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Messages - 20degree

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Bugs & Feature requests / Solarus like Rpg Maker 2003
« on: August 19, 2017, 02:18:49 pm »
Hi there it's been a while since ive come here, but still interrested in Solarus.

It would be great for beginners as i, that when peoples create some map and place some tile "event" wich could be invisible or visible. Like when the player walk over. The user could (Right click mouse button) the tile event, that could put the option "edit event"; when choosen could see some menu as into "Rpg Maker 2003". What i mean by that is the different tabs that have many clickable button as (Teleport/Move/Weather/Shop/Items/Switch "On Off"/Message/Input/etc). This could create some LUA file automaticly by Solarus indicating the event is on some map at some coordinate and does some thing. It could be a tile/sprite that could be activated/desactivated by pressing the spacebar (in front/or over) or activated/desaticating by passing over it.

Making the Solarus software auto create some LUA file, by simply clicking on some button/options menus as in Rpg Maker 2003. Could make beginners read the LUA file and try to understand what they have done and do some experiments. I'm not talking about the way the player battle the ennemies, battling as in the Snes Zelda is just fine.

Here is some url links to the command event button i'm talking about:

Doing so could be some major Solarus changes and updates, making peoples crazy and hungry for the Solarus Software. Why because doing as so, make Solarus creator much more easy for beginners. After all the gaming industry have prooven that the more easy and simple the use of a game creation tool editor software; the wider the audience there is for Solarus and it's peoples. Just do a google search on game editors/creators, find there websites and you'll notice on there website; that there tools is more easy then ever and they put the accent to create in new versions much more easy and simple for beginners than before.

So Solarus auto-creating some events LUA files, by simply clicking on some "command events tabs buttons" that the players/creators could read and understand as in Rpg Maker 2003. Does not mean that the creator can not program the LUA files, it simply mean more simpler for beginners but still excellent for advanced creators/programmers

What could be possibly good also is that when you edit a tile properties. In Solarus i know you can say if it is passable or as some kind of wall. It would be nice that some tiles could have by clicking on it some indications if the player can/cannot pass under/over and i what directions "arrows" like the software Rpg Maker 2003 image:

I wonder what peoples think about these idea's??


Bugs & Feature requests / Shortcut Suggestions for Solarus Quest Editor
« on: December 25, 2016, 03:10:56 pm »
I have a suggestion for the Solarus Quest Editor. It is to add two shortcut keys:

Shift + S

Shift + Z

Shift + S : make open the default internet browser with the web address of:

Shift + Z : make open the default internet browser with the web address of:


Development / Re: Things id like to learn for the guide
« on: September 24, 2016, 11:03:46 pm »
Dont worry Diarandor, i have the perseverance to try to understand LUA. I have tryed the programming with Love LUA, but things dont seem to work when i read some online books about the software. It is supposed to be easy for beginners, but for me it's not!

It have taken me many years to create and program my own Futurepinball tables, my last one as the time i write this message is the "Futurepinball Faxanadu Pinball". Many things i had to program into this, this is beside creating and programming some Milkshape3d models and texture them to put in the game. If you are curious there is a video on youtube by simply searching: "Faxanadu Pinball". So i dont get discouraged to learn LUA because i have an inner motivation. One to create my own Zelda game for me and my friends. This beside making some book to bring more peoples interrested in Solarus Quest Maker Editor.

Having this motivation and seeing the ChristophoZS videos, trying to understand the Solarus DX and reading things here is a great motivation. I know it will take some time and i agree a house must be build with some good foundations at first.


Development / Re: Things id like to learn for the guide
« on: September 24, 2016, 08:14:32 pm »
Well as you see Christopho i try to figure out things, it's not easy for me as a beginner; i'm not as smart and intelligent as you are Christopho and many other peoples around here.

If you read this Christopho, an ability that would be nice beside (swim, lift, etc.) would be the ability to "pin" or "stomp" if i remember the correct english word. Like when the hero Link have some item wich is some (hammer), and he "stomp" with the hammer some pipes into the ground; this to open some way in the outside world or for hitting some ennemy. Like a Zelda game that he have used some hammer to pin things or break things. It could have also different hammer's level (variant), that could pin things of a certain weight level. Maybe break some boss armour with the hammer, to reveal the ennemy and hit him with the sword as some Zelda game.


