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Topics - zutokaza

#21
Development / How do I display a variable in dialogs?
September 09, 2016, 02:27:09 AM
How do I display a variable in dialogs? How would I do something like in the example below?

Example:

You took v[apple_amount] apples.

apple_amount would be a variable equal to some number.

You took 20 apples.
#22
Bugs & Feature requests / Forum Feature Requests
April 16, 2016, 11:58:03 PM
Hello,

I think there should be a story writing section on the forum because I wish to post one story writing quest for the Sample quest. Also, a competition section the forum might be good too.

-Zuto
#23
Hello,

The OHRRPGCE game engine is under GPL and they have a maptile drawing feature. I was wondering if Solarus community or God Christopho would want something like this? It might be counter productive without source or reference, but maybe their code could help.

http://rpg.hamsterrepublic.com/ohrrpgce/Part_1_-_Maptiles

http://rpg.hamsterrepublic.com/ohrrpgce/Chapter_3_-_Artwork

Possible Pros and Cons.

Pros:
-It could promote opensource pixel art for Solarus.
-It could be handy for quick edits. "Oh no! Wrong shade of blue on one eye. Now I got to open an external heavy weight program."
-Would make it so an external program for pixel art making would not be needed.
-It would be cool to have a quick pixel edit feature.
-Might give Solarus a little more popularity. "I made my pixel art in Solarus!"
-Could make Solarus a step closer to an all in one package. "Not only a game engine, but all that you will every need for 2D game development."

Cons:
-Too many added features might be requested. Like layers, flip, and group layers.
-Implementation time might not be worth it
-There are plenty of external editors and Solarus is not trying to make Photoshop, Gimp, Piskel, or a Krita!
-Possibility of people asking for a 8 bit music making feature.
-Library or code compatibility issues.

-Zuto-


#24
Solarus is now a popular result for ReactOS.
#25
Solarus works on React OS!!!!!

#26
Development / Script conversion.
March 27, 2016, 06:19:56 AM
Hello,

I have a few short simple scripts that I would like help to convert to Lua. They will be very helpful for everyone. After a little understanding...I can do it all and post them here in Solarus Projects.

Sincerely,
Zuto Kaza
#27
General discussion / Generators?
March 27, 2016, 05:53:56 AM
Hello,

Does anyone know of any good ARPG map generators? One offline would be best. Kinda like stuff Donjon offers, but offline.
http://donjon.bin.sh/

Sincerely,
Zuto kaza
#28
This topic:
http://forum.solarus-games.org/index.php/topic,297.msg1086.html#msg1086

I can't seem to get the jumping working for the side scroller, but everything else works. The 3 MB project can be downloaded at TinyUpload.

http://s000.tinyupload.com/index.php?file_id=02681457115274128283

game_manager.lua
Code (lua) Select
-- Script that creates a game ready to be played.

-- Usage:
-- local game_manager = require("scripts/game_manager")
-- local game = game_manager:create("savegame_file_name")
-- game:start()

local dialog_box_manager = require("scripts/dialog_box")

local game_manager = {}
local map_metatable = sol.main.get_metatable("map")

local gravity = 1
local jump_height = 10
local jumping = true
local i = 0

--------------------------------------------------------------------------------

function game_manager:start_game()

  local exists = sol.game.exists("save1.dat")
  local game = sol.game.load("save1.dat")
  if not exists then
    -- Initialize a new savegame.
    game:set_max_life(1)
    game:set_life(game:get_max_life())
  end
  game:start()

  function game:on_command_pressed(command)

    if command == "up" and not jumping then
      -- override default behaviour and make the hero jump up!
      jumping = true
      i = 0
    end
  end
end

function map_metatable:on_update()

