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Messages - Christopho

#1036
Your projects / Re: Zelda: Book of Mudora
February 02, 2015, 02:45:32 PM
Ok I will start a new game. I did not use control to go west, I only used it to workaround the bug. So you fixed the issue in the development version or is there a new archive to download? Should I play with the git version?
From what you describe, I'm not sure if it is fixed. It is still possible to go west before the race, to enter the smith cave, then come back and start the race. At this point if you save and quit during the race, you will restart at the smith cave and be stuck like I was, right?

For the scrolling issues, this is okay for a development version. The player is never really stuck because you can always come back. Of course it will need to be fixed at some point before an official release :)
#1037
Development / Re: Moving platform
February 01, 2015, 04:08:55 PM
I would add a function is_hero_on_plaftorm() that returns true if timer is not nil.

The platform should traverse water if you call self:set_can_traverse_ground("deep_water", true), so if not, this may be a bug.
#1038
Your projects / Re: Zelda: Book of Mudora
February 01, 2015, 03:50:30 PM
Actually my savegame seems broken, the NPCs think that the race is still running but there is no timer. Maybe it is because I saved and quit in the middle of the race before?
#1039
Your projects / Re: Zelda: Book of Mudora
February 01, 2015, 03:39:01 PM
Hi Matt,
I am playing your 0.3 version, it looks amazing! And the world is huge.

I think I have a glitch, I am at the beginning of the game and I can no longer get back to the minigame where I have to light some torches. There is an invisible wall before the entrance of the game area. I have attached my savegame to this message.
I also had a few collision issues when scrolling between maps (I am often stuck in a tree when the new map starts), I can make a video to show you if it can help.

Also, I was able to reach a large part of the huge forest at the west, I am not sure if it is normal to go there so soon. I got the mushroom, I went in a dungeon in this forest, I also talked to Gerudos :)

Anyway I will continue to play (I noticed I can traverse walls with control), keep up the good work!
#1040
Development / Re: Moving platform
February 01, 2015, 09:39:28 AM
Nice!
To keep the hero on the platform more precisely, you can do the hero:set_position() call from entity:on_position_changed().
#1041
Development / Re: Moving platform
January 31, 2015, 05:44:27 PM
Hi!
I see a solution to both approaches :
- Using a dynamic tile: Set up your movement with movement:set_ignore_obstacles(true). The fact that dynamic tiles cannot traverse water is probably a bad choice, could you report this problem on github? Thanks!
- Using a custom entity: By  defaut, custom entities have no ground property. It means that the map keeps the ground of whatever entity is below. But you can set a ground to your custom entity with custom_entity:set_modified_ground("traversable").

To make a moving platform, the recommended choice is your first idea: dynamic tiles, because it is simpler.
#1042
This looks like a bug indeed. I never had this problem.
#1043
Development / Re: Where can I get information???
January 29, 2015, 11:21:52 PM
Nice to see that it helps!
Yes there will be a written tutorial in English one day here: http://wiki.solarus-games.org/doku.php?id=tutorial:create_your_2d_game_with_solarus
For now, some written tutorials are available but only in French.
#1044
Development / Re: Where can I get information???
January 28, 2015, 11:19:35 PM
Hi!
There are video tutorials in English now: https://www.youtube.com/watch?v=T9mEFmRVlBQ&list=PLzJ4jb-Y0ufwPrBfO5AQMRfe2kLABQsF0
For now there are 7 episodes in English, more will come but the existing ones cover dialogs and map scripts.
#1045
Development / Re: Total Conversion?
January 28, 2015, 05:04:02 PM
Ok good :) Let's say "a Lua object" then :)
#1046
Development / Re: Total Conversion?
January 28, 2015, 04:09:35 PM
If what you need is just adding magic spells, you don't have to change C++ code, this is doable in pure Lua. Create an equipment item in your quest and in the item script, make a custom entity corresponding to your magic effect, possibly with a special animation of the hero.
#1047
Hi,
Yes, I think it is possible. I don't play MMORPGs a lot but the engine basically only has a notion of life points and you can use it like you want. You can change the maximum level of life points at any moment to implement the level-up feature. In Zelda it corresponds to obtaining a heart container or 4 pieces of hearts, but this is scripted in our Zelda games, not in the engine.

I don't know if you want to use the combat system of the engine or our own one, but with the one of the engine, how the damage work can be customized at several levels.
#1048
Development / Re: Total Conversion?
January 28, 2015, 01:53:51 PM
Hi,
First, thanks for using Solarus!
The engine currently supports only one hero (playable character) with built-in actions, and a few things can be customized. Maybe this is enough for you, maybe not :)
If not, as discussed in another thread, it is theoretically possible to make a completely custom one. As a custom entity, yes. You would have to do everything in Lua: movements, collisions with obstacles, enemies, NPCs, etc.

Anyway, since you know C++ if will be very easy to learn Lua. I recommend the Programming in Lua book. The first edition of the book is freely available online at http://www.lua.org/pil/contents.html.
#1049
It is not that complicated to allow to customize things, and actually, every new release allows to customize more things. For example, the ability to change the hero's animations (hero:set_tunic_sprite(), hero:set_animation(), etc) is recent. A lot of progress has been made in this area. In the first releases, the pause menu and the HUD were hardcoded in C++. So I completely agree with you and I will continue to allow more customization in next releases.

About the console, Renkineko is right. I develop on Linux so I have the console without any problem. It is planned to add a command-line option to choose if you want a console or not, without having to recompile the game when playing on windows.
#1050
Development / Re: frames per second technical question
January 28, 2015, 08:37:08 AM
It is truncated. Only entire milliseconds are supported.