Thank's for the link to the map entities. If i understand entities are object that the creator put on the map, the thing i wonder like:
Code: [Select]
entity:remove()if it's possible to replace the word "entity" by the name the creator have givin? Like if id give to the entity the name of "headache", if i could tell:
Code: [Select]
Here is a link to an image of a map ive created (just in case you check here Zefk):

Also Zefk here is an old image ive created before knowing there is a Solarus website to create Zelda SuperNes style game and other games. Ive always wanted that one day i find some soft to create a Zelda Super Nes game. Thank's to the great talents of Christopho and peoples that help him for this free software. It's an image of an idea ive created of some outside world that the hero go trough finding villages map, dungeon entrance map, etc. (Real basic as Zelda1 from Nes):

Ive put some post in the section "Development" to not be too much out of this project about creating my own book at the link:,754.0.html. Gonna ask more questions there, to be like you say "less out of the title of the post here" The book has advanced on my computer, slowly but surely; not put it on Github for now. Tell me if so far the pdf ive put on Github if the things i explain are easy to understand and to follow?


Development / Re: Things id like to learn for the guide
« on: September 24, 2016, 01:49:41 pm »
If ive understand?

Code: [Select]
function item:on_variant_changed(variant)
  -- the possession state of the glove determines the built-in ability "lift"
  game:set_ability("lift", variant)

The ability "Lift" because it is writen after the word (, variant) it indicate that when the hero open some chess with some gloves it raise the "Lift" as some ( +1 )??

Me what ive done is that ive created some "destructible white rock entity" that can be lifted with a level 2; by indicating the (weight is 2). When i tryed to lift the white rock without the glove in the treasure, the hero could not lift. Ive indicated the item "glove.lua" these codes:
Code: [Select]
local item = ...
local game = item:get_game()

function item:on_obtaining()
  -- the possession state of the glove determines the built-in ability "lift"
  self:get_game():set_ability("lift", 2)

After i created some "destructible darker rock entity" that can be lifter with a level 4. Ive created some gloves of an other color and have told it's "glove2.lua" theses codes:
Code: [Select]
local item = ...
local game = item:get_game()

function item:on_obtaining()
  -- the possession state of the glove determines the built-in ability "lift"
  self:get_game():set_ability("lift", 4)

Ive indicated that when the hero open the first chess it got the first "glove", then the hero lift some white rocks and open an other treasure where it have the "glove2".

Ive also put some dialogs (en):
"You have got the glove now you can lift some rocks"
"You now have the strongest glove, you can lift any things"

I wonder if its the best way?

There is much i must study. I'm progressing "slowly" but surely.

One thing for sure without the peoples help, i'll have difficulty to progress more rapidly.

Thank's to all.


Development / Re: Things id like to learn for the guide
« on: September 21, 2016, 01:12:44 am »
I have figure out fiew things by seeing the videos. I'll try to create my own Solarus Zelda game and put asside the book for some time. It's possible that i ask questions about my game, if so i think the subject title would be different from this one.

One thing for sure Solarus is a fantastic software!


Development / Re: Things id like to learn for the guide
« on: September 20, 2016, 02:03:21 am »
Hello i dont know if any ones have those graphics for the Solarus Game Engine and how it work?

In the directory "sprites/entities", it have the (doors), but when i "open" one of the (door) to see it's sprite in solarus. All i see is no sprite at all, some message saying (missing source image sprite/tileset)? I see also in the same window: closed - (directions), closing - (directions), opening - (directions). But there are still no sprites image in the window. I wonder how this could be possible when the door sprites is not shown, and by putting the "door entitie" and choosing one of the door sprites (it is listed); like if the graphic was in the Solarus game engine??

I would like to simply copy some graphic as a full wall, so as that i could put some bricked wall; and the wall that can be exploded would be like the brick wall. So the "door entitie" i could choose some sprite looking as the brick wall, and say it can be opened by explosing.



Development / Re: Things id like to learn for the guide
« on: September 19, 2016, 02:01:35 am »
Id like to know how to create some wall that explode with a bomb.

I have tryed to create a full wall at level 0, then put some dynamic entities over. I try to figure out things.

