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Messages - YoshiMario2000

#46
Development / Re: [Suggestion] Better Slopes
January 31, 2016, 02:22:45 AM
Indeed, Diagonal walls, Slopes, Same thing to me really.
The engine doesn't crash, but simply doesn't load the world. Which tells me that the engine handles maps in a way that it shouldn't crash unless it's truly a major issue.
Since this is one of toughs issues that are more personal preference
(Having a semi-blocky world gets tiring after a while).

Again, From a map designer's perspective, It does limit what one can do.
There may be work arounds. But they still are annoying to deal with.
but I understand if it's something that's not on the priority list.
Maybe add it as one of toughs polish things later on?

(This is starting to turn into a rambely post.)

Anyways, its just a thought. Nothing that needs to be added in the next update.
Something that would make designing easier.
#47
Development / [Suggestion] Better Slopes
January 30, 2016, 02:58:56 AM
I was messing around with a map that had a tile set with walls that were slopes that weren't square,
And I got an error message when I attempted to load that map in game.

Fatal: Invalid tile pattern: a tile pattern with a diagonal wall must be square
Error: In on_key_pressed: [string "main.lua"]:26: Internal error: Invalid tile pattern: a tile pattern with a diagonal wall must be square
Note: I setup the main.lua to open the map with a key press, Primary for debugging purposes.

It seems like one of toughs silly things that haven't been coded into the game,
Maybe have the engine create the slopes dynamically for the requirements of the tiles?
#48
Your projects / [Enemy] Clay Rocket
November 05, 2015, 02:24:27 AM
Simple enemy I made for my project,
Also somewhat of a pain due to my noobness at programming.

Code (lua) Select

local enemy = ...
local map = enemy:get_map()
local self = enemy

function enemy:on_created()
  self:set_life(1)
  self:set_damage(6)
  self:create_sprite("enemies/ClayRocket1")
  self:set_size(16, 16)
  self:set_invincible()
  self:set_can_hurt_hero_running(true)
end

-- Objesct is to get the rocket to fire from the cannon
local function Move()
  local angle = self:get_sprite():get_direction()
  local m = sol.movement.create("straight")
  m:set_speed(128)
  m:set_angle(angle)
  m:start(self)
end

function enemy:on_restarted()
  Move()
end

-- The Goal is to get the rocket to expolde on impact of a wall.
function enemy:on_obstacle_reached(movement)
  local x, y, layer = enemy:get_position()
  map:create_explosion{
layer = layer,
x = x,
y = y
}
  sol.audio.play_sound("explosion")
  self:remove()
end


Bit of advice, Use a switch, sensor, and/or auto-spawn to use these rockets.
They start moving as soon as they are active in the map.

Also on line 8,
Put the string where you saved the attachments below.
#49
What I'm saying to have an option when your holding Ctrl down to not select certain tiles when mutiselecting due to misclicks,
or have the click and drag function not select certain tiles for the ease of map editing, and not by dragging it to a different area.

Example: editing a large map with a hole in the background that a tile,
I want to use the layer that the hole is in while still not having to move it if I want to select multiple things at once.
#50
Development / Customizing items sprites for menus and inv.
September 20, 2015, 11:52:16 PM
Is it possible to have different sprites for items in the overworld than in your inventory,
I imagine that this is possible, But I haven't tried it my self.
#51
both.
Edit:
I want to be able to set a direction WITHOUT using randomization.
And Detect if a sprite is facing N/E/S/W
#52
Bugs & Feature requests / REQUEST Direction decetion
August 23, 2015, 09:10:54 PM
Can you add a function for On_direction change and the ability to detect the direction that the npc/enemy change. So for things that have uneven directions like 8x16 or 16x32.
#53
Your projects / Re: Legend of Zelda; A fishy tale
August 05, 2015, 12:36:07 AM
by the way there was an update a few days ago,
Just too lazy to announce it though...
#54
Also add a level system for the sword and other things. Kinda like the lift level maybe?
#55
I saw the video, Everything looks great, Other that the obvious bugs.
Also, I have a small problem with the clashing tilesets and characters.
But that's just personal preference.

I look forward to it's release!
#56
Your projects / Re: Legend of Zelda; A fishy tale
July 31, 2015, 04:16:02 PM
Can you give me the error.txt? It will help me track the problem.
I should also get round to fixing some other bugs...
#57
Your projects / Re: Legend of Zelda; A fishy tale
July 31, 2015, 02:18:27 AM
Quote from: brlmnd on July 30, 2015, 08:06:05 PM
In the 1st Dungeon, in the room with Evil Tie, I've got killed by them. After I come back, to fight them(as I was expected) the room was cleared, like I have killed all of them. Don't know if it should be, but that's my experience.
That was a bug that's fixed in the version that's coming up. It's due to how I programmed the code.
(BUGS GALORE!)

Quote from: brlmnd on July 30, 2015, 08:06:05 PM
Second, I could not enter the room to fight with the guy that gives you that hart. I saw the map from the quest editor
Do you have the boss key,(This assuming that Your talking about the boss.)
And If it's some were else can you give me the map name?

I'm using solarus DX as my base. So I'll be using the same small/big/Boss key system as in that.
Also, Time to fix some bugs!
#58
Found it, Apparently the dialog thought that this:

dialog{
  id = "dungeonintro.1",
  text = [[

    [Town's Temple]
]]
}



when put in the editor, Became this:

dialog{
  id = "dungeonintro.1",
  text = [[

    [Town's Temple]]]
}



Witch broke it.  So just to be safe I'll just do this for now:

dialog{
  id = "dungeonintro.1",
  text = [[

    {Town's Temple}
]]
}
#59
Quote from: Christopho on July 27, 2015, 10:23:30 PM
When do you have this error message? In the engine or the editor? Does it appear when opening a particular file in the editor?
It's in the ERROR.TXT file and seems to generate on startup of solarus.exe, but only for my quest witch I'm building
#60
Error: Failed to load data file: [string "data file"]:2592: '}' expected (to close '{' at line 2588) near ']'

I have no idea what this means. Or where to fix it.