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Messages - the bread

#1
General discussion / Re: Noob Alert!!
July 09, 2016, 08:40:01 PM
Well... I'd recommend taking some time to learn Lua at first (as always, there are tutorials all over the internet).
Specifically about Solarus, there's a series of video tutorials (both about scripting and mapping) by Christopho: https://www.youtube.com/watch?v=T9mEFmRVlBQ&index=1&list=PLzJ4jb-Y0ufwPrBfO5AQMRfe2kLABQsF0
A more detailed (it's older, though) version of this tutorial exists in French, even if you can't understand French it might still be helpful: https://www.youtube.com/watch?v=CMN54k8-DjM&list=PLzJ4jb-Y0ufySXw9_E-hJzmzSh-PYCyG2&index=1
Then, there's the documentation: http://www.solarus-games.org/doc/1.5/index.html. It's always helpful to look up something but taking some hours to read all the overviews of each section is really worth it (didn't do that myself, so I know the troubles I could have saved myself).
Finally, you can find the source codes of games made with Solarus here: http://www.solarus-games.org/development/source-code/. Those often come in helpful because they contain the source codes for all basic stuff of a Zelda game. Something that isn't listed there for some reason is the source code for the Solarus remake of ROTH: https://github.com/christopho/zelda_roth_se. This is the newest one, therefore it contains the source code most up to date.
If you can't find the information you need within any of those sources, you can still ask the forum. Also, it can be useful to read through old forum posts - there are quite some useful programs, graphics, audio and pieces of code shared.

For mapping, this beautiful tileset by ffomega exists: http://forum.solarus-games.org/index.php/topic,651.0.html. I mention it here, because it's really well documented (there's a website with tutorials about how to use it and there are some example maps). Apart from that, you can download a lot of tilesets with ALTTP-Graphics (see the video tutorials for more information).

This is all ;D Hope I could help you 8)
#2
Development / Re: HUD/Key Mapping Help Needed
July 09, 2016, 05:50:45 PM
Quote from: SolarDreamGames on July 08, 2016, 08:30:58 PM
I tried to do the same with thing as the rupee counter with the hearts with no avail.

If I understand this correctly, you've already tried to make a HUD for the hearts. If you show the code of this attempt then maybe I could tell why it's not working.
Have you tried watching the french tutorial video yet? Maybe you would understand it even without the explanations...
Oh, and in case you didn't know: you can access the source code of the games made by Solarus Team. You can find the code for the hearts here: https://github.com/christopho/zsdx/blob/dev/data/hud/hearts.lua. Perhaps this will help you?
#3
Development / Re: HUD/Key Mapping Help Needed
July 08, 2016, 11:38:47 PM
You could post the code you've got so far ;)
#4
I do also think that story is perhaps most important. Unfortunately, I feel that a lot of Zelda-Fangames don't pay enough attention to make a good storyline. Even Mystery of Solarus is quite weak considering the story :-\
Personally, I'm not really much into exploration, what I like best about Zelda games is, when they connect combat and puzzles. For example, a boss that needs both skill, strategy and thought to be defeated.
#5
Bugs & Feature requests / Re: Forum Feature Requests
April 17, 2016, 01:11:02 PM
I think a "Code" section where correctly working pieces of code can be shared (similar to the "Game art & music" section) would be a good idea
#6
Development / Re: Wall entities behaving strangely
January 04, 2016, 12:55:52 PM
Thanks for solving the mystery  :)
It works, I can create the wall entity like this:
Code ( lua) Select
local wall = map:create_wall{
    x = switch_x - 8,
    y = switch_y - 8,
    layer = switch_layer,
    width = 32,
    height = 32,
    stops_hero = true,
    stops_npcs = true,
    stops_enemies = true,
    stops_blocks = true,
    stops_projectiles = true
}

