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Messages - the bread

#46
Development / Re: How can one contribute?
May 24, 2015, 10:24:24 AM
Translating a quest... well, it's the translation of an existing game from one language to an other one. I think every language will be welcome. How you do it... there's a guide here. If you need more detailed information I suppose you contact the solarus team: http://www.solarus-games.org/contact-form/
Ripping sprites means you extract them somehow from a game like, for example, A link to the past. You can find more information about that in the FAQ of this page.
#47
Development / Re: How can one contribute?
May 24, 2015, 01:03:41 AM
As far as I know, you can help translating quests, you might rip or create sprites and share them or you can take a look at the source code of the engine and help developing it.
#48
Zelda Mystery of Solarus DX / Re: Amazing!
April 30, 2015, 09:07:52 PM
Yes, I'm also amazed how good this game was. You could possibly have done a little bit better with the storyline and the puzzles (I think there are just too many mazes) but I was really impressed by the professionalism this game has been made with, by the length it has and by the boss fights you have made by your own. I would say it's nearly as good as the original A link to the past.

P. S: How are you getting along with Zelda Mercuris' Chest? I have tried the demo but I had the feeling that some things that were already pretty good in Zelda Mystery of Solarus got worse, for example the combat system is somehow less smooth. And sometimes the game crashes for no reason... But I don't want to critisize too much since it is only a demo version by now. I'm waiting for it to be finished ;)
#49
Zelda Mystery of Solarus DX / Re: Translation bug
April 30, 2015, 08:56:53 PM
Another little thing I recently noticed, the smith that sells you the first sword wants to have 80 rupees in the german version, but only 75 rupees in the french and the english version. I was quite a bit confused when I could buy a sword with a price of 80 rupees having only 77 rupees ;D
#50
I'm not exactly understanding everything now, though a lot of things seem to make sense now thanks to your response. But for example, if I enter a hole from the west the hero would fall as soon as 8 Pixels of him overlap the hole (assuming the origin point is 8,13). Which would mean that the 8 Pixels of the hero that didn't overlap the hole when the teleporter was triggered would be stuck in the wall in my case. But entering the hole from the west works correctly, the hero even respawns at the exactly correct position (checked with a sensor). So do I have an error in reasoning or is the <same point> value somehow calculating its own new position for the hero in order to let him respawn more correctly?
#51
Hello,
I have two maps in a dungeon. One has got a hole surrounded by some traversable ground and thin walls, as in attachment 1
The other one is over the first one and has got traversable ground with a hole around, as in attachment 2
So i want the hero to fall from the hole in the second map down to the traversable ground in the first map. To achieve that I use teleporters in the circular hole of the upper map that keep the same point. But something very strange is going on: When I fall into the hole from the left or from the right, everything works fine, which means the hero respawns at the correct x-coordinate in the lower map. But when I enter the ring-shaped hole from the north, I am stuck in a wall of the lower map, though it doesn't look like the hero is touching the wall somehow.
So far I've tried the following:
1. I've tried to move the hole in the upper map 8 pixels to the north and to the left. If I move it to the north, the hero is stuck in the wall too, but this time he also looks like he is stuck in the wall. When I move it to the south, the hero spawns not exactly at the correct place, as my check number 3 showed, but he is not stuck in the wall. Instead, I'm stuck in the wall when entering the upper hole from the south. So apparently my teletransporters in the upper map seem to be placed at the right position, still the hero can't move when he respawns in the lower map
2. I've checked for some invisible barriers that might block the hero when he's falling down, though he spawns at the right position. But I was able to walk around the hole when I respawned at a correct place.
3. I've put some sensors around the hole in the lower map to check whether the hero is landing at the correct point. Result: Neither when I fell down from the north, nor when I fell down from the south, the sensors were triggered. When I landed at the east of at the west, the sensors were triggered.
4. I've checked whether the circular hole in the upper map has the same size as the circular traversable ground in the lower map. This is the case.

