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Messages - Zefk

#31
Okay, scrolling credits is basically done. Not sure if any other feature is needed. (gif is choppy)



Features:
+Change spacing
+Change scroll Speed
+Unlimited lists of text
+Adjust the x-pos of text
+Change the y-pos starting point
+Change the font of any line of text
+Change Color of any line of text
+Change the size of any line of text
+Change the distance of the credits stopping point
+Change finishing sound
+Change option for resetting the game
+Change direction of the scrolling credits
+Change whether the game pauses during the start of credits (as in suspend)
+Change skip speed and the key's letter
#32
Scrolling credits for the book. I am making a super simple script based on my name pick script. Still needs a little tweaking. For instance, changing the size of font for one line of text and variable names. (Those will actually be quite easy.)




Some features:
Code ( lua) Select
--The amount of  text to display
local list_box_amount = 7

--The space between each character and box.
name_list.spacing = 14

--use a font list
name_list.font_list = true

--Change characters to show
name_list.hero_name[0] = "Zefk"
name_list.hero_name[1] = "Diarandor"
name_list.hero_name[2] = "Christopho"
name_list.hero_name[3] = "MetalZelda"
name_list.hero_name[4] = "Wrightmat"
name_list.hero_name[5] = "llamazing"
name_list.hero_name[6] = "ffomega"
name_list.hero_name[7] = "None" --This will be my character input script in the future.

--Adjust the x-axis of font pack display for the seven names.
name_list.font_x[0] = 160
name_list.font_x[1] = 150
name_list.font_x[2] = 150
name_list.font_x[3] = 150
name_list.font_x[4] = 150
name_list.font_x[5] = 150
name_list.font_x[6] = 150
name_list.font_x[7] = 157

--Adjust how far down the name list goes.
name_list.font_y_axis = 25

--Change the font package
--Leave it nil to use the Solarus team made bitmap font. (At least in this demo or if you have it in your project.)
--name_list.font = nil
name_list.font = "minecraftia"

--Change font size
name_list.font_size = 6

--Change color. It was set to snow white (Not white 255,255,255, but snow white 255,250,250. Yeah, they are different.)
--Check in of script for some RGB color values.
name_list.color_type = {255,255,255} --139,0,139

#33
Development / Re: [Solved]Timer problem
July 16, 2018, 05:14:41 AM
That does indeed Work. Thanks @Max!  ;D

Code ( lua) Select
function map:on_started()

local switches_on= 0

for switch in map:get_entities("solid") do
  function switch:on_activated()
    switches_on = switches_on + 1
    if switches_on >= 4 then
      switches_on = 0
      sol.timer.start(5000, function() deactivate_switches() end)
      timer_sound:set_with_sound(true)
    end
  end
end

function deactivate_switches()
   for switch in map:get_entities("solid") do
     switch:set_activated(false)
   end
end

end
#34
Development / Re: Timer problem
July 16, 2018, 02:09:27 AM
The following script is one solution:

Code ( lua) Select
function map:on_started()

function solid_1:on_activated()
    if solid_1:is_activated() == true and solid_2:is_activated() == true and solid_3:is_activated() == true and solid_4:is_activated() == true then
      timer_sound = sol.timer.start(5000, function()
        solid_1:set_activated(false)
        solid_2:set_activated(false)
        solid_3:set_activated(false)
        solid_4:set_activated(false)
      end)
      timer_sound:set_with_sound(true)
    end
end

function solid_2:on_activated()
    if solid_1:is_activated() == true and solid_2:is_activated() == true and solid_3:is_activated() == true and solid_4:is_activated() == true then
      timer_sound = sol.timer.start(5000, function()
        solid_1:set_activated(false)
        solid_2:set_activated(false)
        solid_3:set_activated(false)
        solid_4:set_activated(false)
      end)
    timer_sound:set_with_sound(true)
    end
end

function solid_3:on_activated()
    if solid_1:is_activated() == true and solid_2:is_activated() == true and solid_3:is_activated() == true and solid_4:is_activated() == true then
      timer_sound = sol.timer.start(5000, function()
        solid_1:set_activated(false)
        solid_2:set_activated(false)
        solid_3:set_activated(false)
        solid_4:set_activated(false)
      end)
    timer_sound:set_with_sound(true)
    end
end

function solid_4:on_activated()
    if solid_1:is_activated() == true and solid_2:is_activated() == true and solid_3:is_activated() == true and solid_4:is_activated() == true then
      timer_sound = sol.timer.start(5000, function()
        solid_1:set_activated(false)
        solid_2:set_activated(false)
        solid_3:set_activated(false)
        solid_4:set_activated(false)
      end)
    timer_sound:set_with_sound(true)
    end
end
#35
Development / [Solved]Timer problem
July 16, 2018, 12:00:52 AM
I have a problem with my script. The switches are suppose to reset after 5 seconds when they are all activated. They do reset, but the one second timer is already running through again and I cannot activate any switches for another 5 seconds.

Code ( lua) Select
function map:on_started()

  sol.timer.start(1000, function()
    if solid_1:is_activated() == true and solid_2:is_activated() == true and solid_3:is_activated() == true and solid_4:is_activated() == true then
      sol.timer.start(5000, function()
        solid_1:set_activated(false)
        solid_2:set_activated(false)
        solid_3:set_activated(false)
        solid_4:set_activated(false)
      end)
    end
    return true
  end)

end


#36
Game art & music / Re: Lake Tileset with Animations
July 11, 2018, 06:17:17 PM
You do not have to apply any license and people can still use your work if you have given permission.