  -- gravity: move entities down one pixel on every update if there's no collision
  --          (like with the ground or a platform)
  local x,y,l = self:get_game():get_hero():get_position()
  if not jumping then
    if not self:get_game():get_hero():test_obstacles(0,gravity) then
      self:get_game():get_hero():set_position(x,y+gravity,l)
    end
  else
    self:get_game():get_hero():set_animation("jumping")
    for i=1, jump_height do
      if not self:get_game():get_hero():test_obstacles(0,-1) then
        self:get_game():get_hero():set_position(x,(y-1),l)
      end
    end
    sol.timer.start(50*jump_height, function()
      jumping = false
      if self:get_game():is_command_pressed("right") or self:get_game():is_command_pressed("left") then
        self:get_game():get_hero():set_animation("walking")
      else
        self:get_game():get_hero():set_animation("stopped")
      end
    end)
  end

  for entity in self:get_entities("g_") do
    local gx,gy,gl = entity:get_position()
    if not entity:test_obstacles(0,gravity) then
      entity:set_position(gx,gy+gravity,gl)
    end
  end

end
-------------------------------------------------------------------------------

-- Sets initial values for a new savegame of this quest.
local function initialize_new_savegame(game)
  game:set_starting_location("Test side")
  game:set_max_money(100)
  game:set_max_life(12)
  game:set_life(game:get_max_life())
end

-- Creates a game ready to be played.
function game_manager:create(file)

  -- Create the game (but do not start it).
  local exists = sol.game.exists(file)
  local game = sol.game.load(file)
  if not exists then
    -- This is a new savegame file.
    initialize_new_savegame(game)
  end

  local dialog_box

  -- Function called when the player runs this game.
  function game:on_started()

    dialog_box = dialog_box_manager:create(game)
  end

  -- Function called when the game stops.
  function game:on_finished()

    dialog_box:quit()
    dialog_box = nil
  end

  function game:on_paused()

    game:start_dialog("pause.save",function(answer)
      if answer == 2 then
        game:save()
      end
      game:set_paused(false)
  end)
end

  return game
end

return game_manager
#29
Bugs & Feature requests / Kolibri OS port?
October 04, 2015, 11:30:31 PM
Hello,

Kolibri OS is the most popular Assembly Fasm Operating system.
http://kolibrios.org/en/

It would be another great operating system to port Solarus to.

Not many people know about this great OS and that is why I am posting the suggestion.

Sincerely,
Zuto







#30
Hello,

I want an allied AI to follow behind the main character and to fight just like the Enemy AIs when they encounter the hero.

The Enemy AI would have to detect the Allied AI the same way as they detect the hero. Also, some options for the enemies to attack decide on who to attack or randomly attack maybe.

Features for Allied AI:
-Follow behind the hero
-Attack enemies based on distance or an option for the hero to call the Allied AI to attack the Enemy Ai the hero is attacking.
-Random attack decision

Enemy AI feature:
-Able to attack the hero or Allied AI based on Distance or an option for the leader/boss to call the enemy AI to attack the hero/Allied AI the leader/boss is attacking.
-Random attack decision

It can be that I would just have to flip the Enemy script around, but some glitched on TeleTransporters might occur.
#31
Hello,

When I followed the distribution tutorial....deleting some of the DLL mentioned broke it. To be specific, deleting the "libgcc_s_dw2-1.dll" and "libstdc++-6.dll" broke it. Deleting the rest was okay. The distribution works if I keep "libgcc_s_dw2-1.dll" and "libstdc++-6.dll", but if either of them are deleted, then it breaks or doesn't execute.

I also noticed a DLL missing from 1.4.4 that was in 1.4.1. It's "luajit-5.1.dll" I think. That could be the reason it's not working, but that is just my guess.

I added pictures.

Edit:

I tested it and luajit-5.1.dll has nothing to do with it. Still won't work without the other two DLL.
#32
Development / Does FLAC work with Solarus?
September 22, 2015, 06:43:58 AM
Hello,

I was wondering if FLAC works with Solarus. Obviously, it isn't a big deal because ogg works, but I was just wondering.  :D
#33
Hello,

I was wondering if a Particle engine will be implemented later? That way it would be easier to make blast attack animations without frame by frame effort.

