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Messages - MetalZelda

#511
Quote from: Diarandor on November 02, 2015, 09:05:09 PM
This code seems useless. (And the variable direction is probably nil, because you have not defined it. Also, you don't say in which script you have written it.) You should explain what is what you want to do.

It works, the direction value is stored above in a locale variable (local direction = hero:get_direction()) and it keep the direction, there is just this strange thing, if I keep spamming the item button link can change direction while he's not allowed, if I stop spamming, the direction is fix again with another unwanted direction.
May I post video evidence ? it's kinda hard to describe the problem
#512
Hello

I was creating some items when I faced something ... Strange

This is the code that is running to keep the hero direction

Code (lua) Select

function hero:on_position_changed()
hero:set_direction(direction)
end


Pretty basic but that work

The problem is, and that I can't figure out what does this. There is a frame reckeck when I press another direction, making some strange feedbacks, and if I press the item button to trigger it multiple time, Link can change direction, even if he is forced to keep the last memorized one because of this frame recheck
#513
Game art & music / Re: Creating .dat file for tilesets
November 02, 2015, 06:35:54 PM
It is possible from directly from the editor, the video tuto is about the old editor though.

Right click on tileset, click new, and enter your tileset name, it should automatically generate the .dat
#514
Your projects / Re: The Legend of Zelda
November 02, 2015, 02:22:44 PM
Week Pic Update :



We are inside of the Hyrule Castle, which would give player some time to be confortable with, the castle would be the starting point and the finishing point of the game, the entrance would likely ressemble to Minish Cap with some addition such as additionnal stair bridge (like the pic above). and then you will be in a courtyard where you can go to 4 ways, though it is not the longest dungeon of the game yet (Earth Temple is by far the longest dungeon planned).

The blue square in the pic is the minimap system, which I need to finish.
#515
Development / Re: Where is used PhySFS in Solarus ?
November 02, 2015, 02:08:00 PM
Quote from: Christopho on November 02, 2015, 01:46:44 PM
What is the target system? Normally, PhysFS is very easy to compile.

I'm trying to port Solarus to the PSP, but physfs is the main issue afaik
I've tried to render it compatible with the psp (there are some files floating around the net) and it always give me an error while trying to compile the lib with the psp rewritten code ... (zip and dir are the culprit)
The files are old, and I don't even know if there are 100% compatible with the psp itself, considering the error it gave me
rewriting the whole library for this particular machine would be time consumming and though, useless
#516
Development / Re: Where is used PhySFS in Solarus ?
November 02, 2015, 11:42:03 AM
Quote from: Christopho on November 02, 2015, 09:54:57 AM
Ok, but why do you need to remove it?

Because it's the only library that I can't find for the target system, and thus, rewriting the library for the system is a very huge task and huge time consuming
#517
Development / Re: Where is used PhySFS in Solarus ?
November 02, 2015, 09:13:46 AM
Quote from: Christopho on November 02, 2015, 08:42:01 AM
PhysFS is also used to load regular files and also savegame files, but this could be easy to do without it.

Thanks for these info, I'm gonna work on it now
#518
Development / Re: Where is used PhySFS in Solarus ?
November 01, 2015, 11:12:51 PM
Quote from: Christopho on November 01, 2015, 06:41:46 PM
The main use of PhysFS in Solarus is to allow transparent access to files inside the data.solarus zip archive.

Oh, so if I don't use .zip or .solarus, just 'data' folder  PhySFS is useless ?
I though first it was used elsewhere like the savegame files
#519
Development / Where is used PhySFS in Solarus ?
November 01, 2015, 06:16:47 PM
Hi

I would ask a question to Solarus' developpers, I see that you use a archiving library that can access zip, etc. However, it also allows writing on some files.

In the Solarus engine, I do only found Physfs in the "QuestManagement.cpp" and I do wonder what would happen if I delete this lib and replace it manually by manually defined path and do something like Vincent Jouilat does?

Is physfs used elsewhere ?
#520
Quote from: 20degree on October 29, 2015, 01:53:38 AM
I have tryed the code dont know why it dont seem to work. Maybe there are things i must do? I'm not so good compared to most peoples here beside me, that are genius beside me; but i try to learn to do things as to program correctly.

Ive created a Github account, but still try to figure out how can i put the folder "data" so you can see what ive done so far with the Solarus Quest Editor. Most sprites, maps, items come from the game Solarus DX. It is only a personnal project. Not a project to make some money and not a project to make any profits of any kinds at any times. So some family member can play the game and some friends.

