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Topics - Eyth

#1
Development / User properties (key, value) ??
October 15, 2018, 12:42:27 PM
Hello again ^^

So lately, I was wondering about a section in the editor-windows of map entities. By double clicking, the edit window opens and at the bottom there is a point "user properties". By going on "+" I can enter a key and a value.

I didn't use this till now, so I dont know what this is for? And I didn't find it either.
Can someone explain, what benefits this holds? Maybe I'm missing a helpful tool all this time ^^

Thanks in advance ;)
#2
Development / Cutscene troubles (as menu)
October 10, 2018, 01:21:55 PM
Hello girls and guys,

I'm facing an issue here, and due to the fact, that I tried some things on my own and searched for similar topics - I can't quite figure it out myself...
I want to do a cutscene. For me the best option was, to make a script (a menu), in which I have all the funcs on what should happen. A menu, because I want the cutscene to start, when the hero is in a dialog with a npc and gives the right answer on a question.

So long story short, I have this in my MAP-SCRIPT:
Code (lua) Select

local cutscene = require("scripts/cutscene/cutscene_1")

function mentor:on_interaction() --mentor is the npc--
         game:start_dialog("mentor", function(answer)
                                              if answer == 1 then
                                                 sol.menu.start(game, cutscene)
                                                 hero:freeze()
                                              end
                                     end)
end


And then there is the required SCRIPT for the CUTSCENE, build as a menu (not finished):
Code (lua) Select

local cutscene = {}

function cutscene:on_started()
         --fade_in effect and timers start--
end

function cutscene:on_finished()
         --all timers stop and hero unfreeze--
end

function cutscene:on_draw(dst_surface)
         --menu_background and other images are drawn--
end

return cutscene


And her comes the issue: The menu starts like it should, but when it is finished, the hero is still frozen, because if I do hero:unfreeze() in cutscene:on_finished() it doesnt know the value "hero". And I also cant do game:get_hero() at top, because it also doesnt know the value "game".
So is there a way to get the GAME in the script to work with, or am I totally wrong with what I have done with this so far?

Thanks in advance ;)
#3
Hello guys!

A - hopefully short - question ^^
I want to start a menu from a dialog with a NPC. More precise, the hero talks to the NPC and the NPC asks a YES/NO question (that works).
But now I want to start a menu (or cutscene - with I suppose is also a menu) when the hero chooses the answer YES.
How do I start/link the script from the menu/cutscene-script to the map script?

Like:
Code (lua) Select

game:start_dialog("dialog_npc", function(answer)
                                                if answer == 1, then --Answer = YES--
                                                   --Start Cutscene Menu??--
                                                else return
                                                end
end)


Thanks in advance ;)
#4
Hi there ;)
This topic came up the last days, so I want to discuss it and get to understand the matter better (that rhymes ^^ [or bad english ;P])

When working with tilesets and game art its often hard to know, if you are allowed to use a certain pic or complete tileset or animation, in my opinion.
I mean, are we not allowed to use everything that is findable on the internet (f.e. google pictures)? Especially when there is no sign of a limitation or copyright.

And what is with modifying existing art or tiles or complete sets? Are we also not allowed to use them, because the thing we work from in this case, is from another person?
In the end we just want to make games ^^

Hope you can follow and may have some tips, opinions or even experience. Thanks in advance ;)
#5
Game art & music / Lake Tileset with Animations
July 10, 2018, 03:59:20 PM
Hi everyone,
I made a little tileset for a lake environment and I want to give it to this amazing community ;)
Its not a big one, but nearly everything is automated (waves).
Sadly I can only post the PNG, but everthing is numbered (blue = number of tile; white = number of animation-frame). You should be able to implement it fast into Solarus.
The tiles are mostly 8x8 or 8x16 px. Also the tiles are directly in the right position to capture it in the editor. But of course you can also implement it in your own tilesets ^^

Its free to use (CC-BY-SA 4.0) - hope you have fun creating :)
#6
Hi there ;)

I saw this several times in other projects and don't know if its relatively simple to explain...
Lets say, I have 3 custom switches in the same room. And they are named "switch-1, -2, -3". I have a special ability which can activate those switches, but I dont want to tell script: When switch 1 is hit then activate and when switch 2 is hit - then activate... and so on.
How does it work in a script to tell him: When a switch, with name "switch-"+specific number (f.e. "2") is hit, then activate (only) "switch-"+specific number (f.e. "2")??
Or is that different evertime  ???
#7
Hi there again  ;)

Today I have a quick question. Hope I can describe it the right way:
I made a custom item with animations and all of that, the hero can use with the "item_1" command key (x). Works - so far so good ^^
But when I press the key, while the animation of the item used is running - the animation stops and starts new. In further consequence errors occur obviously...

Is it possible to lock the keyboard input, til item:on_using is finished, or you may have another idea?
Thanks for your advises in advance  :)
#8
Hello there  ;)
New here and just started with Solarus and the programming-thing  :P
First, thank you for such an amazing programm! Great job.

My question:
I already have my own character-sprite implimented as the "hero". The thing is, that my idea is, to be able to switch the sprite of my hero between two sprites everytime I press a certain key. (F.e. I press "w" -> sprite of hero changes to "tunic1", I press "w" (again) -> sprite of hero changes to "tunic2", and back, and back...)
I already tried some things myself, but can't really figure it out...
(Still got problems with the whole "game:get things, game:set things" thing ^^)