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Messages - ponderitus

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61
Development / Re: Items not appearing
« on: March 13, 2017, 12:04:35 am »
You'll need to add them to the quest most probably.

Find them in the quest editor and add them to quest with right click, or add them into the project_db manually.

If its not that then more info is needed

62
Development / Re: Total noob here, need some help.
« on: March 09, 2017, 10:33:39 am »
To make a new hero sprite either load a pre configured one into the sprites folder in your pc.
Or much easier, go to the sprites section in the quest editor and find hero, then select the animation eg walking and there will be a box underneath telling you the png name, click the box next to it and find the png you want instead, if the sprite is a different size then you'll need to mess about with the sizes and the origin (the png you want to use must be in the sprites folder) I found it easier to use the png's already set and draw my pictures over the top in the right place, otherwise your hero could have a shield through his face constantly or be a pixel away from a block hes trying to pull like i did at one point

As for the 2nd question do you mean just repeating the tile? If so you just right click. Theres no need for dragging, click the tile in the tileset and the place with left and place repeatable with right. R will resize the tile

Hopefully this helps

63
Development / Re: Inventory
« on: March 04, 2017, 09:44:27 am »
Wow...that worked a charm. OLB was the one I was using and was where I originally found the hammer.tunic. I did notice that this made enemies not immobilize on collision with the hookshot, a simple fix in the hookshot.lua fixed that. All you have said to me has made a lot of things clearer

Now I have noticed that when an enemy is immobilized, the hammer doesn't cause any damage but the sword/bombs etc still do. As soon as the enemy start to move again (unfreezes) the hammer causes damage again. I've had a look at the hammer.lua and the hookshot.lua to see if there's any on immobilized reaction or anything like that but I can't see anything, as i say the sword and everything else still work fine on an immobilized enemy but the hammer just gets ignored, as though it is on a different layer

64
Development / Re: Inventory
« on: March 04, 2017, 01:31:10 am »
Ahh, that makes sense..Although it also opens more questions...i dont have a quest_manager.lua in my game

I tried copying the file into my quest and then requiring it in main.lua but i didnt get any change.

Do i need to make a quest manager and put the attack_consequence script in or is there somewhere else it should be put?

65
Development / Re: Inventory
« on: March 04, 2017, 12:29:25 am »
Cheers, I've watched these tutorials a few times and I've had the scrips for ROTH and OLB for a while. I've been trying to do this with these methods for probably about 3 months lol, I'll be the 1st to tell you I have no idea what I'm doing but its fun trying...until i change to much and break it and have no idea how to fix it..ill rewatch the save game tutorial again a few times and see if that gives anymore help

I finally got a hammer weapon working yesterday only to have it make the hookshot error on collisions with enemies and make a new world of confusion for me...still fun though, maybe one day I'll figure that out...maybe I'll break down and come on here for help.

recieve_attack_consequence (a nil value)

   enemy:recieve_attack_consequence ("hookshot", reaction)

I hope your English tutorials start again soon. They were sooooo good and they taught you way more than the titles suggested. Thats why I tried (and still try) to watch the French ones even though I cant understand them, they still teach via watching what you do. I know you have far more important things to do though. I spend so much of my time on solarus I wish I understood the workings more, Its a good job theres so much to it, in the time ive been learning the console ive been able to replicate the ALTTP outside world and a couple dungeons and also make the OOT world (which is cool to walk around)...I've now started making a South Park game, Ive got a few basic enemies and some Hero's and an outside world tileset sort of made but again i cant progress in this without being able to load a menu. I'll keep trying...maybe one day

66
Development / Re: Inventory
« on: March 03, 2017, 10:42:14 pm »
No, any idea which one? Ive watched these videos many times and never seen inventory help. The HUD tutorial is the closest i see and that doesnt explain it, neither does how to display an image...im currently scanning through them to see which one but I'm not having any luck

67
Development / Inventory
« on: March 03, 2017, 09:00:17 pm »
Can anyone explain how to get a pause menu (inventory and such) to work?

I'm only trying to get the one that Christopho uses in his French tutorial, I cant understand French so I'm just following what he does on his screen. I would be happy with the ALTTP inventory. I just need something which will enable me to switch between items.

Any help is greatly appreciated.

68
Development / Re: Help please? dialog and water
« on: February 15, 2017, 11:13:37 am »
Wow...both sorted instantly, you are amazing.

No I hadn't called it correctly at all lol

I didn't see the Wiki about upgrading the quest I just saw the new package, downloaded it and went at it blind. I'm glad the jumping was taken out I was afraid I had done something to delete it

This is my first time posting so I just want to say a massive thank you for all the work you have done, I have spent countless hours on Solarus over the past few years. I have been meaning to upload some of the things I've done but there's always something new to do.

69
Development / [SOLVED] Help please? dialog and water
« on: February 15, 2017, 03:02:28 am »
Could anyone help please I've got a couple issues since I've updated to 1.5.2

1. I can't get any dialog to load even though it is 100% there
Eg
Error: Missing treasure dialog '_treasure.flippers.1'

2. On collision with water (without flippers) the hero doesn't jump anymore he just drowns. He used on jump on collision with water (or lava)

Any help will be greatly appreciated

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