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Messages - the bread

#31
There's a file called quest.dat in the data folder of your game. Just put your name inside the title_bar variable. If your version of the quest editor is up to date you can also edit it from the project tree.
#32
Your projects / Re: Zelda: Book of Mudora
July 05, 2015, 01:02:04 PM
Ok, I'd like to report a few bugs that I had while playing Book of Mudora.
---Changing maps---
I know that this problem has already been reported previously but it still exists: Sometimes Link is stuck when changing maps. That's not a big deal, however, because it is always possible to go back. Another problem with changing maps is that the sidescrolling teleporter seems to be missing or not functioning correctly sometimes. It has even happened that I could enter a map from one side and could not go back the same way...
---Something scary---
At the point when you have to take the bottle away from the thief, I had some problems. After some times, the thief wasn't running away anymore and I just had to speak with him until he handed over the bottle. After some time I returned to this place and saw that the thief was there again. I thought that I could get another bottle due to this obvious error and started the hide-and-seek game again. Now something happened that might sound as if I had invented it by myself: When the thief said that there were still seven times left it suddenly made a really scary noise as if the game was going to crash. Then the thief ran away (without dropping a bottle :()
---The world map (this may contain spoilers)---
I entered the hyrulean sewer from the entrance at the eastern ruins where you have to lift a stone first. Then I passed this very long room and came to the light world near the library. From this point on, the hero's head didn't appear on the world map anymore. I'm sorry that I can't give you more detailed information but I pretty much lost the orientation then. After vistiting the library and talking to this guy, I stumbled upon a teleporter eventually. This teleporter brought me to a place that must be an island because all of it's borders were surrounded by water. I also found a kind of a temple but I was unable to enter it (teleporter bug, I suppose). So since there was no way to get out of there (or maybe I overlooked one because I hadn't had the nerves to search every inch of these giant maps systematically) I changed the savegame file a little bit and respawned in front of the castle. After the kidnapping of Zelda the world map worked correctly again.

Anyway, it's a great game ;D It is very impressive, how many new sprites you have created.
P.S: Talking about sprites: To whom should I give credit if I use the sprites of the pyramid?
#33
I have forgotten to mention that I'm not using a door entity but a dynamic tile as a door. The map:open_doors() function isn't ought to work on dynamic tiles as well, is it? Anyway, it doesn't. Because when I add this line
map:open_doors("house_door");
to the map:on_started() function, it doesn't change anything. So I can't switch the code to map:open_doors()/map:close_doors()
By the way, have you figured out a reason why this problem occurs? Right now, it does not work in both ways of execution...
#34
Today I tried implementing a door system with a door that opens automatically when you walk in front of it.
I'm using this piece of code:
local map = ...

function map:on_started()
  self:enable_doors()
end

function map:enable_doors()
  for door in map:get_entities("house_door") do
    door:set_enabled(false)
    local sensor = map:get_entity(door:get_name() .. "_opening_sensor");
    function sensor:on_activated()
      sol.audio.play_sound("door_open");
    end
    function sensor:on_left()
      door:set_enabled(true);
      sol.audio.play_sound("door_closed");
    end
  end
end


The names have to be something like "house_door1" and "house_door1_opening_sensor".

When I tried it, it worked fine at first.
But then things went really weird. I wasn't able to figure out a scheme yet, it's just that it does work sometimes and sometimes it doesn't.
Some things I have already noticed:
1. Even changes that should have nothing to do with a door and a sensor, like adding some tiles elsewhere can stop the correct opening of the door.
2. It makes a difference whether I run the quest by opening the "solarus_run.exe" or whether I run it directly from the quest editor. It's already happened that the exactly same quest worked fine on the one and it didn't open the door on the other.
3. Additionally to point 2, another difference between running the quest from the editor and manually executing it is, that the latter returns this error in the "error.txt" file
Error: In on_started: [string "maps/somewhere.lua"]:10: attempt to index local 'sensor' (a nil value)
On the other hand, the running-from-editor version doesn't return an error and in fact, it never ever has.
EDIT: I just noticed that the running-from-editor version is returning the same errors in the "error.txt" file as well. It's just that it doesn't use the "error.txt" file in the same path of the quest but the "error.txt" file in the path of the solarus engine.

