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Messages - YoshiMario2000

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31
Development / Re: [Help] Sprite rendering
« on: September 19, 2016, 10:35:18 pm »
If the entity is a custom entity, there is a function custom_entity:set_drawn_in_y_order() to specify if you want it to be displayed in Y order or in Z order.
Ah, so THATS where I saw something along the lines of that, I thought that It applied to all entities.
Guess I was wrong...

 
Sprites are currently attached to entities, so I guess you are trying to draw some entity under the hero, isn't it? If so, yes, it is possible to do so, and the Lua API should solve your problems. If you still have problems to do it, then you should explain with more details what you are trying to do, so that we can help you.
What I'm trying to do is to have a block that has a higher Y-value than the hero to be displayed underneath the hero.
I'm working with the side scrolling script and am displaying the tiles in a similar fashion to Kirby superstar saga. Which Includes entities like blocks. The behavior is fine other than the odd rendering of the sprites when the hero overlaps the block.

32
Development / [Help] Sprite rendering
« on: September 18, 2016, 09:25:30 pm »
Wondering If I can change they way sprites are rendered. Rather than having a sprite that has a higher Y-value than the hero be rendered over them, I want the sprite to be rendered beneath the hero.

33
Development / Re: Help with custom entity code.
« on: September 14, 2016, 01:24:18 am »
Oh, well... I didn't realize that.
Guess I should replace that with something that calls that index number of the enitity. Thanks!

34
Development / Help with custom entity code.
« on: September 14, 2016, 12:29:34 am »
So, what I want to do is create a custom method for a custom entity in it's code.
But, The way I was attempting to do it, proved that I wasn't able to do it how I wanted to.

It apears that I can't just call the method from outside the code.

Code of the custom entity.
Code: (lua) [Select]
local entity = ...
local game = entity:get_game()
local map = entity:get_map()
local sprites = entity:get_sprites()
local val = game:get_value("RED_BLOCKADE") or true

function entity:on_created()
  self:bring_to_back()
  self:set_traversable_by(false)
end

function entity:RED_on_activated()
  if val then
    self:set_traversable_by(true)
    sprites:set_animation("lowering", "lowered")
    val = false
  else
    self:set_traversable_by(false)
    sprites:set_animation("raising", "raised")
    val = true
  end
end

Code of Manager for custom entity.
Code: (lua) [Select]
-- use blockademanager = require("scripts/blockades")
-- and then run blockademanager:swap_color_m(specifiedcolor, map)


local blockademanager = {}

function blockademanager:swap_color_m(color, map)
  local game = map:get_game()
  if color == nil then
    error("No value specified in the colorswap function. Please specify.")
  elseif color:upper() == "RED" then
    if game:get_value("RED_BLOCKADE") == nil then
      game:set_value("RED_BLOCKADE", true)
    else
      game:set_value("RED_BLOCKADE", not game:get_value("RED_BLOCKADE"))
    end
    print(game:get_value("RED_BLOCKADE"))
    if map:get_entities_count("RED_BOCKADE_") >= 1 then
      for i in map:get_entities(map:get_entities_count("RED_BOCKADE_")) do
        i:RED_on_activated()
      end
    end
  else
    error("Value on the BLOCKADE colormode switch function given an invalid value. Doing nothing.")
  end
end

return blockademanager

And if your wondering why I don't just put the code into the library. It is because I have two variants of each color. Goal is to replace the built-in system of crystals and blocks.

The sprites are attached below.

35
Game art & music / Boxes
« on: August 10, 2016, 10:26:35 pm »
I created some boxes. Meant to give the player access to customization during their playtime.
Enjoy!

36
Your projects / Re: The Legend of Zelda
« on: July 21, 2016, 04:50:37 pm »
Looking Great, I can tell that a lot of time has been put into this project,
Can't wait to play it!

37
...if a surface's color is at 0, 0, 0, 0, it is really dark (while it's alpha is at 0)...
I think what is going on in the video is that there is no alpha, rather than there being alpha.
Try changing the alpha value around, That might fix the darkness you see in the video.

38
Your projects / Re: The Legend Of Zelda: Reborn
« on: July 08, 2016, 07:42:54 pm »
This seems interesting, and I would like to see how this turns out.
So, Good Luck with the project.

