Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - santiago_itzcoatl

#1
Development / Re: Solarus 1.6 for OSX
January 12, 2019, 11:14:37 AM
Thank you very much!
  :D :D :D :D :D :D :D
You are the best!
#2
Development / Solarus 1.6 for OSX
January 03, 2019, 04:11:14 AM
Hi, happy new year to all!

Sorry, Does anyone has built Solarus 1.6 for OS X already?

Does the team have any thoughts on the official release date?

thanks.
#3
Yes, that is because Zeal gets its docsets from Dash. Zeal User Contributions also comes from Dash's user-contributed docsets.
I just had to upload it to the Dash's user-contributed docsets on Github.

Please let me know if something is wrong with Zeal as I haven't tested it there yet. But I assume it will have no problems.

I'm very happy about at least there is one person who found it useful.  :)

#4
Quote from: Neovyse on April 05, 2018, 02:25:22 PM
Do you know how to get it into the official list (so we can download Solarus docset in Dash/Zeal) ?

It's already on Dash user contributed docsets, so you can download it from the actual Dash app. Just search for it on the downloads section.
#6
Your projects / Re: iOS port
March 20, 2018, 12:41:50 PM
sorry for the necropost, I'm just catching with the engine in general.

¿can I still test your package?
#7

great !
#8
Development / Re: Diagonal directions for hero
March 10, 2018, 11:49:21 PM
The same code but for game commands instead of keys


    function hero:on_position_changed(x, y, layer)
       
        -- Set diagonal movements for key
       
        if (game:is_command_pressed("right") and not game:is_command_pressed("up") and not game:is_command_pressed("down")) then
            hero:set_tunic_sprite_id("her/her-normal")
        end
       
        if (game:is_command_pressed("left") and not game:is_command_pressed("up") and not game:is_command_pressed("down")) then
            hero:set_tunic_sprite_id("her/her-normal")
        end
       
        if (game:is_command_pressed("up") and not game:is_command_pressed("right") and not game:is_command_pressed("left")) then
            hero:set_tunic_sprite_id("her/her-normal")
        end
       
        if (game:is_command_pressed("down") and not game:is_command_pressed("right") and not game:is_command_pressed("left")) then
            hero:set_tunic_sprite_id("her/her-normal")
        end
       
        if (game:is_command_pressed("left") and game:is_command_pressed("up") ) then
            hero:set_tunic_sprite_id("her/her-diagonal")
            hero:set_direction(1)
        end
       
        if (game:is_command_pressed("left") and game:is_command_pressed("down") ) then
            hero:set_tunic_sprite_id("her/her-diagonal")
            hero:set_direction(2)
        end
       
        if (game:is_command_pressed("right") and game:is_command_pressed("up") ) then
            hero:set_tunic_sprite_id("her/her-diagonal")
            hero:set_direction(0)
        end
       
        if (game:is_command_pressed("right") and game:is_command_pressed("down") ) then
            hero:set_tunic_sprite_id("her/her-diagonal")
            hero:set_direction(3)
        end
       
    end
#9
Development / Re: Diagonal directions for hero
March 10, 2018, 07:31:21 PM
 :D

I came out with a simple solution, one that at least works pretty fine for me.
Still, I have not tried it with other animations, just with normal walking/stopped animations but I guess it should work.

It uses 2 sprites, one with the normal directions, and another one with the additional 4 diagonal directions,
then I switch the sprites and assigned the directions as needed.
I had trouble because there was a feedback from the key events, some simple logic worked as a fix.

There should be a more elegant solution, but as I said it works nicely for me right now.

This goes inside the hero.lua file


local function initialize_hero_features(game)

    local hero = game:get_hero()
    hero:set_tunic_sprite_id("her/her-normal")
   
    function hero:on_position_changed(x, y, layer)
       
        -- Set diagonal movements
       
        if (sol.input.is_key_pressed("right") and not sol.input.is_key_pressed("up") and not sol.input.is_key_pressed("down")) then
            hero:set_tunic_sprite_id("her/her-normal")
        end
       
        if (sol.input.is_key_pressed("left") and not sol.input.is_key_pressed("up") and not sol.input.is_key_pressed("down")) then
            hero:set_tunic_sprite_id("her/her-normal")
        end
       
        if (sol.input.is_key_pressed("up") and not sol.input.is_key_pressed("right") and not sol.input.is_key_pressed("left")) then
            hero:set_tunic_sprite_id("her/her-normal")
        end
       
        if (sol.input.is_key_pressed("down") and not sol.input.is_key_pressed("right") and not sol.input.is_key_pressed("left")) then
            hero:set_tunic_sprite_id("her/her-normal")
        end
       
        if (sol.input.is_key_pressed("left") and sol.input.is_key_pressed("up") ) then
            hero:set_tunic_sprite_id("her/her-diagonal")
            hero:set_direction(1)
        end
       
        if (sol.input.is_key_pressed("left") and sol.input.is_key_pressed("down") ) then
            hero:set_tunic_sprite_id("her/her-diagonal")
            hero:set_direction(2)
        end
       
        if (sol.input.is_key_pressed("right") and sol.input.is_key_pressed("up") ) then
            hero:set_tunic_sprite_id("her/her-diagonal")
            hero:set_direction(0)
        end
       
        if (sol.input.is_key_pressed("right") and sol.input.is_key_pressed("down") ) then
            hero:set_tunic_sprite_id("her/her-diagonal")
            hero:set_direction(3)
        end
       
    end
   
end
#10
 :)

Hi everybody, I just did a Dash Docset for anyone using Dash on OSX.
If you don't know Dash, it's a great tool for search and organise all of your API's documentation.

It's configurated with all the methods, functions and events, as well as a category tree structure following the order in the official documentation.
I will update the Docset to follow the latest versions.




The Docset can be downloaded directly from:
https://github.com/santiagoitzcoatl/Dash-User-Contributions/tree/master/docsets/solarus

Mirror:
http://santiagoitzcoatl.net/Solarus/

About Dash:
https://kapeli.com/dash

A similar documentation browser for Linux and Windows that could use the same Docset
https://zealdocs.org/



#11
Bugs & Feature requests / Re: hero:set_size
March 08, 2018, 01:31:04 AM
thank you.
#12
Your projects / Re: Ocean's Heart
March 04, 2018, 01:09:25 PM
congratulations !!
#13
Bugs & Feature requests / Re: hero:set_size
March 04, 2018, 12:50:24 PM

¿does that mean I cannot work with bigger sprites?
#14
Development / Re: Diagonal directions for hero
March 03, 2018, 06:52:54 AM
Nice topic!

I started looking for that just today, after drawing a nice dummie sprite with 8 directions (for several days).
I'll look forward for any advice or tip, while I'll try to come with an approach by myself.
#15
Development / Re: Compile for RETROPIE ?
February 07, 2018, 10:23:49 AM
Quote from: dpro_games on January 09, 2018, 08:09:21 PM
I have already all setup on my raspberry pi 3 to create a solarus console with retropie.
I can add my own game. BUT, how can I do that?
I developed my game on windows with solarus 1.5.3. I have my "data.solarus" and now... What do I am supposed to do with all this?

Sounds amazing, congratulations and thanks for the information. I want to try it myself.

¿Did you achieve loading your own game yet?