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Messages - YoshiMario2000

#61
Bugs & Feature requests / [AFR] Map to image.
July 27, 2015, 04:00:28 PM
You know, It would be nice to have the ability to save your map as an image (preferably a .png) So making maps wouldn't be as hard.
You'll still have to Polish it and everything, but it could be useful as a placeholder and Would actually help a lot in making good maps.

Still IT's a request, It don't HAVE to be done, It's something that adds polish to the editor.

By the way, How did you get the images for SolarusDX's Map images for the Text-based walk though. (I used google translate.)
(By the way AFR stands for ANOTHER FEATURE REQUEST.)
#62
Quote from: DementedKirby on July 26, 2015, 09:28:35 PM
Lol, I guess that would be the easiest route. Were you able to make significant changes for your own menu based off of SolarusDX?

Yes it is, there are a few bugs in the code if you try to have anything other than 4 menu screens,
But that was fixed with a few changes from this fourm post here: http://forum.solarus-games.org/index.php/topic,313.0.html

And yes I was able to make significant changes to the thing. Of that I tried.
(Course, Broke half the function of the menu. But that's just me being dumb.)
You Should Problem have bugs and glitches in the mix, But that's what the ERROR.TXT file is for.
And the fourms.
#63
Quote from: DementedKirby on July 26, 2015, 04:17:46 AM
Any ways, for a game I'm currently developing, here's what I want to accomplish with the items screen (WIP):

For the moment this is very rudimentary for what I want to do (some items may change, I still have to fine tune some sprites, etc). There's an arrow submenu that the player can access by selecting the bow which then goes to the left for the submenu and a song submenu that the player can access by selecting the ocarina which then goes right for the submenu. There are 8 bottles and the equipment will also be shown in this screen (though I'm still debating on putting the equipment on a different menu altogether and use that space for something else - I haven't fully committed to a decision yet; this is just a mockup).

Most of what you need requires a bit of programming and a lot of dedication. As for the fancy arrows and ocarina, I imagine it's possible, It would take a lot of time to do though. Not to discourage or anything like that, I found that most of the things solarus can accomplish are mainly through programming, GUI based connections and stat editors. That said If you put the efort in. You can make a truly great Zelda/Zelda-like  game.
#64
Your projects / Re: Legend of Zelda; A fishy tale
July 25, 2015, 09:28:41 PM
New Update for the project!
#65
Development / Updating from 1.3 to 1.4?
July 12, 2015, 02:07:08 AM
Extactly what do I need to do inorder to update to 1.4 from 1.3?
(this Question is a little late...)

I'm using ubuntu for my OS. Anything else I need for updating?
#66
Your projects / Re: Zeror's Zelda project
July 05, 2015, 03:59:18 AM
Sounds good,
But I'd try to keep the lighhting and shading on the
tiles from minish cap link to the past style. Just saying.
#67
How bout having an options tab in the upper left hand corner of the screen so you can bind resizing things to another key?
#68
Your projects / Re: Legend of Zelda; A fishy tale
June 19, 2015, 04:48:29 PM
UPDATE!
  Added the first dungeon. :)
  Bubbles can now be killed by boomerangs. :D
  And a few more things 8)
Download at Google drive!
#69
I imagine if you have the time and energy to program all of this stuff into your project, It could happen.
But if your going for a more nes feel rather than snes. I try to use a program called zelda classic.

Don't let that misdirection you though. Solarus can get the job done. It just will take some time and patience to get it to all work.
The odds are you game play will feel a bit more snes than nes. but feel free to go ahead.
#70
Development / Re: Bubble + boomerang = fairy?
June 18, 2015, 01:11:08 AM
But, This works beater, at least, for me anyways.

function enemy:on_created()
  self:set_life(1)
  self:create_sprite("enemies/bubble")
  self:set_size(8, 8)
  self:set_origin(4, 4)
  self:set_can_hurt_hero_running(true)
  self:set_attack_consequence("sword", "ignored")
  self:set_attack_consequence("hookshot", "ignored")
  self:set_attack_consequence("arrow", "ignored")
  self:set_attack_consequence("fire", "ignored")
  self:set_attack_consequence("explosion", "ignored")
  self:set_attack_consequence("thrown_item", "ignored")
  self:set_attack_consequence("boomerang", 10)
  self:set_treasure("fairy")
end


You're result Gave some useless and humorous results. The bubble could be hit,
It just couldn't be killed. even by boomerang.
#71
Development / Re: Bubble + boomerang = fairy?
June 17, 2015, 04:58:37 PM
Quote from: Christopho on June 13, 2015, 11:57:26 PM
It is even possible to keep the bubble as a normal enemy.
Define the enemy:on_hurt(attack) event on bubble, and if attack == "boomerang", call enemy:set_treasure("fairy").
See http://www.solarus-games.org/doc/latest/lua_api_enemy.html#lua_api_enemy_on_hurt

After that I think we would want to remove the bubble.

If you have played link's awakening, or the oracle games,
Trowing a boomerang at a bubble will cause it to "transform" into a fairy.
That's probably why the are called anti-fairys.
#72
Development / Bubble + boomerang = fairy?
June 13, 2015, 06:02:18 PM
Is it possible to trow a boomerang at a bubble and get a fairy?
#73
Development / Re: Tunic damage editing?
June 11, 2015, 01:03:50 AM
So, If I wanted to Make Tunic levels 1-4 a "set" and tunic levels 5-8 a "set" (using "set" as gender or character change(like Pokemon))

I would probably want to do:
function hero:on_taking_damage(in_damage)
local damage = in_damage

if hero:get_tunic_sprite_id() > 4 then
  damage = damage / 2
end

if damage == 0 then
  return
end

Right?

Sourcing this from the 2nd link you gave me.
#74
Development / Tunic damage editing?
June 07, 2015, 11:23:02 PM
would it be possible to change how much damage the player takes based on tunic level?
Because sifting though solarus DX's fires shows that the sword has damage variants.
Is the tunic connected to that?
#75
Your projects / Re: Legend of Zelda; A fishy tale
June 06, 2015, 10:59:34 PM
huh. the link should work. I'll try fixing it.

Edit: FIXED IT!  ;D