39
@Diarandor: As the writer of the walkthrough of ZMoSDX, I don't see why we need "a solution against walkthroughs"? oO

Yeah, you are right  :-X. I thought that @YoshiMario preferred games without walkthroughs, so I gave just a few ideas for that purpose. I personally like walkthroughs and use them a lot, so I am not against them, and I want to play Solarus games that have walkthroughs too, so do not worry. ;D
I'm actually fine with walkthroughs, but I do prefer to play games without them. For some games, (Xenoblade Chronicles) Some players might need a guide for the huge world that they present. Or small pieces of info so that the player can find that one item that they need for a quest that their doing. It's not about preventing walkthroughs, it's about having your game built well enough that it shouldn't be needed, and yet that their still is the satisfaction of finding something on your own.

40
Quote
I think the completionist syndrom is also a big motor for the players
The internet kinda kills this one. A simple google and you will know all.
That is indeed the case for a lot of games, but that's usually because someone had already went into the game and found it all. There is a large fan base for those games, and a lot of people playing them. For fan games, information is not as common, because it's not a full fledged game made by the big boss.
Besides, If there is no wiki, forms or other information source, or the player just wants to actually have a challenge, the player will be forced to adventure on their own, and finding secrets are a lot more satisfying then. And that is how a lot of games are intended to be played.

41
Game art & music / Some Generic Equipment Items I made
« on: May 25, 2016, 02:24:11 am »
Was working on some menu sprites for a project and made these.
I will be using them I a future project, but for now, you can use them.
Feel free to use them.

(Might have to login to view.)

42
Development / Another Random Suggestions Post
« on: April 10, 2016, 02:49:23 am »
1. The ability to customize the hero's hit box size
    Should be self explanatory, one may have a hero with a different size than normal, so they want to customize it's size.
2. True Custom Hero naming conventions
    I could be wrong if this has already been changed in 1.5 dev, but I have noticed while browsing the API for the LUA system that the hero's sprite is always Tunic#, Which can be annoying if one wants to have a custom management system for the hero and different sprites for the tunic.
  EX: Say one wants to have a system where you play as multiple heros, and have different variations for each hero. It is possible to do that with the current system, But they would have to keep track of what hero is what tunic ID and variation.

If anything I have specified is already possible, point it out. I want to be able to use this engine greatly and well.

Edit: OK, So I figured out that one can fully customize the hero's tunic sprites just fine. So suggestion 2 can be Eliminated.

43
Your projects / Re: The Legend of Zelda
« on: February 21, 2016, 03:36:20 am »
Thanks for your comment

@YoshiMario :
Yes, you can take the day/night system, you might need to modify some things and initialize default values to fit your project (hours, minutes, day and place where tones occurs), you can modify it as well, but it is a very "basic" and early day/night system, I am currently updating it mostly because I want the script to be only 2 scripts and to fix some issues (the tone system and the hud clock), and not dispatched in 4 other scripts like it is currently, which might be a nightmare for other users to understand).

Your Welcome.
I'll look into the scripts and see what is needed and what is not.
The script seems pretty organized, or at least from what I've seen.

A good idea is to keep things simple.
The simpler it is, the easier it is to transfer from project to project.

Still looking forward to that demo. (Also need to get back into working in solarus.)

44
Your projects / Re: The Legend of Zelda
« on: February 20, 2016, 03:48:45 am »
This project seems to be coming along beautifully, I look forwards to when this is finished.

Also, Can I borrow the day and night system? I'd like to test some things with it,
and see if I could use it in a Majora's Mask like game.

Overall, I just like the general look of the game.

45
Bugs & Feature requests / Re: Several suggestions for easier making game
« on: February 03, 2016, 02:38:33 am »
I think that a simple GUI for the editing of scripts and whatnot  would seem to be the go to option,
In terms of user friendliness, Try using editing blocks that are code, just in GUI format.
An example could be the online editor called "Scratch". Using the blocks as code. Just an Idea.

In terms of an enemy script editor, how about just having the Basic necessities up at the top of the editor,
and then have everything else in Block script editor fashion below.

Also maybe even have in quest editor tutorials for beginners?
The layout is pretty basic and mostly self expiatory, but I'm not your average person walking into a programming environment.
I'd imagine some people with no programming experience could potentially get lost in the editor.

Anyways, Just some ideas, Not meant to be the exact way of how it should be done.
(Lately my posts have been lengthy, haven't they?)

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