Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Diarandor

Pages: 1 [2] 3 4 ... 70
General discussion / Re: How loud should sounds be?
« on: November 05, 2018, 11:15:51 am »
IMO, the only important thing is that all your sounds have the same volume (with respect to the other sounds and to the musics).
Also, you can add a menu to change the global volume.

General discussion / Re: Need Help With Enemy Scripting
« on: October 28, 2018, 09:03:38 pm »
Some ideas:
1. I would use a straight movement from left to right and viceversa, instead. You can use some event to restart the movement when an obstacle is reached.
2. I think that setting the enemy traversable could fix the problem.

Game art & music / Re: Struggle with hyrule castle tileset
« on: October 22, 2018, 08:14:21 pm »
Did you look at some finished castle map in the fangames of the website? You may find good examples there.

Your projects / Re: Ocean's Heart
« on: October 16, 2018, 11:16:27 am »
Thanks! I'm not planning on licensing all the graphics, but I am going to release quite a few after I release the game.

Actually, this terminology is wrong. All works have a license, even when you don't choose it (laws nonsensical stuff). The correct is to say that you are not planning to license all as free (as in freedom), but only some of them (the rest would have a non-free license chosen by Max).

Development / Re: User properties (key, value) ??
« on: October 15, 2018, 08:48:24 pm »
Exactly, it is new stuff, and very useful.

This allows you to initialize as many variables as you want from the Editor (or from the scripts), and get or modify their values in your scripts with the corresponding getter/setter functions, all in a very clean way. Customization is the future!

Development / Re: Adding gamepad support to the title screen
« on: October 14, 2018, 08:29:31 pm »

Development / Re: Wait, I don't understand how "require" works
« on: October 08, 2018, 02:06:48 am »
As far as I know, requires are usually written at the top of your script, and I recommend to do so (so that others can see the dependencies and avoid errors if some required file is missing). Think on them as "imports", since they are just that.

Your projects / Re: Vegan on a Desert Island
« on: October 05, 2018, 08:31:01 pm »
Have you played Survival Kids from the gbc? (Gameplay here: I played it a little bit and I believe this game might have taken some inspiration from there too, or at least it has some things in common. I never finished it because it was too hard for a casual player like me, though. If you haven't played it, I recommend you to take it a look at it for inspiration and good ideas in your game. :)

Game art & music / Re: Original art
« on: September 29, 2018, 04:53:18 pm »
Here you can see all the current art for princess Robyne:

General discussion / Re: Site Security
« on: September 27, 2018, 07:52:03 pm »
Mmmm, ok, so it's not a secret anymore. XD

General discussion / Re: Site Security
« on: September 27, 2018, 12:04:12 pm »
And the new website is a secret. So don't tell anyone! :p

Development / Re: How to filter an entity iterator?
« on: September 24, 2018, 12:24:34 am »
The best way to do that is exactly the way you are doing it:
Code: (Lua) [Select]
for entity in map:get_entities_in_rectangle(x, y, width, height) do
  if entity:get_type() == "custom_entity" and entity:get_model() == "trash" then
    -- blablabla cats meow meow!
Always put the stronger condition in the outer built-in iterator, because that one is optimized. (For instance, getting first the custom entities and later the "rectangle overlapping" condition would be slightly slower). In this case you cannot do it with only 1 loop (you need to filter with "if" conditions).

Game art & music / Re: Original art
« on: September 23, 2018, 12:55:28 am »
Ongoing work: wizard Teleido, the final boss:

Development / Re: LUA IDE?
« on: September 21, 2018, 02:49:55 am »
Notepad++ is a quite good choice. I use it.
PS: yes, it is not an IDE, I think.

General discussion / We have moved
« on: September 20, 2018, 11:50:26 am »
Just to inform people who may be interested in asking questions in the chat: the team has left Gitter and moved to Discord (#solarus chanel). Also recall that we left the Github repos and we are working on Gitlab.

Pages: 1 [2] 3 4 ... 70