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)
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#47
Development / Re: Error 1.5 -> 1.6
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.
#48
Development / Re: Weird Stairs Issue
December 25, 2018, 08:27:11 PM
This tutorial explains how to change the layer using sensors: https://www.youtube.com/watch?v=bXQ7WGK8kvg
#49
Development / Re: Weird Stairs Issue
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.
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.
#50
Development / Re: Making the gameplay faster
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.
#52
Development / Re: Installing in Ubuntu
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.
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.
#53
Development / Re: Movements automatically change NPC's animation and direction?
October 31, 2018, 06:33:52 PM
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.
#54
Your scripts / Re: NPC item picker script
October 25, 2018, 09:50:40 AM
Note that Solarus 1.6 will have a new feature sol.main.get_resource_ids("item").
#55
Development / Re: set_text_key for Text Surfaces
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.
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.
#56
Game art & music / Re: Struggle with hyrule castle tileset
October 22, 2018, 11:43:14 PM
Actually, look at Zelda ROTH SE, I think there is the configuration you are looking for.
#57
Game art & music / Re: Struggle with hyrule castle tileset
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.
#58
Development / Re: Menus don't freeze the player - I don't understand how button events work
October 15, 2018, 10:32:35 PM
You have this behavior because game:on_command_pressed() is called before the on_command_pressed() of game menus.
#59
Development / Re: Cutscene troubles (as menu)
October 12, 2018, 12:40:14 PM
You stored the game on the cutscene table (cutscene.game), but you are trying to access it just with "game".
#60
Development / Re: hero:start_attack() not working (when called from an item script)
October 11, 2018, 09:04:03 PM
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().