For a better understanding of what I mean by Particle Engine...please check here.
http://forums.rpgmakerweb.com/index.php?/topic/4918-sapphire-action-system-iv/

Other Requests:
http://forum.solarus-games.org/index.php/topic,409.0.html (Tabs for other tilesets to bypass license issues)
#34
Bugs & Feature requests / Quest Properties bug (Possibly)
September 22, 2015, 01:55:13 AM
Hello,

This might be a glitch/bug. The save "quest properties" does not realize I changed "windows title" until I click the write directory.

I added pictures.

The first picture is where I change the title and Solarus does not detect the change to be saved. I normally save the game after the change and did not realize that Solarus did not detect it. It still said chapter 14....so I was like....what?

The second picture is when I click the write directory and Solarus detects that I changed the quest properties.
#35
Related link:
http://forum.solarus-games.org/index.php?topic=406.msg1840#msg1840

Request:
I am having conflicts with GPL 2.0 and CC-BY-SA related tilesets. I can't mingle or combine the tilesets into one image. That would be breaking the licenses!

Instead...maybe Solarus could have more tilesets open at the same time. RPG Maker Ace has tabs for different parts of tilesets. Maybe Solarus could add a similar feature to end the conflict. That way I could have the different licensed tilesets on the same map.
#36
The ruby variant only displays the green rupee. It does the same when I pick variant 2 or 3. However when I play the game....the variant is correct. I added pictures.

I pick variant 3 and press okay, but the rupee stays green. When I play the game it is the correct red.

Edit:
I checked the chapter 14 Rupee tutorial result file. The green rupee stayed when converting the result file of the rupee tutorial. That means it is not just me. Haha
#37
Development / GPL License compatibility help
September 19, 2015, 10:39:59 PM
http://opengameart.org/content/faq#q-ccgplcompat

My question is.....can assets have different licenses when dealing with GPL? For instance, one tileset is GPL 2.0 and the other tileset is CC-BY-SA 3.0 . Can I keep the licenses for each one separate when dealing with GPL? How does this affect Solarus with distribution because Solarus and Solarus Quest Editor are under GPL v3.
#38
General discussion / Any Solarus Competitons?
September 14, 2015, 12:23:11 PM
Hello,

I was wondering if there was any competitions? Pixel Sprite character competitions? Tileset Competitions? Audio Competitions?
#39
Hello,

I have been watching the Solarus tutorials from the older version of the software.

1. I like the old grid. Maybe have an option to pick from the old and new grid. I like the straight lines and not the little dashed lines.
2. Have an option where one can zoom in and out with the mouse wheel.
3. I am pretty sure the developers are tried of hearing this one, but maybe an Android APK export? (I heard that this is already being worked on though)
4. Some buttons to make the the files and map details part disappear. That way one can see the whole tileset while mapping.
5. A theme option! I love black backgrounds and green text, but people might love the option as an image for the white space.
I realized Solarus works with windows Themes.
6. An Auto save feature. Everything in Solarus can save every 10 minutes or maybe a time picking option for Auto save.

Everything else about the editor is great! Best 2D game Engine.

Sincerely,
Zuto
#40
I get the message below after adding the repository to /etc/apt/sources.list: "deb http://nd-apt.s3.amazonaws.com jessie main".

---------------------------------------------------------------------------------------------------------------------------------------------------
Fetched 3,222 B in 19s (163 B/s)
Reading package lists... Done
W: GPG error: http://nd-apt.s3.amazonaws.com jessie InRelease: The following signatures couldn't be verified because the public key is not available: NO_PUBKEY E13BB35562A30333
---------------------------------------------------------------------------------------------------------------------------------------------------


Linux, Solarus, Ubuntu, 12.04, Precise, Solved