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Messages - Christopho

#1156
Development / Re: Licenses Clarification?
November 29, 2013, 09:22:13 AM
Hi,

Solarus (the engine) is licensed under GPL v3. There are licence files in the root directory of Solarus, including the full GPL v3: https://github.com/christopho/solarus/tree/master

The games use graphics and sounds from Nintendo so I did not put a license. You are right, I should at least put a license on original files.
There is already a project of ZSDX remake with free graphics and sounds: https://github.com/Bertram25/ChildenOfSolarus/. And your help is welcome! This project precisely tracks which files of ZSDX come from Nintendo and which one are original: https://github.com/Bertram25/ChildenOfSolarus/blob/master/license.txt
#1157
General discussion / Re: Is there anyway...?
November 27, 2013, 12:02:22 PM
Saved data automatically go to a subdirectory of the user's directory (see FileTools::get_base_write_dir()).

But from your Lua scripts, you can use the regular Lua file API to manipulate savegame files. Open the savegame file with sol.file.open() and then just copy its content wherever you want.
#1158
Bugs & Feature requests / Re: Broke the game
November 25, 2013, 12:35:56 PM
The bug of the game failing to recognize enemies as dead when they fall into holes is fixed too.
I think I will release a bugfix update this week.
Thanks for your bug reports!
#1159
Your patch does not contain everything you said: this part is missing
//These lines were added to methods[]
      { "force_command_pressed", game_api_force_command_pressed },
      { "force_command_released", game_api_force_command_released },
//...

So, both methods are never added to game objects.

EDIT: it works great when I add this missing code :)
#1160
This is strange. If you added the methods in GameAPI.cpp like you said, they should exist on the game object.
If you send me the patch I will be happy to try.
#1161
Oops, yes, sorry : it is game:force_command_pressed().
#1162
Quote from: mrunderhill on November 20, 2013, 07:45:20 PM
There is a problem here:

function sol.main:on_update()
force_command_pressed("up")
force_command_pressed("attack")
--...


You call force_command_pressed() like it was a global function, but it not. It is a function in the game object. So, wherever your game is created (in play_game.lua for ZSDX), you can try

function game:on_update()
game:force_command_pressed("up")
game:force_command_pressed("attack")
end


It should work, but it will look very weird because on_update() is called repeatedly, at every frame. You can make a first try with a timer instead, that you set up in game:on_started() for example:

function game:on_started()
        ........
        sol.timer.start(game, 3000, function()
        game:force_command_pressed("up")
        game:force_command_pressed("attack")
        end)
end
#1163
Okay, I did not realize that you wanted to take full control of the hero and all his actions by simulating a complete player. I thought you just wanted to move the hero instead of the player for a short time.

So yes, simulating game commands looks like a good approach, and yes, you need to patch the C++ code for this. Your patch looks very good to me. Once you get it working, can you make a pull request on github so that I integrate it officially for Solarus 1.2?

I'm not sure why it does not work. Do you have a Lua error message when you call from Lua your new function game:force_command_pressed?
#1164
Hi,
For now the hero can be moved by the player (of course), or automatically on a predetermined path by calling hero:walk(). This is quite limited but works well.

In theory, you should also be able to create any kind of movement and start it on the hero with movement:start_movement(hero), like we always do for enemies and NPCs, but I never tested it on the hero. Call hero:freeze() first so that the player cannot control it. And it is your AI code that would set the appropriate movement.
#1165
Your projects / Re: .DAT Compiler
November 19, 2013, 11:55:32 AM
Looks nice (but windows only, I suppose?).
I guess for now it is probably less user-friendly than the official tileset editor, but if I understand correctly, there is already something the official tileset editor does not support: changing the position of an existing tile in the tileset. Integration in Eclipse would be nice indeed.

Remember that many files with different syntaxes have a .dat extension (maps, tilesets, sprites, dialogs...), so this is not a general .dat tool but a tileset edition tool.
#1166
Your projects / Re: New to the forum.
November 13, 2013, 12:30:19 PM
Hi,
Welcome on the forum :)
Maybe you should have a look at the sample quest code, where there is a very basic title screen that shows the Solarus logo.
I think this is a good place to start.
Anyway, I wish you all the best for your project!
#1167
Bugs & Feature requests / Re: Broke the game
October 24, 2013, 02:25:20 PM
Here it is!
I wlil investigate this wrong teletransportation bug, in the meantime you can now continue the game,
Thanks for the report.
EDIT : this is now solved in the development version. It will be fixed in the next bugfix release.
#1168
Bugs & Feature requests / Re: Broke the game
October 24, 2013, 08:54:49 AM
Hi,
Can you send me your savegame file so that I fix it?
Savegames are stored in $HOME/.solarus/zsdx
#1169
Zelda Mystery of Solarus XD / Re: Music bug
October 22, 2013, 09:14:52 AM
Hi,
Can you tell me exactly where you have this problem?
I have just tried all houses of ZSXD and all of them play the village music.
#1170
Bugs & Feature requests / Re: Touchscreen support
October 21, 2013, 10:03:07 AM
Yes, something like a Phantom Hourglass gameplay is the goal. We are not sure how to do it exactly yet.