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Topics - ffomega

#21
In a Link to the Past, certain chests' contents changed depending on what Link had in his inventory.

For example, when Link's uncle leaves the house, and Link is free to get out of bed, if you check the chest in the house, it contains the Lamp.  Then when you fall into the secret passage and collect the sword and shield from him, you collect 5 rupees from the chest in the next hallway.  However, if you choose to leave the chest behind in Link's house, the chest in the secret passage will then contain the Lamp, and when you return to Link's house later on the contents of that chest will be the 5 rupees.

Do you think some options could be added to the chest menu?

"Check for treasure on Hero: [treasures list - drop-down list]"

"Chest contents alternative [treasures list - drop-down list]"
#22
I have run into an issue with the Youtube tutorial episode 9- Saving the game.

I have downloaded a copy of the resource pack, and have tried recreating your tutorial in this video using both my project as well as the LttP Sample quest.

I started the quest and when I press the D key to try and open the save game dialogue, I get this error:

Error: In on_paused: [string "scripts/game_manager.lua"]:19: bad argument #1 to start_dialog (No such dialog: 'pause.save_question')

The save menu also does not appear but the pausing function still works.

I checked game_manager.lua and the code was correct. 

18. function game:on_paused()
19.     game:start_dialog("pause.save_question")
20. end


I made sure an entry in the dialogue named "pause.save_question" was present.

I have seen other users who have received this error message regarding dialogue that were present in the editor, yet the game can't seem to see them.

I even made sure that all of the scripts were in the right place (since I literally tried recreating this tutorial from a fresh copy of the LttP resource pack that was provided in the video description of episode 9's video.

Has anyone been able to fix this problem?
#23
So I was working on my tileset a little bit when I realized I was missing a very important tile pattern:  The grave remains.  In A Link to the Past, whenever Link pushed back a grave's tombstone, you could see the remains of the dead underneath, and I never included them in my tileset.  Chris suggested that I add some missing pyramid tiles that he used in his tilesets and I figured while I was adding those I'd add in the missing grave tiles as well.  As a result, the tombstones all got slightly altered and are now split into two patterns each.  I have also added in some shadow patterns at the top for certain structures such as Hyrule Castle

Please be sure to check any of your maps that use the tombstone pattern and adjust your maps accordingly

I apologize if this has caused any inconvenience.

Happy Mapping!
#24
Bugs & Feature requests / [Feature] More Transitions
October 10, 2016, 09:09:36 AM
Currently, Solarus has the option of "Immediate", "Scrolling", "and "Black Fade" for transitioning between maps.  In A Link to the Past there were several more transitions like "Pixellated Fading", "Spotlight Zoom", and "Choose Color Fading" used between certain maps.

Pixel fading was used in A Link to the Past to move into Zora's River, Skull Woods/Lost Woods, and under the bridge.

A fade to white was used to move between the light and dark worlds.

A fade to blue was used to move between whirlpool locations.

The Spotlight Zoom was used to move between entering and exiting houses, caves, dungeons, and secret passages.

Will these transitions be implemented in future builds?
#25
How many times have you placed a treasure chest, or a specific destructable, or even an NPC who gives the Hero an item, and forgot which one had what item?

"Hmm...I set up a chest in this map to contain a heart piece, and that NPC gives the hero a tunic...but I can't remember which one!!"

This forced you to rummage through your maps until you found the NPC/chest/etc you were looking for.  Maybe you wanted to confirm this entity gave the Hero a specific item, or perhaps you had a change of plans and wanted that entity to give him something else.



Now, you can place map tags on your maps.  These little speech bubble-type icons can be placed on the map (default layer 2), and an icon can then be placed within it so you can clearly see which chest or NPC has what item for the Hero.  You'll also notice that there are colored numbers within these special tag tiles.  These are placeholders which will allow you to plae visual labels to your teletransporters.  If Teletransporter 012 was supposed to warp you to destination 111 on another map, you can set that up with the text labels that already exist within the tileset.  But now, you can use different colored numbers to represent the different teletransporters and destinations!

There are some things to remember when placing these special tiles:

1. They MUST be made dynamic.  Making them dynamic separates them from the actual tiles on the map


2. You MUST disable them all at start.

This means that when you start your map, these dynamic tiles will not be drawn, thus you won't have to go back into your maps and remove them prior to releasing your game.

Currently, only the Full Hyrule tileset is utilizing these map tags.  The dungeon and indoor maps will need more icons such as keys and dungeon items like the map and compass first, and there are way more tilesets and data files to alter than just the one overworld set.

I hope this tweak to the tileset will be of great help to you all.

Happy Mapping!!
#26
As the title implies, the tileset has been updated to include water, road, mountain, and house tiles (complete with roof customization), all of which are parallaxing tiles.

Now you can add more than just clouds and trees to a vista in your maps.  The tileset can be downloaded from my site.  You can also visit the site to learn how to place the tiles accordingly.

Updated tileset (Right-click and Save Link As..)
Data file
Tutorial



Happy Mapping!!

