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Messages - Diarandor

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1
Is it my phone or the movement is not completely smooth? (I do not have internet at home now to check this.)

2
No one has tried. But it is all perfectly doable. The only problem is to find enough free time to create the art and code it.

3
Another important tool for this is the "custom properties" of Solarus 1.6. You can add a season property to some entities, and when that property is defined (not nil) and different from the current season, that entity would be destroyed when the map has been created. That together with the custom events are very flexible and powerful tools to work with.

4
I agree that using a different tileset for each season is the natural way to do so. The rod itself is just a sprite, which is very easy to do. But changing the season, appart from changing the tileset, would probably require some custom event(s) on each map, which would do some extra stuff depending on the season and the map itself.

I suggest the syntax: "map:on_season_changed(season)". Then your rod item script should be charged of changing the tileset (if possible) and calling these custom events (when they are defined).

5
Bugs & Feature requests / Re: Forum: Storage Full
« on: July 03, 2018, 05:38:08 am »
Someone should call the garbage collector... XD

6
General discussion / Re: What do you prefer for a shield?
« on: July 03, 2018, 05:31:06 am »
If you are a total noob, you should not start with the shield.
First do easy stuff and learn how to program easy stuff.
This shield is a bit experimental and may need some improvement.

7
Development / Re: Freezing/locking keyboard during specific event?
« on: June 25, 2018, 04:15:09 pm »
I tried it with map:has_entity("clone"), but it didn't work. He didn't start a second animation, thats true, but he still thinks there is a second usage of the item and he can't "remove" the sprite at the end.

We cannot help if you don't post the code or give enough information. It is unclear what you did.

I now added "game:on_map_changed(map)" with "game:set_command_keyboard_binding("item_1", "x")" in game_manager, so everytime I move to another map, the binding is set new. Seem to work, no errors   8)

I don't think it is a good idea to call "game:set_command_keyboard_binding" inside "game:on_map_change", even if it works. Something here seems very wrong to me. There should be a better way to do that.

8
Bugs & Feature requests / Re: Complex movements
« on: June 24, 2018, 07:59:41 pm »
If you are doing basic stuff, better not to read my code and try it yourself with timers and movements. Always start with short code and basic stuff.

9
Bugs & Feature requests / Re: Complex movements
« on: June 24, 2018, 07:58:22 pm »
Watch the videos in my YouTube chanel to see what is possible to do with normal enemies. You have their code in the repository of Children of Solarus, in github and gitlab. We recently moved to gitlab (because Microsoft bought github), so the github repo will not be updated. Use the scripts to study and make tests (some are quite complex).

PS: if you like my videos, click on "thumbs up". :)
I am temporarily on pause mode for now, due to too much work in my real life. When I come back I will keep adding more cool enemies.

10
You should not set the state to false when on_item_finished() is called by the engine, but call it yourself when the item action has TRULY finished.

11
Development / Re: Freezing/locking keyboard during specific event?
« on: June 14, 2018, 07:37:04 pm »
To do it in a clean way you'll need to modify the event on_command_pressed and do nothing if the item is being used. That will avoid annoying built-in stuff like the hero state and animations being restarted. As Max says, it is convenient to define item:is_being_used() (or item:can_be_used()) for all items.

12
Development / Re: How to make hero hurt while swimming
« on: June 13, 2018, 08:52:17 pm »
This seems to me an engine limitation, or even a bug.
@Christopho: should we open an issue for this?

It is still doable in Lua with some event (on_animation_changed or on_state_changed).

13
Development / Re: function vs. function:enemy
« on: June 11, 2018, 08:34:21 pm »
The keyword here is "scope". You should learn about this concept.

14
Development / Re: Music transitions (Fading in/out)
« on: June 09, 2018, 11:39:29 pm »
Exercise: code it yourself. (Hint: use timers to change the volume in a smooth way.)

15
Zelda Return of the Hylian SE / Re: Any news on Oni Link Begins SE?
« on: June 07, 2018, 08:52:10 pm »
And "Mercuris Chess XD2" was translated into English on April. It's the best mini-fangame of the team.

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