Another little remark: Wouldn't it be better to set the boolean properties of the wall (e.g. stops_hero, stops_npcs, ...) to true by default. Because a wall that blocks everything is probably more common and rather the expected result than a wall that blocks nothing.
#7
Development / Re: Wall entities behaving strangely
January 04, 2016, 02:56:12 AM
Yes, it works now ;D
This is the code line:
Code ( lua) Select
hero:set_position(switch_x + 8, switch_y + 13)
(It's plus 8 and 13 because the origin point of the hero is at those coordinates)
Anyway, I'd still appreciate an explanation why wall entities are behaving like this. Your explanation makes kinda sense but I'd rather expect the hero to be stuck in the wall entity than to ignore it when they overlap each other. And still this
Quote from: the bread on January 04, 2016, 12:14:40 AM
At first I tried to use only one big wall entity and position the switch on top of this entity (see first screenshot). This didn't work at all, I could leave the switch and go wherever I want. But the wall entity was activated because it's impossible to go back to the switch again once you leave it.
and this
Quoteusually the wall entities should be disabled again after some time but now the wall entity I glitched through stays activated while the other ones are disabled correctly.
are a mystery to me.
But thanks anyways :D
#8
Development / Wall entities behaving strangely
January 04, 2016, 12:14:40 AM
Hello there  ;D
For some kind of bow-shooting minigame I wanted to keep the hero from moving. I wanted to do this by blocking all directions with wall entities. I disable them, when the map starts and enable them, when the hero activates a walkable switch.
However, the wall entities are kind of acting in a weird way...
(I got no clue how to insert screenshots in the text so I am going to attach them to the post)
At first I tried to use only one big wall entity and position the switch on top of this entity (see first screenshot). This didn't work at all, I could leave the switch and go wherever I want. But the wall entity was activated because it's impossible to go back to the switch again once you leave it.
Afterwards I tried to block the way using four different wall entities (as seen in screenshot 2). This is very strange, sometimes I can leave the switch and go anywhere, sometimes not. Returning to the switch is always impossible. I came to think that it depends on whether the hero overlaps the switch completely.
Finally I extended the four entities (screenshot 3), now it is acting similar to screenshot 2 but even stranger... Sometimes I end up blocked beneath the switch and sometimes I can slip through a wall entity as I did with the four smaller ones but this breaks the disabling of the wall entities; usually the wall entities should be disabled again after some time but now the wall entity I glitched through stays activated while the other ones are disabled correctly.
Does anyone know why the walls behave like this? Is this intended?
#9
I think that using tiles as a wall is a little bit better for performance but it'll problably not matter.
The wall entity is better in my opinion because it can be configured to allow pass for some entities but not for others and because it is clear that its only purpose is to be a wall.
#10
Your projects / Re: The Legend of Zelda
December 13, 2015, 03:12:27 PM
Thank you a lot! You are a genius ;D
#11
Your projects / Re: The Legend of Zelda
December 12, 2015, 03:40:50 PM
How does that work? Did you have to script an entirely new sword or is there any other way?
#12
Development / Re: Lens of Truth?
November 18, 2015, 04:29:57 PM
Perhaps you could give some context? Like, where those variables are defined and when the if-condition is checked. But anyway, it would probably be less error-prone to check inside of the timer whether it should still be executed. Like this:
Code ( lua) Select
sol.timer.start(500,function()
  if state == 1 then --A state of one probably means that the lens are activated. Correct me if I'm wrong
    magic = magic - 1
    return true
  end
end)
#13
You don't need to pass...
By the way, there's a walkthrough on YouTube
#14
Development / Re: Question about Switches
October 30, 2015, 09:27:06 PM
I haven't yet experimented with arrow switches, so I can't help you with 1). But maybe you should post your code...
About 2), it is certainly possible.
For example, with 2 switches it should work like this:
Code ( lua) Select
function switch1:on_activated()
  if switch2:is_activated() then
    --activate the dynamic tile here
  end
end

function switch2:on_activated()
  if switch1:is_activated() then
    --activate the dynamic tile here
  end
end


If you have a lot of switches, you could also automatically add the on_activated() functions automatically in a for-loop. They just should be named with numbers to do this, e.g. thispuzzle_switch1, thispuzzle_switch2...
#15
Quote from: Christopho on September 08, 2015, 01:28:14 PM
Actually what we already plan to do is to auto-save when running the quest (with a preference to enable or disable it). See https://github.com/christopho/solarus-quest-editor/issues/90. What do you think?
Great!!!  :D
About half of the issues I'm having occur because I keep thinking that my files would be saved when I run the quest (Visual Studio has got this behaviour). Especially because I do test my quest very often.
So thank you very much for solving half of my problems all at once ;D