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Messages - froggy77

Pages: [1] 2 3 ... 8
1
Your projects / Re: Solarus - ZL project
« on: Today at 12:47:03 am »
I continue creating sprites of 4 colors in a GB style.

Big doors:

dat files are in attachment.


2
Development / Question on "open" animation of doors
« on: February 02, 2019, 12:51:43 am »
Hello all,

I read in  "Solarus documentation" that for door entities,
Quote
"The sprite of a door must define animations "open" and "closed". Animations "opening" and "closing" are option" ...
But I don't find out examples of "open" animations. There are only "closed", "opening" and "closing" animations in different projects I checked.

I'm trying to add one with only one frame, but the frame disappears after the "opening" animation even if I loop it. In fact, this is not exactly a door but a portcullis;  I would like the lower part to be visible when it is open.
I know that I could place a tile (from the tileset) under the "door" entity.  This unnecessarily increases the number of tiles in the tileset.

So why do that when the documentation says that an "open" animation is possible even if I don't know how for the moment?  ;)

3
Bugs & Feature requests / Re: Forum: Storage Full
« on: January 18, 2019, 01:25:09 am »
Thanks a lot. Personally, I think I pay attention to the size of the files.

4
Game art & music / Re: Original art
« on: January 18, 2019, 12:52:27 am »
  • Okay, I admit it was not a bug. I had forgotten to copy this script named "generic_projectile.lua"; it explains the strange behaviour of "acidball".
  • I also put in comment this line, but it is obvious that the hero can no longer stop the "acidball" ;)
Code: [Select]
-- acidball:set_default_behavior_on_hero_shield("normal_shield_push")
  • Indeed, there are still some errors because the script is only suitable for your project. It would be necessary to implement several of the scripts like data\scripts\meta\enemy.lua but it doesn't matter.
Code: [Select]
Error: In on_created: enemies/spiderskull.lua:41: attempt to call method 'set_sprite_damage' (a nil value)
stack traceback:
[C]: in function 'set_sprite_damage'
enemies/spiderskull.lua:41: in function <enemies/spiderskull.lua:29>

  • However, I think it would be useful to add a timer and a better animation for "throw_acidball"; The projectile is launched before the end of the animation which is too brutal for the player who can be surprised by the attack. Morever, you put only one frame with a duration of 1000ms. In "my" version, there are 6 frames with a delay of 200ms between frames  (so 6 * 200ms =  a duration of 1200ms,  hey hey ... without the calculator ;) ). I added a timer of 800 ms in the script (see below in blue font) which corresponds to the beginning of the fifth frame when the spider returns to its normal color.
In "spiderskull.lua":

"
blablabla...

function enemy:throw_acidball()
  -- Prepare enemy animation.
  sprite:set_animation("throw_acidball", function()
    enemy:restart()
  end)
  sol.timer.start(enemy, 800, function()

blablabla...

    function acidball:on_shield_collision(shield)
        acidball:explode() -- Kill enemy.
    end
  end)
end
"

  • I have almost finished to reedit the image named "spiderskull.png"; it is a 4-color version for my project; it will be easy to add colors.
  • I replaced this line because I think it is better and it's just my point of view
Code: [Select]
and math.random(1, 4) == 1 -- Probability for acidball attack: 25%by this line:
Code: [Select]
and math.random(1, 2) == 1 -- Probability for acidball attack: 50%
  • Attachment files:
- acidball.png
- spiderskull.png
- spiderskull.dat


5
Bugs & Feature requests / Re: Forum: Storage Full
« on: January 15, 2019, 02:34:07 am »
Problem of storage again?

6
Game art & music / Re: Original art
« on: January 07, 2019, 06:15:26 pm »
I'm really used to Gimp for pixel art. Maybe someday I will use Aseprite. ;D
I have the same bug: I tested with "local dir = enemy: get_direction4_to (hero) local" and  with "local dir = sprite: get_direction () ". So I checked in the logs and I did not pay attention to the errors probably related to the fact that I test with "solarus-alttp-pack-master" and not with "children-of-solarus".