So this bug appears to be a very crazy thing that is confusing me very much at this very moment ::). Perhaps I have simply made a normal mistake in my code but I suppose that it is some kind of bug of the editor. Any help is VERY appreciated.
Thank you in advance :)
#35
Development / Re: Path finding movement
June 15, 2015, 07:09:03 PM
That doesn't look as if there was a path...
#36
Your projects / Re: Zelda: Book of Mudora
June 15, 2015, 06:33:47 PM
Quote from: wrightmat on May 22, 2015, 07:58:04 AM
Please use version 0.42: https://www.dropbox.com/s/hjqkca8szaer8bx/zbom-0.42.zip?dl=0

I am using this version but somehow nothing of the HUD is displayed... Is there any newer version I should use?

EDIT: Oh wait, the HUD suddenly appears after completing the maze race.
#37
Development / Re: Path finding movement
June 15, 2015, 06:27:27 PM
How far is too far?
#38
Development / Re: Path finding movement
June 15, 2015, 05:13:09 PM
I don't see any mistakes in this code but as I have not so much experience, I might have overlooked something. However, I know that the path finding movement sometimes does strange things ;D Maybe you would be fine with the target movement?
#39
Development / Re: [Solarus 1.4] NPC Dialog
June 15, 2015, 05:07:35 PM
Just as before I think: Just add a
$?
and the whole line after it becomes a possible answer.
#40
Bugs & Feature requests / Re: Dialog bugs
June 07, 2015, 08:50:47 PM
It's new in Solarus 1.4. The item is variant one of the sword in a chest.
I have also tried
self:set_sound_when_picked(nil)
self:set_sound_when_brandished("treasure")

but it didn't change anything.
#41
Development / Re: About Solarus 1.4.2
June 07, 2015, 08:06:08 PM
Ok, I have reported it.
Just another thing: It would be cool if the indentions of the lines were saved because it is really tiresome to indent every single line seperately. Thanks in anticipation  :D
#42
Bugs & Feature requests / Dialog bugs
June 07, 2015, 07:27:21 PM
The new dialog editor is a great thing but it seems to contain two bugs: At first, the last line of a dialog is not displayed. I'm currently inserting an empty line at the end of each message as a workaround. Second, when a treasure is picked the messages are displayed with a delay: At first the treasure sound is played, only after the sound has ended, the item is brandished and the dialog is displayed. I haven't yet found out how to solve this problem.

P.S: Please forgive me any grammatical mistakes, I have the feeling I've made a lot of them in this text ;D
#43
Your projects / Re: Legend of Zelda; A fishy tale
June 06, 2015, 10:20:55 PM
File not found error with your Google Drive link :(
#44
Your projects / Re: Legend of Zelda; A fishy tale
June 06, 2015, 06:05:10 PM
When I tried to download the game from the link you sent before my antivirusprogramm blocked it...
Is the site where you have hosted it trustworthy? Anyway, I dare not try it again now.

P.S: What does that "poll" up there mean?
#45
Development / About Solarus 1.4.2
June 02, 2015, 02:11:18 PM
Hello there ;D
I'm not sure, whether I have already mentioned how much I am admiring the new 1.4 version of the Editor. Especially because I suppose that I now finally got rid of this annoying "out of memory" Java-Errors. And it was great as well how quick some of the major bugs were fixed. So I'm really impressed. Just two little remarks: At first, is it somehow possible to customize the size of the tabulator. I'm very much used to it and it is  just much too big. As far as I know, it's got the size of ten whitespaces which I consider quite a stupid default size.
Second, when I load an other project in the editor, the data files of the old project are still open. I don't know whether this is intentioned but it doesn't really make sense in my opinion because I often think that it hasn't changed the project then.
But these are just two minor problems, I'm very happy to be finally able to delete Java in any way.