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.

Messages - Max

Pages: 1 2 [3] 4 5 ... 17
Development / Re: Seach for an entity?
« on: August 12, 2019, 01:40:11 pm »
Oh, you had been typing enemy:freeze(), so I assumed that was a method you'd added yourself to the metatable or something.

Depending on how simple you enemies are, you might be able to add an enemy:freeze() method, as long as you remember to deal with the fact that all when an enemy is damaged, all timers and stopped on them and enemy:restart() is called.

If you don't want to do that, unfortunately enemy:immobilize() is the only option, and you can't set the length of time they're frozen and there's no way to unfreeze them.

Development / Re: Seach for an entity?
« on: August 09, 2019, 03:12:25 pm »
I think you could do something like
```local map = item:get_map()
for enemy in map:get_entities_by_type("enemy") do

Game art & music / Re: Minish Cap Hero Template Request
« on: June 23, 2019, 07:43:56 pm »
Wow, that must have been a ton of work to put together, can't believe I've never seen it before! That's awesome.

I wanted to say, I really love the fogs you use on your maps! They look very good in the screenshots, it really enhances the atmosphere!

Your projects / Re: Ocean's Heart Beta Testing
« on: May 04, 2019, 09:37:53 pm »
Cluedrew! I would love to have you take a look, I'll send you a link. I don't need any input by any particular time, I'm just hoping to whatever feedback I can so I can change things that don't work as soon as possible : )

I don't have a good estimate on how long it'll take to play through- it might be possible to make it through the main story in 5-7 hours? However, the game will get pretty difficult if you don't spend any time exploring or doing side-quests, which reward you with better armor and ways to make your weapons stronger. It's probably time for me to go play through the whole game again to get a new estimate, because so much side content has been added, and much main story stuff restructured and improved.

Anyone who's doing the beta have an estimate for how long they've been playing?

Your projects / Re: Ocean's Heart Beta Testing
« on: April 29, 2019, 08:39:35 pm »
Yes, you weren't missing anything. I was out of town all weekend, but I just sent you a PM about it : )

Your projects / Re: Ocean's Heart Beta Testing
« on: April 26, 2019, 01:06:33 am »
Thanks Eponasrider! Yeah, the forums here are a great place. Christopho has a youtube tutorial series I highly recommend, and definitely join the Solarus discord. It's a fairly active community there, much more than the forums here. I recommend messing around with Solarus for a little bit to get comfortable in the editor. Download the free resource pack, which has tilesets, enemies, and I think some items. Make a room to get used to the map editor, then make a town to get used to adding NPCs, teleports, maybe a little bit of map scripts. Then maybe make a small dungeon, but don't try and create and new mechanics, just use what's easily available to you.

After that, I'd recommend planning out a small "test" game. Maybe the hero has to go from her town to a dungeon and back, there's a couple items to find an equip. When you realize you'll need to create menus, enemies, design dungeon puzzles, figure out items, all of that, a small-seeming game like that is actually quite a lot for an amateur developer like us!

I imagine if you're a professional developer you might be familiar with agile methods and scrum boards and other tech kinda workflow strategies. I actually use quite a bit of that just myself to keep track of things and keep myself on track.

Also, I'll send you a link to join the beta! I'd love to hear what you and your son think! : D
(I'm headed out of the house right now so i'll send it later tonight)

Development / Re: Quest document - updated pdf
« on: April 23, 2019, 07:14:51 pm »
Hey- I'm not sure what the "quest document" is, do you mean the API reference documentation?

Development / Re: New Solarus Guide from scratch i'm creating
« on: April 23, 2019, 07:12:58 pm »
Lol, 20degree does say they understand many people will just say "make a game", like you said Diarandor :p

Hey dude, if you learn best by making a guide, good for you and go for it. Many of the questions you will ask are covered by tutorials, which will help your book I'm sure. There is also another Solarus book someone wrote which might likely help you- you can find it on the forums.

I looked at your guide- it is very hard to read because of the busy colorful background, but if you're mainly doing it just to teach yourself I guess that's fine. Writing a book like this forces you to think more step-by-step than making a game sometimes can. Good luck, have fun.

Your projects / Re: Ocean's Heart Beta Testing
« on: April 15, 2019, 04:36:33 pm »
Awesome guys! I appreciate it!