Here is some code ive done:
Code: [Select]
function pass_wall:on_exploded()


Development / Things id like to learn for the guide
« on: September 18, 2016, 09:38:30 pm »

I have created a map that have some chest that have the Glove item

Here is the code:
Code: [Select]
local item = ...
local game = item:get_game()

function item:on_obtaining()
  -- the possession state of the glove determines the built-in ability "lift"
  self:get_game():set_ability("lift", 2)

I have put on the map some "destructible entity" wich is the (white rock), i indicate that the weight of it is "2".

I am able to lift the white rocks with the glove, but i want on the same map to lift some darker rock that weight "3" with some glove in some other chest. I have tryed to find the "ancien video" of youtube checked the 55 of them; but seem nothing about the gloves?

The idea is to simply make some path on some map. The hero open the chest then can lift the white rocks, but not the darker ones. Trough the path open an other treasure that have some gloves that can lift the darker rocks.

Thank's for the help.


Yes my native language is french, but i write in english because 25% of the world pouplation speak english. Brief to reach more peoples. I have updated the pdf

I have put on page 16 fiew indications to create some rotating stairs that when Link go to, Link rotate and is teleported to an other map. On page 17 i explain how to connect some crystal switchs and crystal blocks, that are on two different maps.

Thank's Zefk for your help. I think you are right i must ask those questions in the section "Development", even if it is things i would like to know to put in the guide.


Here are things that id like to understand to do, i try to understand by seeing the videos and reading things about LUA even looking at the data of Solarus DX; cant seem to figure it out.

How to make hitted crystal that make some crystals blocks activated on other map, or crystal blocks activated on a same map but there state dont change by going on some other map; until the crystal hitted again. How to make communicate some crystals that can be hit like if a crystal is hit and turn to red or blue, then the crystal switch on some other map can be also the same color as red or blue.

How to make your hero open a treasure to find a bow and other treasure to find arrows on some map, then go on an other map to shoot some target across some fall down floor; that when the arrow hit the target it make apear some bridge to walk on.

How to make the hero have the treasure that make him have some equipment that can create some rope between two hooks, with between some fall floor; so that the hero can walk on the rope to cross.

How to make the hero have some fire cane, that can shoot some fire to light up some spot to make some passage way.

How to make the hero have some bomb to explode a wall so he can go to the next room.

Thank's for the help!


General discussion / Re: Zolarus Chripora - Pseudocode like code
« on: September 12, 2016, 10:41:59 am »
Here is an example of code for the current time of the computer for the software futurepinball.

1st there is a timer component: 1 timer = 1000ms (micro seconds) = 1 second
Code: [Select]
' *****************************************************************
' ***** This display the current time and date in the HudDmd ******
' *****************************************************************

Sub DmdDate_Expired()
DmdDate.Enabled = False

Dim CurrentDateTime
Dim CurrentYear
Dim CurrentMonth
Dim CurrentDay
Dim CurrentHour
Dim CurrentMinute
Dim CurrentSecond

CurrentDateTime = Now()

CurrentYear = Year(CurrentDateTime)
CurrentMonth = Month(CurrentDateTime)
CurrentDay = Day(CurrentDateTime)
CurrentHour = Hour(CurrentDateTime)
CurrentMinute = Minute(CurrentDateTime)
CurrentSecond = Second(CurrentDateTime)

If (CurrentMonth = 1) Then
CurrentMonth = "JANUARY"
ElseIf (CurrentMonth = 2) Then
CurrentMonth = "FEBRUARY"
ElseIf (CurrentMonth = 3) Then
CurrentMonth = "MARCH"
ElseIf (CurrentMonth = 4) Then
CurrentMonth = "APRIL"
ElseIf (CurrentMonth = 5) Then
CurrentMonth = "MAY"
ElseIf (CurrentMonth = 6) Then
CurrentMonth = "JUNE"
ElseIf (CurrentMonth = 7) Then
CurrentMonth = "JULY"
ElseIf (CurrentMonth = 8) Then
CurrentMonth = "AUGUST"
ElseIf (CurrentMonth = 9) Then
CurrentMonth = "SEPTEMBER"
ElseIf (CurrentMonth = 10) Then
CurrentMonth = "OCTOBER"
ElseIf (CurrentMonth = 11) Then
CurrentMonth = "NOVEMBER"
ElseIf (CurrentMonth = 12) Then
CurrentMonth = "DECEMBER"
End If