So this doesn't seem to make any sense. Please anyone help!
The bread

#52
I've now found out that for an unknown reason the x-coordinate of direction0 in the animation "stopped" of the sprite "Hero tunic 1" was identical with the x-coordinate of direction1 which caused that the hero looked like he was looking to the north though the right direction was chosen. This was only in the animation "stopped" and it was only in tunic 1, not in the other tunics. However, I've got no idea how this happened. Perhaps I have changed it accidentally :-\
#53
Perhaps this is a known issue, but in one of my solarus projects the hero is always turning to the north after walking right. I can walk to the right, but as soon as I release the right key, the hero is turning to the north. I couldn't figure out any system behind this behaviour yet, because in an other project, everything works fine.
#54
Development / Re: Display text messages like tiles
March 22, 2015, 12:20:42 PM
Ok, it's reported now. But by the way, when I watched the latest tutorial of Solarus, I saw that the rupee counter under a shop treasure works exactly as I would like it to be. How is this done?
And another little thing that doesn't seem worth a whole new topic:
How can I attach a savegame variable to a door but prevent the automatically update? This might sound complicated; what I want do is to create a puzzle where a switch opens a door. When the switch is left, the door closes again. A statue has to be placed on the switch and since I don't want to annoy the player too much, I want to let the door stay open once this is done, also if the game is restarted. So the problem is, if I tick "save the door state", the player can cheat by placing the hero on the switch, then saving and turning the game off. When he restarts, the door is open because of the savegame variable. I know, how unlikely it is that a normal player does such a thing, but nonetheless it distracts me having an issue in my program, never mind how small it is.
So I would solve it by giving the door a savegame variable but turning it on or off all by my own so that I can only set it if the statue is on the switch. How is this done or is there a better way to solve the cheating issue? Any help is very appreciated.
#55
Development / Display text messages like tiles
March 18, 2015, 06:58:49 PM
Hello,
as it already says in the title, I'd like to display some text messages like tiles. That means:
1. The hero should be able to move while the message is being displayed
2. The hero should be able to walk over the message, too.
3. The text should disappear like a normal tile if I have a map greater than 320x240 and walk away
I thought it would be much too much work if I had to add a new tile to the tileset every time I want to display a message like this. A text surface seemed to be a good idea but I couldn't figure out where to draw it to let it work correct for point three. map:on_draw, game:on_draw and sol.main:on_draw draw it at a fixed position on the screen. Any help is very appreciated.
#56
General discussion / Re: Distribution
March 18, 2015, 06:49:24 PM
Does that mean that it actually is illegal to distribute a game with the ressources from the alttp-pack?
#57
Bugs & Feature requests / Game over Menu doesn't appear
February 20, 2015, 07:52:28 PM
Ok, I guess I'm really stuck now and it's not my fault >:( :-\ :'(
I just played Zelda Mystery of Solarus DX when I died and then neither the game over sequence with the red circle nor the do-you-want-to-restart menu appeared. So I can't think of any other ideas than closing the game and hope that I have saved in the last time. I've attached a screenshot to this post. The dungeon where I am is number 8. The game-over sequences usually work well.
Can't remember when I saved the last time :-\ *sigh*
#58
Zelda Mystery of Solarus DX / Re: Translation bug
February 20, 2015, 11:09:16 AM
I can't see any reasons, why it should be called "Roter Schlüssel" ("red key") since it is not even red, so I think "Knochenschlüssel" would make much more sense.
#59
Zelda Mystery of Solarus DX / Re: Translation bug
February 19, 2015, 11:45:13 AM
"Schriftrolle der Schwertkunst" would fit, I suppose. It doesn't mean exactly the same as in English, but the literal translation would sound a bit weird in German.
#60
Development / New tile is not working correctly
February 18, 2015, 09:22:18 PM
I've just added my own tile to the tileset "house" of the alttp-pack. I inserted it into the house.tiles.png file with GIMP and marked it as a new tile in the tileset-editor of the game-creation editor. It has got the ground "empty" and the default layer low. Displaying the tile in my maps works fine, but bringing the tile to the front doesn't seem to work properly on the tile. I wanted it to overlap the sprite of an item ("apples") that is on the low layer too, but whatever I do, the apples are always over the tile, not the other way round. However, my new tile overlaps the ground of the house properly. Have I done anything wrong at creating the tile, or can't a tile from the tileset be higher than the sprite of an entity. Any ideas???
I would appreciate any help very much.
Thanks, the bread.