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Messages - Max

#61
Development / Re: :on_interaction_item(item_used)
September 07, 2019, 02:17:22 AM
I think what you're missing is fundamentally misunderstand what an "item" is in this context.

If I say x = 1
Then x is a number

If x = "boomerang"
Then x is a string

If x = y
Then x is whatever the variable y is.

Right now you're saying
`if item_used == x then`
But you haven't defined the variable x. You have to tell the code that by the variable x, you mean the equipment item named boomerang, so you need to use a game method to get that equipment item.

```
local x = game:get_item("boomerang")
if item_used == x then ...
```
#62
Can you post the things you tried? Like the actual code, you said you used on_state_changed() but like, HOW did you use it?
#63
Development / Re: Seach for an entity?
August 14, 2019, 12:49:19 AM
Oooh, I see. I'd argue that you're trying to solve the wrong problem. The issue isn't that you need to stop enemies from moving, you really SHOULD be suspending the game for this, and you need to figure out how to show the animation you want anyway.

Which is pretty simple:
hero:get_sprite():set_ignore_suspend(true)

I mean, your solution technically works so it's not wrong, and maybe should is a strong word. But effectively what you're describing is you do want the game to suspend. You don't want enemies moving, or starting attacks, you wouldn't want NPCs to keep walking around, you wouldn't want some timer you've set to go off, etc. If you don't suspend the game you leave yourself open to a lot of potential conflicts I think
#64
Development / Re: Seach for an entity?
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.
#65
Development / Re: Seach for an entity?
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
   enemy:freeze()
end```
#66
Wow, that must have been a ton of work to put together, can't believe I've never seen it before! That's awesome.
#67
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!
#68
Your projects / Re: Ocean's Heart Beta Testing
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?
#69
Your projects / Re: Ocean's Heart Beta Testing
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 : )
#70
Your projects / Re: Ocean's Heart Beta Testing
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)
#71
Development / Re: Quest document - updated pdf
April 23, 2019, 07:14:51 PM
Hey- I'm not sure what the "quest document" is, do you mean the API reference documentation?
#72
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.
#73
Your projects / Re: Ocean's Heart Beta Testing
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.
#74
Your projects / Re: Ocean's Heart Beta Testing
April 13, 2019, 02:22:40 AM
Thanks! I'll send you a link.
#75
Your projects / Ocean's Heart Beta Testing
April 12, 2019, 09:40:39 PM
Hey!

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!