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Messages - Diarandor

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16
Zelda Return of the Hylian SE / Re: Any news on Oni Link Begins SE?
« on: June 07, 2018, 12:53:39 pm »
The team and collaborators are now working mainly on the engine and editor, shaders, new pixel art, a (secret) new website, and the projects "A Link to the Dream" and "Children of Solarus". The projects OLB-SE and Mercuris Chest are in pause mode for now.

17
How can I find the english version of XD2? Did I miss something?
I think so. I guess that the selected language was saved as French the first time you initialized the game, so I guess that you need to select the language again in the corresponding menu. Did you check the "options" menu to change the language? (Look for it somewhere in the game.)

EDIT: another way (a dirty way) to change the selected language is to open the file settings.dat in your savegame folder (it will be somewhere in your computer, and that folder depends on your OS), and then replace the line
Code: Lua
  1. language = "fr"
with this new line
Code: Lua
  1. language = "en"

EDIT 2: in the options menu, you can read above in French "press space to select language" (necessary to choose language). But since you don't know French, you didn't understand that and so you didn't know that you needed to press space (or maybe you didn't even read that line).

18
Your scripts / Re: Dodge/Dash/Roll Action
« on: June 04, 2018, 09:28:12 pm »
Exactly, you should use hero:get_ground_position() and not hero:get_position() if you do things in that way.
In any case, I will give a remark on the advantages/disadvantages of both approaches:

1) If you register that function in on_position_changed to check your dash state, as you did, that code will be called always (and many times unnecessarily) when the hero changes position. This may be faster than a timer, but it's also being called when you are not dashing, whenever you move the hero.

2) The second approach, with the timer, would only be used when you are dashing, and you can destroy the timer after the dash. If you think that calling the timer once per millisecond is not optimal, you can call the timer once each 10 milliseconds instead (but be careful, because the ground may change between 2 callbacks of the timer, although this is not a problem if you check the ground again when the dash has finished and independently of the timer). This approach is slower but only during the dash, the rest of the time your code is faster.

I don't think there is really a noticeable difference in speed between approaches 1) and 2). For instance, in my rain/snow/hail scripts, I am updating a screen-sized surface each 5 or 10 milliseconds (depending on the mode), and the game runs as fast as a lightning. The choice is just a matter of personal preference.

19
Your scripts / Re: Dodge/Dash/Roll Action
« on: June 03, 2018, 10:31:37 pm »
An important detail is that you should not use the normal position of the hero but the ground position.

20
Development / Re: how can you draw similarly to the light_manager
« on: June 01, 2018, 04:56:06 pm »
Yeah, I forgot option "3) Using blend modes."

It is not announced yet, but std::gregwar (who is developping shaders) made some experimental shaders allowing several dynamic light sources with shadows on the hero (and other entities). It works also with moving light sources, and looked awesomly awesome. Those shaders will be usable with Solarus v1.6 when he shares the code.

21
Development / Re: how can you draw similarly to the light_manager
« on: June 01, 2018, 03:04:19 pm »
1) With shaders, when Solarus v1.6 is released,
or
2) With a black surface that has a (semi)transparent circle in the middle.

22
Your scripts / Re: 8-bit Solarus Animated Logo Intro
« on: May 31, 2018, 08:36:28 pm »
This looks really charming!! I can't wait to test your game someday. :D

23
General discussion / Re: Quick Question about sol.audio.play_music
« on: May 31, 2018, 05:06:08 pm »
Your musics are in the folder "musics/eduardo/", so
the id for your boss music is "eduardo/boss" and not just "boss". That will fix your problem. You can now destroy your link above.

24
General discussion / Re: Quick Question about sol.audio.play_music
« on: May 31, 2018, 03:14:56 pm »
-I was wrong on something: the extension should not be written in the filename (according to the Lua API).

-We need more info to find the problem. This could even be an engine bug, but that's unlikely to be the case, so I want to be sure before we open an issue. Questions:
1) Which version of Solarus are you using?
2) Is that file added as a quest file in the Quest Editor?
3) Which is the extension of the file? (Some audio extensions are not supported by Solarus)
4) Is that music being played when attached to a map in the map editor?

It would also help a lot if you can temporarily share a link to your folder, so that we can help you solve this problem.

25
General discussion / Re: Quick Question about sol.audio.play_music
« on: May 31, 2018, 01:48:36 pm »
The error is clear: there is no file "musics/boss.ogg".

26
Your scripts / Re: Dodge/Dash/Roll Action
« on: May 30, 2018, 11:35:15 pm »
Not really, because that timer would only exist during the dash movement.

27
Your scripts / Re: 8-bit Solarus Animated Logo Intro
« on: May 30, 2018, 03:48:04 pm »
@Neovyse: You should add it to the website, for downloads.

28
Development / Re: problem_start_dialog
« on: May 29, 2018, 01:45:58 am »
You are welcome.
Keep studying Lua and also the Lua API of Solarus. Those are the magic tools you need to master to do great things.

29
Your scripts / Re: Dodge/Dash/Roll Action
« on: May 29, 2018, 01:41:55 am »
Yes, you can use the event hero.on_state_changed. But i'd personally do it in a different way, with a timer each millisecond to check the ground below the hero during the dash movement. But both approaches are ok.

30
Your scripts / Re: Dodge/Dash/Roll Action
« on: May 28, 2018, 08:10:14 pm »
You have 2 options:
1) Stop the movement on holes and make the hero fall on them.
2) Modify the ground below the hero during the dash so that the falling animation does not happen. This can be done with a custom entity under the hero, as I do in my custom jump script.

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