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Messages - Christopho

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You can do it even more easily in 1.6, now that you can add any sprite to the hero.

Development / Re: Weird Stairs Issue
« on: January 02, 2019, 08:15:54 pm »
Ok, can you open a gitlab issue? I will try to fix it in 1.6.1.

Development / Re: Weird Stairs Issue
« on: January 01, 2019, 04:26:37 pm »
The old behavior was a bug. But did you try to make a single stairs entity with a size of 48x16? (You need to do it from a script)

Development / Re: Error 1.5 -> 1.6
« on: December 27, 2018, 12:25:56 pm »
It is an error in the script. sol.timer.start is called with a parameter of a wrong type. Nothing has changed in 1.6 in this area, except that this error was not detected before.

Development / Re: Weird Stairs Issue
« on: December 25, 2018, 08:27:11 pm »
This tutorial explains how to change the layer using sensors:

Development / Re: Weird Stairs Issue
« on: December 22, 2018, 11:31:31 pm »
I think this problem is not new in 1.6, is it?
I have never considered putting 3 stairs next to each other like this. The hero can only use one of them at a time, so the behavior is expected.

2 solutions:
- You could try making a stairs entity of size 48x16, because in 1.6, all entities can have any size. But for stairs you can only change the size from a script, and more importantly, it was never tested.
- Do you even need a stairs entity at all? You can use sensors instead to change the layer of the hero.

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.

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