I personally only use free content or stuff I made. Not just anything I find on the internet. Adding on to your question: Here

There are exceptions with countries fair use laws. Jurisdiction matters in a lot cases or the country you live in, but I avoid using content that is not clearly stated as free for commercial purposes.
https://en.wikipedia.org/wiki/Fair_use
https://en.wikipedia.org/wiki/Copyright_law_of_Japan
#37
Game art & music / Project Heroine Sprites
July 11, 2018, 04:13:51 AM
I am showing off the sprites I mentioned in the Female Character Hairstyles topic. So far I got the front, back, and side views finished, but I still need to modify the sprites colors + make the other animations.

These sprites are based off of the Eldrina Sprite I made. Eldrina is a mod of Diarandor's Eldran v1.1 Sprite. This sprites project would not even exist if it was not for Diarandor and I am thankful for his amazing art that just keeps getting better.

Project Heroine Sprites: (Login to view)



For history purposes: Plexa

Update:

Sword animations in progress for 40+ sprites.

-----------
Finished:
-----------
-walking
-carrying
-carrying walking
-lifting
-pushing
-pulling
-grabbing
-plunging
-bubbles
-miscellaneous (Death & Hurt)
-jumping
-falling
-swimming
-sword loading

----------------
Progressing:
----------------
-sword tapping

-------
Next:
-------
-sword brandish
-sword tapping
-spin attack

--------------
Unfinished:
--------------
-sword brandish
-sword tapping
-spin attack


----------------
Might do:
----------------
-bow
-hookshot
-boomerang
-brandish
-victory
#38
Game art & music / Re: Lake Tileset with Animations
July 10, 2018, 07:53:12 PM
I like the logs. They can make some nice bridges.

About the License. Would it be something like CC-BY-SA 4.0?

https://creativecommons.org/licenses/by-sa/4.0/
#39
Quote from: jojo_f on June 21, 2018, 03:31:17 AM
I assume it is pre-recorded audio? Ie. Not a sequence like MIDI or SNES format. If that is that case (its a format like .wav or .mp3 or embedded in a video) then a new-soundfont remix would be unfeasible, unfortunately. The song would have to be entirely re-made.

Edit. BUT if you have a midi file or similar it would be very easy! Do you have one??

Well, actually, you can convert .wav, ogg, etc to midi. Some ways take more work than others.

Simplest free solution: Bearaudio

Although, Bearaudio will not separate the instruments. Also, Bear is an online converter.




Paid

Melodyne Studios: can do the same as Bear, but it is a paid piece of software. Not sure if it separates instruments. More at YouTube.

AnthemScore: Same as Melodyne Studios, but cheaper price wise and it has a Linux version.

Similar paid software and price comparisons: Here

Free

Bearaudio: Although, Bearaudio will not separate the instruments. Bear is an online converter and deletes your file after 2 hours and it can convert many different file formats. For instance, it can convert WAV, MP3, OGG, AAC, and WMA to MIDI.

Sonic Visualiser: It works on multiple platforms (I use it on Linux), but it takes more work than the others. It shows you a melody spectrum that one can trace on layers and export to Midi. It is a good learner tool. I used this to make opensource music into midi because sometimes their instruments suck, but their music is amazing. ;D

Here is a quick explanation by Hibou57.

AmazingMidi: This can turn a wav file into Midi for Windows.

#40
General discussion / Re: A funny thing about forums
July 04, 2018, 06:21:16 PM
@brlmnd
Too busy with many projects. Also, I need to update my website and forum. Haha  ;D
#41
General discussion / A funny thing about forums
July 04, 2018, 01:21:36 AM
A lot of messager services were discontinued, but a space for them still exist on forums. I found it odd that there is no option to just add the type of service one uses.

Discontinued:
AOL Instant Messenger (Discontinued (December 15, 2017)) Wiki
MSN Messenger (Discontinued, 2013) Wiki

Still Exist:
ICQ
YIM




#42
Bugs & Feature requests / Re: Forum: Storage Full
July 03, 2018, 11:08:15 PM
@Diarandor
True, true.

I cleaned out some useless attachments I had on the forum.  8)
#43
Bugs & Feature requests / Forum: Storage Full
July 03, 2018, 12:58:00 AM
The upload folder is full. Please try a smaller file and/or contact an administrator.

My file was 1.4 KB

Should we go through our attachments and free up storage?
#44
Game art & music / Gimp Script: deep-float-copy
July 03, 2018, 12:37:33 AM
Okay, I decided to put the deep-float-copy script in this section because it is related to Gimp. Feel free to move it.

The deep-float-copy script is something I found online, but it was broken for gimp 2.8, so I fixed it. Gimp still has not improved its layers as far as I know.

It is useful for copying link layers that are selected. Make sure to select the area of the linked layers or a few error messages will appear. The preview below shows the character being selected. Float Linked Layers (Copy) will instantly copy all the linked layers.

Install:
Linux: Put it in /home/YourName/.gimp-2.8/scripts
Other: https://en.wikibooks.org/wiki/GIMP/Installing_Plugins#Copying_the_plugin_to_the_GIMP_plugin_directory

Image Example + sneak peak:
Preview

Downloads:
Download (Login to download)
Alternative Download

#45
Solarus Website > Games > By the community > Tunics!

It seems the Tunics DokuWiki no longer exists, but it can still be seen on WaybackMachine.
https://web.archive.org/web/20171028100334/http://tunics.legofarmen.se:80/start
https://github.com/Legofarmen/tunics/tree/master/data