Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Christopho

Pages: [1] 2 3 ... 79
1
Your projects / Re: Zeldo's Challenge - Chapter 1: The Revenge of the Bingo
« on: September 30, 2019, 11:57:01 pm »
Fixed in 1.6.2, yes.

2
Development / Re: :on_interaction_item(item_used)
« on: September 06, 2019, 06:08:50 pm »
The type of item_used is item, not string, that's why Starlock's example does not work.

3
Bugs & Feature requests / Re: Tileset upate script in Lttp pack
« on: September 04, 2019, 11:44:38 pm »
The goal of this script is precisely designed to convert all maps easily.

Code: [Select]
lua update_maps_to_rearranged_outside_tilesets maps/*.dat

4
Development / Re: Prevent attack command from attacking
« on: August 26, 2019, 09:40:05 pm »
Two solutions:
- Associate the attack command to no keyboard key and no joypad action: game:set_command_keyboard_binding("attack", nil)
Or
- Remove the attack ability: game:set_ability("sword", nil)

5
Bugs & Feature requests / Re: HUD disappearing in all Solarus games
« on: August 10, 2019, 04:08:36 pm »
This is now fixed in the development version of 1.6.1, which will be released in a few days.
You will have to update hud.lua and hearts.lua from the free resource pack 1.6.1 then. Don't hesitate to ask here if you need help for that.
Thanks for reporting the issue!

6
Development / Re: Glitchy Text In Menu
« on: April 27, 2019, 01:04:54 am »
Yes. on_draw() should only draw, and not change the state.

7
Development / Re: Half of tileset data gone?
« on: April 25, 2019, 05:32:06 pm »
Maybe something went wrong when saving your tileset, although I have never heard about such a bug so far.
In any case, always make backups.

8
Development / Re: Glitchy Text In Menu
« on: April 25, 2019, 02:55:53 pm »
When you do drawable:draw_region(), if the source rectangle is bigger than the size of the drawable (which would be a mistake from your script), Solarus 1.6 gives a different result than Solarus 1.5. Just fix this in your script and it should be fine.

About the invalid tile pattern, 1.5 was probably verifying less things than 1.6. Solarus 1.6 detects more errors and reports them. So similarly, you can just go fix your tileset according to the error messages.

9
Development / Re: Quest document - updated pdf
« on: April 23, 2019, 09:53:40 pm »
Here is the PDF version of the doc: http://www.solarus-games.org/doc/latest/solarus-doc.pdf

10
Development / Re: Question on "open" animation of doors
« on: March 02, 2019, 08:13:10 pm »
This is a documentation bug. There is no "open" animation for doors: they are simply not displayed when they are open.

11
Yes she told me about her work with Solarus. There is even a video of her presentation: https://www.youtube.com/watch?v=u62b52xGiF0

12
Development / Re: video mode
« on: February 08, 2019, 07:43:49 pm »
Nothing is broken by 1.6. sol.video.set_mode is deprecated but still supported.

13
Development / Re: help with 1.6
« on: February 06, 2019, 08:51:06 pm »
My games had a bug that Solarus failed to detect before 1.6 (bad parameter passed to sol.timer.start). Solarus 1.6 detects it and shows an error message.
To fix it, you need to do the same change as here: https://gitlab.com/solarus-games/zelda-xd2-mercuris-chess/commit/f812e2ae52a8e78968d4a61bc61ecb48b8d4d347

14
Bugs & Feature requests / Re: libphysfs.1.dylib issue on macOS Mojave
« on: February 01, 2019, 11:05:25 pm »
This is now fixed in the official download. Thanks for reporting the problem!

15
Development / Re: Pre-made LttP Maps?
« on: January 29, 2019, 07:54:26 am »
Download the Zelda ALTTP pack, some overworld maps from ALTTP are there.

Pages: [1] 2 3 ... 79