == switch, you test if it is an entity of type switch. But when I do target:get_type() == custom_entity, how does it know, that it is the one custom_entity I want and not every custom_entity on the map??
(In my case it would be a collision_test between the custom switch [custom_entity] and a custom_entity created by an item [custom_entity])

Thanks :)

15
Hi there ;)

I saw this several times in other projects and don't know if its relatively simple to explain...
Lets say, I have 3 custom switches in the same room. And they are named "switch-1, -2, -3". I have a special ability which can activate those switches, but I dont want to tell script: When switch 1 is hit then activate and when switch 2 is hit - then activate... and so on.
How does it work in a script to tell him: When a switch, with name "switch-"+specific number (f.e. "2") is hit, then activate (only) "switch-"+specific number (f.e. "2")??
Or is that different evertime  ???

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