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Messages - Diarandor

Pages: 1 ... 68 69 [70]
Bugs & Feature requests / Misprint in Lua API - Enemy
« on: February 25, 2015, 07:18:08 am »
There is a misprint in the Lua API of "enemy" (here:
in the last lines of the example of the Overview, it should be written m:start(self) instead of  self:start_movement(m).
I suppose that was the old syntax. That misprint could give problems for beginners of solarus.

It's posted there now.

Hi! I have the following problem:

The animation for  the sprite "carrying_walking" that I am using has 8 frames. But the carried object bounces each 3 frames (this was the behaviour in ALTTP), so  the animations are not synchronized. (I would like to keep the number of frames to keep quality of the animation.)

Could this be made more customizable in future versions of solarus?
I suggest using a variable in the engine to set the number of bounces on each loop, which should be 1 by default (in my case I would need to set it to 2 times for each loop since in the walking animation the hero moves both legs on each loop).

Thanks a lot!

Development / Question: mirrors and reflections
« on: February 03, 2015, 08:49:13 pm »
Would it be possible (in the current or future versions of solarus) to program scripts for mirrors showing a reflected image of what is next to them, or water reflecting the image of what is above?

(It's just out of curiosity. I don't need these entities for the game I'm working on, but it would be cool if possible.)

Development / Re: I need some help to customize the command "action".
« on: December 14, 2014, 05:11:52 pm »
Thanks again!
I will do as you say, mimicking some functions of the HUD to manage my custom actions.

Development / I need some help to customize the command "action".
« on: December 14, 2014, 03:26:47 am »
Hi! I was trying to execute a function (for example, to open a menu in the game) when the "action" button is pressed, but only in case the hero is not performing another action (talking, lifting,...). To do that, I tried to use the function:

function game:on_command_pressed(command)
  if command == "action" and game:get_command_effect("action") == nil then
     ---- function...

The problem is that this does not work when interacting with custom entities because the function game:get_command_effect("action") returns nil, and I think it is not possible to assign a command effect when the hero is close to a custom entity before the "action" command is pressed (maybe I'm wrong).

Could you help me to solve this problem?
Thanks in advance!

Development / Re: Help with light and darkness
« on: September 20, 2014, 05:42:18 pm »
Thanks a lot again for your help!

Development / Help with light and darkness
« on: September 20, 2014, 03:28:31 am »

I would like to know if it is possible to program dark rooms where there are several sources of light (including the hero, some moving enemies, and torches on walls). Outside the illuminated areas there would be opaque darkness. Is it possible to do this? And how?

Thanks for your help!!!

Bugs & Feature requests / Problem after using hero:set_tunic_sprite_id()
« on: September 13, 2014, 07:20:34 pm »
Hi! I have the following problem:

After changing the hero's sprite with the function hero:set_tunic_sprite_id("tunic_name"), the hero is not hurt when colliding with an enemy. I realized that this only happens when the name of the tunic is not of the form "tunicX". Could this be a bug?

Thanks in advance for your help!

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