#27
Game art & music / [SPRITES] WIP Miscellaneous Entities
September 08, 2016, 01:01:45 PM
I thought I would show off a little thing I did not too long ago.  This was actually going to be seen in an old fan game I worked on, but had since lost the source to.  These are a modified version of the previewed crystal switches I uploaded the other day.



As you can see, there are 4 colored switch blocks, as well as 4 recolored crystal switches, two "boolian" crystal switches, which were originally provided by Christopho, and recolored.  Added are 4 colored switch plates, as well as my new animated crystal switches.  These crystal switches will hover above a block platform, and when struck, will spin and change color from red to blue, and back, and from green to yellow and back.  The Boolean crystal switches will spin as well, lighting up from 'off' to 'on' and vice versa.  They would replace the original crystal switches.  Since the switches are animated you could create a new direction for each switch, and make the animated ones.  I will release data files for the switches once they are completed.
#28
A couple people have requested that I release all my overworld and dungeon map tilesets and entities into a single zipped package, so here it is.

Overworld Mapping Package
Dungeon Maps package
Full Hyrule Entities Package


[EDIT] I had to separate the package into two parts due to the size limit of my webspace being 5 MB per file.  Unzip both packages into your "tilesets" folder.  The Hyrule Entities package must be unzipped in the /sprites/entities folder.
Included in this zip file are:


  • Overworld minimap tileset (data file included)
  • Full Hyrule tileset (data file included)

    •    
    • Full Hyrule entities (individual entities included)

      •      
      • 10 types of bomb flowers
      • 10 types of bushes
      • 10 types of grass
      • 8 doors for houses (4 light world and 4 dark world)
      • 8 small stones (4 light world and 4 dark world)
      • 8 large stones (4 light world and 4 dark world)
      • 4 pots
      • 4 skull pots
      • 12 bombable cave doors
      • 4 signs
         
    • The Absolute Dungeon Tilesets (all 16 variants with data files included)

      •      
      • closed doors - dungeon and cave
      • locked doors (with small keys) - 5 variants (must choose in editor) dungeon and cave
      • locked doors (with big keys) - 2 variants (must choose in editor), dungeon and cave
      • bombable wall (weak) - house, dungeon, and cave
      • bombable wall (very weak) - house, dungeon, and cave
      • priison cell door (big key required)
      • Movable Block
      • Bombable Block
      • Block requiring a key - 5 variants (must choose in editor)
         

The Full Hyrule entity sheet is bigger to accommodate more entities in the future should more become available.  The Pegasus Boot "dashing rock" seen in the sheet do not have entities yet, as this has proven to be no simple task to script even for an advanced lua user.

The Absolute Dungeon entities conform to whichever dungeon color you are using at the time.  Small key doors have 5 different colors to choose from, or if you are an advanced coder, you can create multiple colored key doors that require different colored keys to open.  Similarly, there are 5 different key blocks as well.  Doors come in 2 variants; dungeon and cave.  Dungeon doors can be used inside houses as well, as in the original game, they share the same tiles.  Bombable walls (both weak and very weak) come in 3 variants; dungeon (which were made into an alpha transparency to allow sub-level bombable walls--an option which would have looked inconsistant with previous versions), House, and cave.

Included, but do not have entities yet, are a set of ice blocks that contain various items, such as a chest, big chest, heart, rupee, small key, big key, boss key, bomb, arrow, fairy, piece of heart, and a block, or contain nothing at all, and come in 4 sizes.  These have not been made into entities yet, so if anyone wants to make them into entities feel free to do so :)

The world map minimap tileset does not need any special notes.  The only thing you need to remember is that this tileset has no terrain properties to it (all tiles have the "empty" property).  This is exclusively for the purposes of making a world map for your game.  Link was never meant to walk in these maps, and eventually I plan on making a tutorial for these tiles, but in the meantime for anyone interested in using them, just6 remember that a lot of the tiles are alpha blended and will look strange if you place them in areas which are not a solid color (for instance, placing an alpha beach tile under an alpha tree or forest will result in weird looking overlaps.  Alpha trees and mountains are best placed on top of solid colored tiles with no patterns.

As always I hope you enjoy this package, and happy mapping!


#29
Game art & music / [SPRITE] 2 Sets of Link's Profile
August 11, 2016, 04:04:10 PM
I have had these on my hard drive for over a decade.  These were made as a request and I never got around to using them.  However, for Solarus I figured I may as well upload them.  I am unsure, but I believe one of these images was made by someone named "Kevin-1990" from the Zelda Fan Game Central forums, the other one escapes my memory as of now because the images had been cropped and slightly altered to suit my personal needs.  I apologize that I no longer have the names of the original authors for confirmation, but that I can only speculate as to one of the image's creators.  If any of you knows who made them please mention in a reply and I'll add them in as credit.

Okay, enough rambling xD  Here they are!





