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Messages - wrightmat

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Your projects / Re: Zelda: Book of Mudora
« on: July 07, 2017, 04:42:18 am »
I'm not sure where the error.txt file would be on a Mac. Probably in the same directory as the quest? Wherever that is?
Honestly the quest system is pretty new, so there could definitely be some bugs. If you can find your save file and and error.txt file, I'm sure I can do some fixes. As for the Master Ore, the upgraded sword is the object of the quest, so it should be complete.

There is no walkthrough currently. Honestly I'm not super motivated to make one, but if someone in the community would like to take it on, I'd be happy to provide input :) There is some limited info on the game's website at

I believe both of the things you seek are in the Lost Woods in the east (not really marked on the map, but shrouded in clouds).

Bugs & Feature requests / Re: Ability to edit save games?
« on: July 05, 2017, 01:41:51 am »
Yes, save files are stored as plain text. If you're on Windows they can be found in c:\Users\<username\.solarus\<game>\save<number>.dat. So with Book of Mudora, if you need to edit the first save file, it would be \.solarus\zbom\save1.dat

You'll need to know what exact variable to edit, and at least in my case I didn't name them with descriptive names, so if you need more details feel free to PM me.

Your projects / Re: Zelda: Book of Mudora
« on: July 05, 2017, 01:37:52 am »
Thank you - glad you're enjoying it!

For the bottle side quest, was there an error.txt file generated? Also, could you send me your save file? This shouldn't have an effect on the game in general - if you were able to get the bottle, that's the only purpose this side quest serves.

As far as the trading sequence - there is more than one forest :) PM me if you want the spoiler version.

Concerning the Lakebed Lair temple, you should be able to get to the boss and beat the temple still, right? If that's the case then do so, and if you re-enter the dungeon an NPC will give you the extra key.

Your projects / Re: Designing the overworld of my quest.
« on: June 26, 2017, 06:36:18 pm »
I would work on blending your styles some. The difference between the LttP style and the other is quite jarring. Otherwise I really like the layout of your maps - good work!

Bugs & Feature requests / Re: "normal" video mode is at 2x
« on: June 06, 2017, 02:45:35 pm »
That's what I was thinking too, I was just hoping someone else would give it a try before I called fowl :)

Bugs & Feature requests / Re: "normal" video mode is at 2x
« on: June 05, 2017, 02:19:39 am »
Yes, MetalZelda, I don't want it to scale at all. I want to set the window size and that's what's shown. llamazing, that doesn't appear to work for sizes any bigger than 640x480 - no matter what size I set the window to, I see the same content.

Bugs & Feature requests / Re: "normal" video mode is at 2x
« on: June 04, 2017, 04:47:17 pm »
Ok, I think I'm asking the wrong question. I can set the window size correctly with that call, but it basically scales the same viewport up or down to fit the window size. If I have a bigger window size, I want a bigger viewport as well- is this possible? For example, setting the window size at 320x240 works - but when I set the window to 640x480 instead, I want to see twice as many tiles not the same tiles at twice the size.

Bugs & Feature requests / Re: "normal" video mode is at 2x
« on: June 03, 2017, 06:36:31 pm »
Maybe I'm doing something wrong, but it seems to scale for me no matter what I set the window size at. If I compare the game window to the editor map window at 100% zoom, I would expect them to look the same - but they don't and the game window is zoomed in compared to the editor.

Bugs & Feature requests / "normal" video mode is at 2x
« on: June 02, 2017, 04:31:33 am »
It appears, and the API confirms, that the "normal" video mode actually stretches the image by a factor of 2. Is it possible to just have the game run un-stretched? If there's not currently, I really think this should be added as a feature soon. Currently it would be pretty much impossible to use higher resolution resources when making games.

Development / Re: Enemies not piling up
« on: May 27, 2017, 02:38:34 am »
Hmm... i like the randomness idea, thanks! I've already tried to diversify my enemies, but will definitely continue that.

Development / Enemies not piling up
« on: May 26, 2017, 02:36:48 am »
In my game my enemies have a bad habit of "piling up" on each other, which makes it much easier to kill several of them with one hit. I was trying to avoid this with the code below, but I've now traced the code to some random crashes I've been having, so I need to take it out. I'd still like to find a way to not have the enemies pile up, and my guess is this was a stupid way in the first place and there's some obvious answer I've missed. So, my hope is the community can save me from my own stupidity again :)

Code: ("lua") [Select]
function enemy:on_collision_enemy(other_enemy, other_sprite, my_sprite)
  if enemy:is_traversable() then
    sol.timer.start(200, function() enemy:set_traversable(true) end)

Development / Re: About color text dialogs
« on: April 17, 2017, 09:08:14 pm »
MetalZelda, I added the dialog_style options to my dialog box - I actually had forgotten this wasn't standard.
Code: (lua) [Select]
function game:set_dialog_style(style) = style
  if style == "wood" then
    dialog_box.box_img = sol.surface.create("hud/dialog_box_wood.png")
  elseif style == "stone" then
    dialog_box.box_img = sol.surface.create("hud/dialog_box_stone.png")
    dialog_box.box_img = sol.surface.create("hud/dialog_box.png")

I also recently added the ability to pass, for example, an NPC name to the dialog box so it would display above it. This might be a useful feature. I also know someone (maybe it was Diarandor?) added NPC images to the dialog box, which could be a good standard feature.

Your projects / Re: Zelda: Book of Mudora
« on: April 13, 2017, 02:54:56 pm »
Haha, yeah, we could start a new topic to discuss in more depth. I stuck with the $[color_name] syntax and defined any of the colors I used in the scripts. I preferred this method because then all of my colors and tags were consistent and I didn't have to remember RGB values. Adding another $ just seems unnecessary to me, and it's more to parse out in the script.

Your projects / Re: Zelda: Book of Mudora
« on: April 12, 2017, 03:13:01 am »
I switched to a monospace font with the new version. I haven't encountered any more spacing issues with the English version.

Your projects / Re: Zelda: Book of Mudora
« on: April 10, 2017, 02:59:53 pm »
It can definitely wait, and that would be amazing! Thanks so much!

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