The biggest things I don't have a great grasp on are balance issues, probably. Since I don't know how well hidden most power-ups and stuff are (since I know where they are, haha), I'm not sure how many of them most people will find, or if they're even fun to find. I've tried to roughly balance the enemies for doing like 60-70% of the side content, but I'm not sure if the enemies are too easy, too damaging, unfair, etc.

I'm also just very concerned that stuff will be boring or unprofessional looking, haha. Also, if it's possible to record your screen let's-play style while you're playing, that'd be super helpful, but I know that's a pain to set up if you don't usually do that.

I'll send you both messages with links to the current build.

Your projects / Re: Ocean's Heart Beta Testing
« on: April 13, 2019, 02:22:40 am »
Thanks! I'll send you a link.

Your projects / Ocean's Heart Beta Testing
« on: April 12, 2019, 09:40:39 pm »

I know many of you are aware of my game, Ocean's Heart. As of right now, it's officially in beta, and I'm looking for some testers. I'd love to have some Solarus developers looking at it especially, since you know how the engine works and would have a better idea what you're looking at if you come across something going wrong.

So if you're interested, please send me a DM or message or email or something, and I'll get you a copy of the game!

2. Make a your own quest that's simple and doesn't require much scripting
I can't agree with this enough! Some solarus devs were talking about where to start a while ago, and I think we all agreed that making a couple maps without any scripting to familiarize yourself with the editor's interface and map entities is the best place to start. I'd recommend making something like a town first. Then maybe a dungeon that doesn't have a dungeon item. I think it's a really good idea to do these before you start trying to make your game, or implement any quests.

The one place I disagree with llamazing is that I think the biggest limitation is each developer's commitment to learning. Solarus is a great engine, both powerful and easy to use, but it does take time to learn lua and the solarus API. I think a big obstacle is people jumping in, trying to make their dream game, and getting bored and discouraged. You might not be creating complex branching quests with unique mechanics in just a couple months. But if you persist, you totally can do that with solarus!

Also, let someone know if you can't find the link to the discord server, I think between all the solarus devs, one of us is on there at just about any hour of the day, haha : )

You're not wasting anybody's time : )

So you just want to show two consecutive dialogs? Why not just show the second one in the first one's callback?

Development / Object you can throw over and over
« on: March 15, 2019, 04:41:51 pm »
Hey, so I coded this custom entity that's a lot like the iron ball from A Link to the Past's Eagle Tower- it's an object the hero can pick up and throw, and then pick up again and keep on throwing. You can even carry it to other maps and keep smashing it into enemies faces. I can it "toss_ball", haha.

You can set the properties "weight" and "damage" on the custom entity, which by default are 1 and 6. When this entity hits an enemy, it'll try to call enemy:hit_by_toss_ball() , so if you want certain enemies to exhibit different behavior on being hit by this than being damaged, define that function for those enemies (if, for example, you wanted an enemy to have its shield destroyed, or become vulnerable when hit with this or something.). Note: hit_by_toss_ball() will be called whether the hero throws the ball into the enemy, but also if the enemies runs into the entity while it's on the ground.

Code: [Select]
local entity = ...
local game = entity:get_game()
local map = entity:get_map()

function entity:on_created()
  entity:set_traversable_by("enemy", true)
  if entity:get_property("weight") then

local enemies_touched = {}
entity:add_collision_test("sprite", function(entity, other)
  if other:get_type() == "enemy" then
    local enemy = other
    if not enemies_touched[enemy] and enemy:hit_by_toss_ball() then
    enemies_touched[enemy] = enemy
    sol.timer.start(map, 1000, function() enemies_touched[enemy] = false end)

function entity:on_lifting(carrier, carried_object)
  if entity:get_property("damage") then

  --landing, and therefore needing to create a new toss_ball
  function carried_object:on_breaking()
    local x, y, layer = carried_object:get_position()
    local width, height = carried_object:get_size()
    local sprite = carried_object:get_sprite()
    local direction = sprite:get_direction()

    if carried_object:get_ground_below() == "wall" then y = y + 34 end
      width = width, height = height, x = x, y = y, layer = layer,
      direction = direction, model = "toss_ball", sprite = sprite:get_animation_set()



If you see any errors or mistakes I've made, please let me know so I can fix them! Have fun using this, modifying it, whatever you want.

Pages: 1 2 [3] 4 5 ... 17