I hope they come in handy for anyone who was looking for a Link Profile avatar for their equipment submenu
#30
Development / Youtube Video Tutorials?
August 01, 2016, 04:19:32 PM
Chris? I wasn't sure where to put this in the forums, nor am I sure you are even aware of this, but I'm just checking: The playlists on your youtube channel containing the french and english versions of Solarus 1.5 tutorials are all marked private past episode 2.  Are they still in the pending process or were they flagged or anything?
#31
I added a page to my site so you can download the 16 different dungeon tileset images and the accompanying data file from the site.  In the future, this tileset will be updated.  Christopho wants to rename all the tile patterns to0 be compatible with his existing tilesets.  Please be aware that once he does this, you will need to redownload, and go through the steps to use the tileset(s) all over again (not difficult though).

Anyway, the site is here:
http://solarus_resource.site88.net/tutorial/dungeons.htm

I laid out the page with previews so you could see what the tileset looks like in a map.



Please enjoy and...

Happy Mapping!
#32
Game art & music / [MAPS] 4 new maps
July 24, 2016, 04:39:11 PM
Today, I am showing off the following maps (you can download them here):

Southwest Entrance into the Lost Woods:


The Fortune Teller's House:


Entrance to Death Mountain:


Entrance into Zora's River:


I intentionally left out the destructables on a couple of the maps so you can see what the map looks like without them put in place.

Happy mapping!
#33
I have added four more maps from Link to the past to my site.  Click here to be taken directly to the maps page.

Eastern Palace

Link's House

Link's Yard (the map directly to the left of his house)

The Lumberjack's House


As such, the map page in my site has been updated.  I changed the page from a simple list of map images with a download link to the map of Hyrule.  Solid sections are completed maps, while alpha transparent maps are a work in progress.  The tileset also needed an update to accomodate the Eastern palace map, so please be sure to uypdate your tileset and data file to properly view it.

As always thank you for supporting my progress and Happy Mapping!!
#34
Hey Chris, I'm not sure if I was going to post this, since I believe you have mentioned this in one of your youtube streams, but I was adding tiles to my tilesets and when I came to the windows and the field of light from Blind's hideout, I noticed that, as long as the light rays are on the same layer as Link, the white alpha renders right.  But if I place it one layer or higher above Link, it actually darkens the white color to a dark gray.

here's a screenshot in game:

The light ray on the left (Link's right), is below him, on the same layer as Link
The right light ray (Link's left) is above him, one layer above him

#35
By default, a destructable is 16 x 16.  You can change the sizes of entities in the sprite editor, but when used as a destructable on the map, such as a large rock (32 x 32), its physical dimensions are always 16 x 16.  This means that the hero will be standing on top of the large rock's edges in order to pick it up.  So, without making a custom entity, could you maybe make an option in the entity dialogue box to change the collision dimensions?

Attached is an example of what I am talking about

#36
Hey Chris, I had a question regarding teletransporters when using them to connect map edges to one another.

Currently, when you place a teletransporter on the edge of one map, set it to scrolling, place destination to side of the map, and give it a destination map to port the hero to, it works just fine, except that the map it teleports to must be of the same size as the map the hero is coming from.

Here's an example:

In Link to the Past, Hyrule Castle is 1024 x 1024.  Below it, you have two separate maps; Link's house (512 x 512), and the area to the west of Link's house (also 512 x 512).  If you place a teletransporter on the Hyrule Castle map, at the bottom right area of the map, linking it to Link's house, the map successfully scrolls, but it sends the hero off the map, thus freezing the game.  The only way to solve this, is to combine the maps for Link's house and the map to the west of Link's house (1024 x 512).  When doing this, the hero will succesfully transfer to the map at the right place.

Will this issue be fixed in future builds (if not already), or will all developers need to make each individual map the same size in order to avoid sending the hero off the map and locking their games?
#37
Game art & music / [MAP] Hyrule Castle
July 09, 2016, 06:20:55 AM
Here's the latest map of mine for you to explore and edit as you like.

Hyrule Castle



Here's the map file:
http://solarus_resource.site88.net/tutorial/maps.htm#hyrulecastle

Remember to update your tileset, entities pack, and their data files.  Maps will appear corrupted otherwise.

Happy mapping!
#38
Game art & music / [MAP] Kakariko Village
July 06, 2016, 11:55:26 PM
Here's another map from Link to the Past using my tileset :)

Kakariko Village
Download it here


Be sure to update the tileset and the data file.

Happy Mapping! :)
#39
I have completed two maps for you to use in Solarus, using my tileset.  The site is back up and running for the time-being.  I apologize for the inconvenience.

http://solarus_resource.site88.net/tutorial/maps.htm

The two maps I have for you are:

The Lost Woods

Death Mountain (Light World)


These maps are not a 100% recreation, merely a demonstration of my tileset.  Feel free to use them aa you like, and make whatever alterations to them you would like.

As always.  happy Mapping!!
#40
While this is more like a showcase than a tutorial, it still does have some tutorial elements to it, and is also not 100% complete.  There are still a couple things left not added but I figured I would put this up anyway.

Please check it out:
http://solarus_resource.site88.net/tutorial/index.htm

Happy mapping!