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Messages - Christopho

#1141
Development / Re: Tips for cutscenes
April 23, 2014, 08:42:28 AM
I entered an issue for this: https://github.com/christopho/solarus/issues/484
This will be done in 1.3.
In the meantime, you should be able to workaround the problem by moving an invisible hero (this is a dirty hack).
It is also possible to do chain successive camera movements without returning to the hero before the last move. I don't know if it can help :)
#1142
Did you run it with some quest data in the same directory?
#1143
Development / Re: Help: Enemy disappearing
March 19, 2014, 07:53:43 AM
Try to add self:set_optimization_distance(0) in on_created. The default optimization distance is often the source of problems with bosses and I will try to remove it in 1.3.
See http://www.solarus-games.org/doc/1.2/lua_api_entity.html#lua_api_entity_set_optimization_distance
#1144
Nice!
One remark though: you are loading the image "hud/small_key.png" several times (in a loop). You should load it outside the loop, even outside the function in a variable local to the script.
#1145
This is strange, nothing has recently changed with OpenAL.
#1146
This is an internal bug of the engine. It should now be fixed by commit e23651e. Thanks for the report!
#1147
Development / Re: Cryptic error
February 05, 2014, 07:01:01 PM
I had exactly the same problem. It is a bug in SDL 2.0.0, fixed in SDL 2.0.1. Unfortunately, Ubuntu 13.10 only provides SDL 2.0.0 :)
Debian provides SDL 2.0.1, so you can download the debian .deb packages:
http://packages.debian.org/jessie/libsdl2-2.0-0
and then
http://packages.debian.org/jessie/libsdl2-dev
#1148
Bugs & Feature requests / Re: Editor improvements
February 04, 2014, 09:08:20 AM
Hi,
I agree with all your suggestions :) I added them to the bug tracker on github.
For the x icon of tabs, note that you can already close tabs easily by pressing Ctrl-W.
Thanks for your feedback
#1149
Development / Re: Cryptic error
February 04, 2014, 07:51:02 AM
There is a syntax error in your Lua code.
crista.0.shop_mushroom_done_dialog_finished is not a valid expression, you cannot index a table (crista) with 0 like this.
Also, the function you declare is not local, it is in a table because there are dots in the name.

You can do a local function like this:


local function shop_mushroom_done_dialog_finished()
  game:set_value("i3001", game:get_value("i3001")+1)
  hero:start_treasure("trading", 2)
end

if destination == main_entrance_shop and game:get_value("i2021") == 10 then
  game:start_dialog("crista.0.shop_mushroom.7", shop_mushroom_done_dialog_finished)
end


But there is even a simpler way if the function is only used there:


if destination == main_entrance_shop and game:get_value("i2021") == 10 then
  game:start_dialog("crista.0.shop_mushroom.7", function()
    game:set_value("i3001", game:get_value("i3001")+1)
    hero:start_treasure("trading", 2)
  end)
end


Note: I removed the quotes around main_entrance, because since Solarus 1.0, the destination is a real entity type, not a string with the destination name.
#1150
Bugs & Feature requests / Re: keyboard movement
January 13, 2014, 01:42:32 PM
Strange problem. Is there a joypad connected to your computer? Sometimes it may interfere.
Have you the same problem with other games? You can try this one for example (another Zelda fangame in C++/SDL too and that also runs on Debian/Ubuntu) : http://www.zeldaroth.fr/us/zroth.php
#1151
Development / Re: How to set a default game resolution?
December 15, 2013, 09:18:28 PM
No, you are right, sorry, all sprites can have any size.
There are two notions of size: the size of an entity and the size of its sprite.

From the point of view of the obstacles of the map, the hero has a size of 16x16, no matter his sprites. You can make a sprite of 48x48, but then the behavior with walls will be weird: a large part of the sprite will overlap walls.
So for the hero, I think the sprite should not exceed 24x32.
#1152
Development / Re: How to set a default game resolution?
December 15, 2013, 04:35:18 AM
You can set the quest size in quest.dat to something like 640x480, see for example https://github.com/christopho/zsdx/blob/master/data/quest.dat.
However, for now, most of your sprite will have to stay with a size of 16x16. Most entities have a size of 16x16 hardcoded. This will change one day, but not soon.

In the meantime, what you can do is keep sprites of 16x16 but use a pixel filter that scales the resolution. Scale2x is available in the latest release (Solarus 1.1) but the next release (1.2) will provide more filters, including hq2x, hq3x and hq4x.
#1153
Zelda Mystery of Solarus DX / Re: Amazing!
December 10, 2013, 11:30:09 AM
Thanks ;D
#1154
General discussion / Re: Solarus Engine Wii Port
December 05, 2013, 11:51:59 PM
Oh my god, this is amazing!
So everything works now except the sound?
We will definitely integrate your work in the official Solarus repository if you are okay :)
Great work!
#1155
Bugs & Feature requests / Re: Broke the game
December 01, 2013, 07:19:54 PM
If someone else has this problem, download the latest version, it should fix your savegame.