Code: [Select]
Info: Simulation started

Error: In on_created: enemies/spiderskull.lua:40: attempt to call method 'set_sprite_damage' (a nil value)

stack traceback:

[C]: in function 'set_sprite_damage'

enemies/spiderskull.lua:40: in function <enemies/spiderskull.lua:28>

Error: In timer callback: enemies/spiderskull.lua:227: attempt to call method 'set_default_behavior_on_hero_shield' (a nil value)

stack traceback:

[C]: in function 'set_default_behavior_on_hero_shield'

enemies/spiderskull.lua:227: in function 'throw_acidball'

enemies/spiderskull.lua:99: in function <enemies/spiderskull.lua:92>

Error: In timer callback: enemies/spiderskull.lua:205: attempt to call method 'allow_hurt_enemies' (a nil value)

stack traceback:

[C]: in function 'allow_hurt_enemies'

enemies/spiderskull.lua:205: in function <enemies/spiderskull.lua:204>

Error: In timer callback: enemies/spiderskull.lua:227: attempt to call method 'set_default_behavior_on_hero_shield' (a nil value)

stack traceback:

[C]: in function 'set_default_behavior_on_hero_shield'

enemies/spiderskull.lua:227: in function 'throw_acidball'

enemies/spiderskull.lua:99: in function <enemies/spiderskull.lua:92>

Error: In timer callback: enemies/spiderskull.lua:205: attempt to call method 'allow_hurt_enemies' (a nil value)

stack traceback:

[C]: in function 'allow_hurt_enemies'

enemies/spiderskull.lua:205: in function <enemies/spiderskull.lua:204>

Error: In on_created: enemies/spiderskull.lua:40: attempt to call method 'set_sprite_damage' (a nil value)

stack traceback:

[C]: in function 'set_sprite_damage'

enemies/spiderskull.lua:40: in function <enemies/spiderskull.lua:28>

Info: Simulation finished

7
ah OK, good news, but if there is somewhere a simple example, I'm interested. ;)

8
In this is a similar topic "Multiple ground sprites?" , we learn that there should be a new feature in version 1.6, but in fact I'm not sure it exists.  :'(

9
Game art & music / Re: Original art
« on: January 06, 2019, 04:00:53 pm »
I have tested in-game. I saw a bug when the spider throws acid: the animation doesn't always match the direction of the projectile. I don't know if I forgot some scripts.

Otherwise, for the graphic part, a larger body would be more scary, but it is already a good job as usual. I'm doing a 4-color version from your "spiderskull" trying to make it look like a spider like Shelob or Aragog. If it doesn't bother you, I will share the result.

10
Development / Re: How do PNG fonts work?
« on: October 25, 2018, 12:34:52 am »
In older versions, there was a fonts.dat
http://www.solarus-games.org/doc/1.3/quest_font_list_file.html

In the latest version, I don't know. Here you will find some explanations

http://www.solarus-games.org/doc/latest/quest_fonts.html


11
Development / Re: Small Keys Hud
« on: October 02, 2018, 02:23:00 pm »

These topics may help you:




12
General discussion / GIMP - script-fu for pixel art - rescale a charset
« on: September 25, 2018, 11:27:11 pm »
Hello,

I created another script to be used with GIMP that it is supposed to be useful for pixel artists.
The aim is to rescale a charset.

I made a lot of tests but only on Gimp v 2.10.6, so I hope there will be not too many bugs. Please save your work before.
Don't hesitate to report bugs.

See attachment file or this link

What is this kind of script?
It is explained here: https://docs.gimp.org/en/gimp-concepts-script-fu.html
 (There is often a translation of docs.gimp.org pages, just replace "en" by "fr" to get for example the french page: https://docs.gimp.org/fr/gimp-concepts-script-fu.html , it italian, es spanish, de ...)

Where to copy it?
It is explained here:  https://docs.gimp.org/en/install-script-fu.html

Some explanations
  • First, configure your image grid according to current tiles.
  • Then, start the script. It appears in the menu /Filters/pixelart-rescale-charset of GIMP
  • Next, set the new values.
  • Finally, press OK and pray it works!



13
Your projects / Re: Solarus - ZL project
« on: September 03, 2018, 10:22:21 pm »
I'm testing a Gameboy style (so there are 4 colors). This is a very good way to improve my pixel art.Hope you like. It is free to use.




EDIT:I'm working on a new character in the same style. I like the flash of light at the end.
An old wizard man is attacking you.. what would you do?  ;D

14
General discussion / Re: Free Pixel Art Making Programs
« on: August 07, 2018, 09:04:40 pm »
There is a blog with a lot of tutorials on Pixel art:
MiniBoss - Pixel art tutorials
The link could be added in the first post.

15
Bugs & Feature requests / Re: Pixel ratio Limitations?
« on: July 06, 2018, 07:35:56 pm »
I was going to say the same. Just to illustrate:


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