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Messages - Christopho

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Development / Re: Making the gameplay faster
« on: December 05, 2018, 07:56:29 pm »
Just don't use the built-in grass feature, make your own one to customize it as you want.

Development / Re: Lua promises
« on: December 05, 2018, 01:39:53 am »
Autotiles :)

Development / Re: Installing in Ubuntu
« on: November 01, 2018, 09:39:40 am »
That's correct PeterB but Solarus needs to be installed before Solarus Quest Editor (because Solarus Quest Editor needs Solarus).
Note that you are talking about installing the development version: 1.6, which is not released yet. Do this at your own risk :) Unless you need a development version for a specific reason, you should normally installed the latest stable release.

You are right, sprites of NPCs automatically take the direction of the NPC's movement. But there are two types of NPCs: usual NPCs, that have this behavior, and generalized NPCs, that have no automatic behavior. So just set your NPC as a generalized one (in the quest editor) and you will be fine.

Your scripts / Re: NPC item picker script
« on: October 25, 2018, 09:50:40 am »
Note that Solarus 1.6 will have a new feature sol.main.get_resource_ids("item").

Development / Re: set_text_key for Text Surfaces
« on: October 24, 2018, 02:02:04 pm »
That's right, text surfaces don't automatically update if the language is changed. So the documentation is correct about set_text_key() being just a shortcut to set_text(sol.language.get_string()).

In my games, the language can only be changed before starting the game so I only have to update manually the text surfaces of the file selection menu.
You can open a feature request to make text surfaces automatically update. That would be useful.

Game art & music / Re: Struggle with hyrule castle tileset
« on: October 22, 2018, 11:43:14 pm »
Actually, look at Zelda ROTH SE, I think there is the configuration you are looking for.

Game art & music / Re: Struggle with hyrule castle tileset
« on: October 20, 2018, 12:52:37 pm »
Some tiles need to overlap to make it work. Open an existing project like Zelda Mystery of Solarus DX to see how I did it.

You have this behavior because game:on_command_pressed() is called before the on_command_pressed() of game menus.

Development / Re: Cutscene troubles (as menu)
« on: October 12, 2018, 12:40:14 pm »
You stored the game on the cutscene table (, but you are trying to access it just with "game".

I guess it is because the attack is not allowed during the item state. Try to call item:set_finished() just before hero:start_attack().

Development / Re: Wait, I don't understand how "require" works
« on: October 11, 2018, 08:27:38 pm » does not exist yet (i.e. is nil) at the time your script is executed. And your script is executed the first time you require() it, so most likely long before you assign something to

Development / Re: Cutscene troubles (as menu)
« on: October 10, 2018, 01:33:10 pm »
You can add an initialization function to your cutscene table, and store the game from there:
Code: (lua) [Select]
local cutscene = {}

function cutscene:initialize(game) = game

function cutscene:on_started()
and call this function just before starting your menu.

Development / Re: Slowdown after leaving the game on for a while
« on: September 30, 2018, 12:48:08 am »
We fixed some performance issues in Solarus 1.6. Can you compile the dev branch of the repository to see if you still have the problem?

Development / Re: How to filter an entity iterator?
« on: September 25, 2018, 09:35:34 pm »
We are planning to do this in Solarus 1.7:

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