Also i try to understand how to put my folder "map", of the outside world that 81 maps are linked; so that peoples can see better my vision of the personnal project. There is really not much done, but it is a big size project with much to do.

I hope finding out how to put the Solarus "data" folder on Github, that it will help?

Once again thank's for your help! A+

There might be some error since I didn't tested it and because I'm not on my PC that have Solarus, there might be some tweaks to do.
#521
Development / Re: Help adding tileset
October 28, 2015, 07:11:26 PM
You need to rename your tileset first to something like "my_tileset.tiles.png"
Then, go to the editor, open your project, go to the Tileset project, right-click, add a new tileset and name it.
Then you'll need to edit collision to make them work
#522
Or else you could create a custom entity that handle this, it works the same way than the sensor, but this time you don't need to copy paste the script on the map script and on every sensors.
It works like a sensor, but everything is centralised in a single script

Code (lua) Select

local entity = ...

local function movement_hero()
local hero = entity:get_game():get_hero()
    local movement = sol.movement.create("straight")
    local angle = hero:get_direction() * math.pi / 2 -- opposite of the current direction
    movement:set_speed(88) -- default hero speed
    movement:set_angle(angle)
    movement:set_smooth(false)
    movement:set_max_distance(32) -- 32 pixels
    movement:start(hero)
end

function entity:on_interaction()
  local sword = entity:get_item("sword")
    if sword:get_ability("sword") == 0 then
      map:get_game():start_dialog("village.vr.exit", function() -- after the text, move the hero
      movement_hero() end)
    else
    self:remove()
  end
end

#523
Quote from: 20degree on October 27, 2015, 10:57:51 PM
I wonder how to create a sensor? I dont see in the top menu of Solarus the word "Sensor". I see as "Teleport/Jump/Wall/etc"

I wonder if by placing a wall, if it can act as a sensor?

It's in the map toolbox (the pannel up to the map you're making), the sensor is the question mark icon
#524
If you need to check if the hero have some items before leaving it I recommand using a sensor 8pixels before the teleport thing.
And in your map script, grab the sensor name. it should look like this (sword)

Code (lua) Select
function my_sensor:on_interaction()
local sword = game:get_item("sword")
if sword:get_ability("sword") == 0 then
message and movement
else
my_sensor:remove()
end
end


I'm not sure if this is the right thing to do, I don't have solarus in the computer I'm using, I'm skeptin about the get_ability line, but this shall do the work
#525
Quote from: 20degree on October 26, 2015, 11:14:16 PM
What i think would be nice to simplify the Solarus Editor, are some features of the software RPG Maker 2003. The teleport "orange icon with arrow", it would be nice if when the player step on it; it could say as

"It's too dangerous to get outside, take your equipment in the chess, or talk to the person here; so he give item"

When the player dont have the item, the player could move in some directions, like stepping back from the teleport. But when the player have the item, then the teleport "work". Some number 56 youtube video could help.

I try to make this, i have created a house with a chess, that have the sword. Ive looked at youtube tutorial no.19 but dont want to press some button or explose some wall to get out of the house. I simply want that the player take the item and because of so can get out of the house.

So it could be nice as in RPG Maker 2003, that the orange teleport icon would have the possibility "if some event On/Off" then it would do some thing as in RPG.

It would be nice, when the player talk to some caracter if some event has been done it turn On/Off other events. This could be some number 57 youtube tutorial video.

I still try to figure out things, as i say i'm a beginner so it's normal that for the time beeing my brain is as the size of a green pea lolll

Other nice thing that could be nice i think is that the "Jump" horizontal/vertical/diagonal. Could also have the possibility to jump on "One side" or "Both side" of it. Like if the player is on some bed it jump out of the bed, it could jump back onto the bed on the other side of the "Jump"; like to refill some energy/hearts by sleeping.

Other thing i think would be nice is the possibility to make some Hud that could have some percentage of transparency and animated; to put some text on. It would be nice also if it could have the possibility to put some image "bring to top" over the frame that have some text. To put into some images and to position it. Like you could see Zelda Face on the left or right, knowing that it is him that speak; and see the face of the villager with his text.

I wonder if it is some good idea?

A+

For your teleportation thing it is possible with a sensor and some condition checking if the hero has the thing, else disable the sensor

For the bed thing you can make it too, you need to grab the max health value and heal to the max health, animations for the hud are the same for sprites