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Messages - Max

#31
So, assuming you're asking the question in the title of the topic, is there a free converter to .it from what? I don't know that you can convert to .it files from like, an MP3 or WAV, since my understanding of .it is that it's closer to music for a player piano, or directions for an orchestra, than to a recording, or audio file.

Good luck with your project though. Solarus definitely won't be as easy to learn as RPG Maker- that's because Solarus lets you do more and allows you more freedom. But I'd recommend starting with the map editor, and creating some basic overworld maps to start learning. The title screen you're describing is going to be much more complicated to make, and will involve a lot of coding and understanding of Lua. Just because it's the first thing you see when you boot up a commercial game doesn't mean it's the easiest thing to do.

I'd also recommend following Christopho's tutorials on youtube. It's a good place to start, and there's also a book that explains a lot about Solarus and can help you learn- it's available somewhere on the forums, you can search.

Making a game that's long is very hard and will probably take several years, so best of luck sticking to that!
#32
Your projects / Re: Ocean's Heart
August 25, 2020, 03:03:25 PM
Was this a download link for the game, or the link to the source code? I need to update the source repo to include / not include certain things, but I don't necessarily want the game available for free downloading so close to release lol
#33
Your projects / Re: Ocean's Heart
August 09, 2020, 10:27:43 PM
Another thing to consider, none of the maps on the game like, touch the edges of the game area, then going 480x270 is probably ideal. I believe this is what hyper light drifter does, they're 16x16 tiles (I believe), but just every map is large and the playable area doesn't go to the edge, so you don't have to worry about tiles lining up at the edge.
#34
Seems like you're essentially trying to create an L shaped area then, which you can't do with separators. Imagine you're walking along the north edge of the separator, headed east toward the purple arrow. As soon as you clear the separator, the camera would snap to out the hero in the middle of the screen. Also L shaped aren't supported, I think that's probably one reason why.

You could maybe make some kinda system where you use other entities to control the camera's movement, and have the camera move more slowly, but it sounds pretty tricky.

By the way I like the changes you make to the trees and stuff, looks good : )
#35
It's possible but there isn't any functionality for it in the API, so yeah, you'd have to do most of the online work yourself. Someone is already working on local multiplayer though which is probably a big part of it. Idk when that will be ready tho.
#36
Go with what you like then!
I tend to draw a bit of a lower angle than Zelda- it seems like those first two trees are based of my art? Which is a tad closer to side view than the conifer, which I think is based on Minish Cap, as is more top view. I'd roughly guess (if 0⁰ is like, super Mario, totally side view), those first trees the camera is like 45⁰ up and the third is like 60⁰ up?

But then there's lots of exceptions. Google "link between worlds perspective" and you can see how they had to make things kinda lean back to make sense. It's kind of a mess and you gotta feel it out. But if you're starting, a good note is that you can see a lot more of the top surface of objects than you'd expect.

It's helpful to think in ratios. For example, if drawing a box. 45⁰ angle, the ratio of how big the top surface is to the side is about 1:1. Normal Zelda stuff, the perspective of stuff is like 2:1 top: side, whereas like old final fantasy games seemed more like 1:2 top:side.

Idk if that makes sense or helps?
#37
Love that movie. One furthest to the right reads most clearly to me but you have two different perspectives for these. 2 and 4 are from a lower camera angle than 1, 3, and 5. So what angle are you other assets drawn from?
#38
Your projects / Re: Ocean's Heart
June 08, 2020, 07:24:52 PM
Oh yeaaaaaah, I forgot lol
It's a good point. I'll think about adding it, I needed some way to sink extra coral ore after miscalculating how much there was
#39
Your projects / Re: Ocean's Heart
June 03, 2020, 02:59:28 AM
256 x 144 ratio?
Or 384 x 216 (fits 8x8 but not 16x16)
Or 512 x 288

If you maintain a player character of the same size, these game sizes will change how the game feels a lot. More claustrophobic and less room to fight enemies and see them coming, or else zoomed out more so you would need to move faster probably. But I don't think it'd be a craaazy drastic change. You could also, instead of black bars, probably do something where the game is 416x240, but there's a menu in the sol.main context that's outside the game, and takes up that space.


@scruffy, thanks for the feedback! I'll go through it and fix any bugs.

The fact you can use the key on the secret place if you know where it is, is intentional. I thought it'd be fun to put in a massive skip, and designed so the items of the dungeon you skip aren't mandatory. I don't think bomb damage ever changes, so it didn't make sense to list it like a stat. The rest sound like bugs though!
#40
Your projects / Re: Ocean's Heart
May 26, 2020, 02:41:04 PM
Seems like you're kind of answering your own question as to why I'm not using a 426px size. I rounded down to the closest multiple of 16 for things like that. So I can evenly fit 16x16 tiles into maps
#41
You could adjust how much damage enemies receive from specific sources of damage. With the enemy metatable, enemy:on_hurt gives you access to the attack received. So you can do like, if attack == "explosion" then enemy:remove_life(explosion damage)
#42
Your projects / Re: Ocean's Heart
May 11, 2020, 11:16:37 PM
Love that show dearly. Wasn't thinking of it when I was designing the coins specifically, I based it on that certain kind of Chinese currency, and also the ATLA team based the Earth Nation on China as well.

Good job with the hue shifting on the coins. Yellow generally shifts toward red rather than green as it gets darker, but yellow is probably the touchiest color to work with.
#43
Yeah, like the lower one of those. Loosely a kinda curved \ shape

So darker colors in general should be more saturated, besides being cooler. Still lots of exceptions, etc.
#44
Part of my ability there might be I don't know what a texture palette is, which maybe helps? Lol

For selecting colors I just sweep through the color selector in roughly a kinda y=-2^x shape, with a bit of hue shifting towards cooler or warmer colors for shadows/highlights. And avoiding yellow things, yellow is hard. Whereas blue is pretty forgiving.

Your tree looks really good by the way! Might shift the darkest green a bit more toward blue, and the midtone brown a bit more towards red to illustrate what I do, but there's no right answers.
#45
Instead of "enemy:remove_life()" on the minions, you could do "enemy:remove()", which just takes them off the map, instead of damaging them. If you still want the dying animation you could manually create that.