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Messages - Christopho

#17
Hi!
Yes this is possible. If I remember correctly, the sample quest does it.
#18
Can you also show the code of your light_door entity?
Does it register an event on_enabled()? If yes, make sure it is a function.
#19
Fixed in 1.6.2, yes.
#20
Development / Re: :on_interaction_item(item_used)
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.
#21
The goal of this script is precisely designed to convert all maps easily.

lua update_maps_to_rearranged_outside_tilesets maps/*.dat
#22
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)
#23
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!
#24
Development / Re: Glitchy Text In Menu
April 27, 2019, 01:04:54 AM
Yes. on_draw() should only draw, and not change the state.
#25
Development / Re: Half of tileset data gone?
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.
#26
Development / Re: Glitchy Text In Menu
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.
#27
Development / Re: Quest document - updated pdf
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
#28
This is a documentation bug. There is no "open" animation for doors: they are simply not displayed when they are open.
#29
Yes she told me about her work with Solarus. There is even a video of her presentation: https://www.youtube.com/watch?v=u62b52xGiF0
#30
Development / Re: video mode
February 08, 2019, 07:43:49 PM
Nothing is broken by 1.6. sol.video.set_mode is deprecated but still supported.