If (CurrentHour = 0) Then
CurrentHour ="00"
ElseIf (CurrentHour = 1) Then
CurrentHour = "01"
ElseIf (CurrentHour = 2) Then
CurrentHour = "02"
ElseIf (CurrentHour = 3) Then
CurrentHour = "03"
ElseIf (CurrentHour = 4) Then
CurrentHour = "04"
ElseIf (CurrentHour = 5) Then
CurrentHour = "05"
ElseIf (CurrentHour = 6) Then
CurrentHour = "06"
ElseIf (CurrentHour = 7) Then
CurrentHour = "07"
ElseIf (CurrentHour = 8) Then
CurrentHour = "08"
ElseIf (CurrentHour = 9) Then
CurrentHour = "09"
CurrentHour = CurrentHour
End If

If (CurrentMinute = 0) Then
CurrentMinute ="00"
ElseIf (CurrentMinute = 1) Then
CurrentMinute = "01"
ElseIf (CurrentMinute = 2) Then
CurrentMinute = "02"
ElseIf (CurrentMinute = 3) Then
CurrentMinute = "03"
ElseIf (CurrentMinute = 4) Then
CurrentMinute = "04"
ElseIf (CurrentMinute = 5) Then
CurrentMinute = "05"
ElseIf (CurrentMinute = 6) Then
CurrentMinute = "06"
ElseIf (CurrentMinute = 7) Then
CurrentMinute = "07"
ElseIf (CurrentMinute = 8) Then
CurrentMinute = "08"
ElseIf (CurrentMinute = 9) Then
CurrentMinute = "09"
CurrentMinute = CurrentMinute
End If

If (CurrentSecond = 0) Then
CurrentSecond = "00"
ElseIf (CurrentSecond = 1) Then
CurrentSecond = "01"
ElseIf (CurrentSecond = 2) Then
CurrentSecond = "02"
ElseIf (CurrentSecond = 3) Then
CurrentSecond ="03"
ElseIf (CurrentSecond = 4) Then
CurrentSecond = "04"
ElseIf (CurrentSecond = 5) Then
CurrentSecond = "05"
ElseIf (CurrentSecond = 6) Then
CurrentSecond = "06"
ElseIf (CurrentSecond = 7) Then
CurrentSecond = "07"
ElseIf (CurrentSecond = 8) Then
CurrentSecond = "08"
ElseIf (CurrentSecond = 9) Then
CurrentSecond = "09"
ElseIf (CurrentSecond = 55) Then
DmdDate.Enabled = False
CurrentSecond = CurrentSecond
End If

DmdShowDate.QueueText "[y1][f3]" &CurrentHour& "H " &CurrentMinute& "M " &CurrentSecond& "[y11]" &CurrentMonth& " " &CurrentDay& "[y21]" &CurrentYear

DmdDate.Interval = 1000
DmdDate.Enabled = True
End Sub
The object named: DmdShowDate, is some dmd (dot matrix display) object. If you wonder what is: [y1][f3]? There are simply some coordinations and font type for the dmd.

I know it's not LUA, but there are month's that have 5 weeks if you want to show the current time of the computer.


Ive updated the pdf file on, on page 14 it explain how to create your own logo for the Solarus Quest Player. On page 15 it explain how to make your hero go up and down of some stairs in the same map. On page 16 explain how to create some rotating stairs and explain how to make the hero be teleported to some destination.

I'm pretty sure the explications are real simple, even so i wonder what peoples think about it? There is much more i need to understand about Solarus.

Thank's to Christopho for accepting that i do printscreens of the Solarus, thank's Zefk for helping me with this project, thank's Diarandor also for your tips; and thank's to the peoples help.


I have just figure out how to make the hero step on some stairs entity and go to a lower or higher level.

Boy i feel so tiny in my short, this because when ive put the stairs entity i did not choose the option (platform stairs (same on map)) lolll. I have more choosed the option (straight) and got an error message about some teleporter. Ive done a page of the book about these stairs that go on a lower or higher layer.

I must then figure out how to make the player step-on some stairs and teleport on some place. Dont know how to program this?


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