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Messages - the bread

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61
Zelda Mystery of Solarus DX / Re: Translation bug
« on: February 18, 2015, 09:12:06 pm »
How many Characters are possible?

62
Zelda Mystery of Solarus DX / Translation bug
« on: February 18, 2015, 05:26:00 pm »
When I played the german version of Zelda Mystery of Solarus DX, I noticed that the tiger scroll you need for the advanced spin attack was called "Knochenschl├╝ssel" in German (engl. "bone key"). Yeah, it doesn't really matter, I'm just mentioning...

63
Bugs & Feature requests / Re: Empty lines don't disappear
« on: February 06, 2015, 10:55:15 pm »
There's a version 1.4? Haven't noticed this yet. Where can I download it???
I've thought it wouldn't bring any problems to clear the error.txt file at startup because issues that aren't fixed at the new startup would be written in the error file again. And it's really annoying, once I spent half an hour trying to fix a mistake I had already fixed correctly until I finally noticed it was just the old error message that hadn't been deleted. So it would be really helpful if the file was at least cleared once in ten startups, or such.

64
Bugs & Feature requests / Empty lines don't disappear
« on: February 06, 2015, 09:38:10 am »
I just tried changing my old dialog box system (the standard one) to the one that is shown in the video-tutorials, part 5. Of course, I had lots of empty lines in my dialogs then since four lines fit into the new dialog box, but only three lines in the standard one. So when I simply tried to delete this empty lines by pressing the backspace key, but though they disappeared in the editor they still were there unchanged in the game. Also, when I closed the dialogs.dat file in the editor it didn't show any message that the file was not saved, but when I opened the file again, it showed the empty lines again. This is annoying me >:(
However, editing the dialogs.dat in notepad++ works fine  ;D
Another thing that isn't related to this topic but also annoys me often is that the error.txt file doesn't get cleared after the error is fixed. So I've already spent lots of time trying to fix issues I had already fixed instead of searching for another reason.
I hope someone will fix this issues although they are not very serious ones.

65
Development / Re: Where can I get information???
« on: January 29, 2015, 10:38:44 pm »
Thank you very much, this helped a lot :) I've already watched five episodes and though I usually detest video-tutorials, this one is quite ok. I've already sorted out the dialog-problem and I think that I can solve the other one too. Are you planning to make a textfile-tutorial in English too?

66
Bugs & Feature requests / Something that might be a bug
« on: January 29, 2015, 09:28:26 pm »
Hello,
I'm not sure if this is a bug after all, and it is not important, but I just mention it.  ;D
When I was fighting against the fourth boss, this kind of plant, I noticed that some of the little things it sends out were somehow flickering. I mean that they turned invisible and just appeared sometimes for a short time. Attacking or being attacked by this monsters works absolutely fine. Also, if you hit them with the hookshot, they become visible permanently. So probably it's meant to work that way, but I thought I might be able to help someone if I mentioned this...
-The bread
 

67
Development / Where can I get information???
« on: January 28, 2015, 09:01:56 pm »
Hello,
I'm new on Solarus and by now I'm just practising a little. Solarus is great, but I just get stuck at lots of easy parts :(
Right now, I'm having two problems:

The first one is, I just can't figure out, how to display a normal dialogue, just like the one, that shows up, when you pick up a sword or something. How can I achieve this?
I've already searched the Video-Tutorials, the documentation and the source code of Mystery of Solarus but nope, no answer. I'm fine with the standard design but I just can't display a message...

The second one is, that I want to have a hole that teleports you somewhere, but only, if you have killed a particular enemy before.
How does this work? I've already tried giving the teleporter an ID and change the enabled value, like this..
main.lua:
Code: [Select]
solarus_logo.on_finished = function()
   --here is some other code
    local porter = sol.map:get_entity("dynamic_porter");
    porter:set_enabled(false);
  end

tentacle.lua:
Code: [Select]
function enemy:on_dead()
local porter = sol.map:get_entity("dynamic_porter");
porter.set_enabled(true);
end

But it just shows up the following error message in error.txt:
Error: In on_finished: [string "main.lua"]:25: attempt to call method 'get_entity' (a nil value)

So it would be very nice *hopeful grin* if anyone could help me with one of these problems, but since I don't want to bother you with basic questions all the time, my major question is:
Is there any other place where I can get more information? A tutorial for the LUA-API or such a thing? The French tutorials probably contain more information, but my French skills end with "Comment tu't appelles?" Everything is so unclear and confusing...
Well then, I hope anyone can help me ;) Please! ;D

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