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Messages - Diarandor

#16
To give an adequate answer for your purposes we need to know this: do you want to always disable the sword attack in all your game? Or just temporarily under certain states/conditions?
#17
Your projects / Re: Golden Axe Warrior in Solarus
August 01, 2019, 12:37:29 AM
Cool! Good to see more games different from Zelda. :D
#18
Game art & music / Re: Original art
July 17, 2019, 12:40:33 AM
New chiptune, "Graveyard Theme".
https://youtu.be/6YF7VnVscCc
#19
I don't want to be a troll, but I don't see the point. The new website will include official multi-language tutorials quite "soon".

Why don't you create a very short game instead? You would enjoy the process, and learning Lua would help you understand how to use the engine, which in turn would allow you help others in deeper stuff.
#20
Quote from: gmanplays@gmail.com on April 20, 2019, 07:14:31 AM
So I don't see the option to add these items to the quest; nor can I import them from another quest. Should I go back to the CoS github and download the entire thing so I can import it from there?

If you took them from CoS it is better to import them, because that will automatically add the author/license metadata. Otherwise, right click on the file at the Quest Tree, then select the option "Add to quest" or something like that.
#21
Your scripts / Re: Weather script help.
April 15, 2019, 01:48:47 AM
This comment was written in the above part of my script:
-- Snow manager script.
-- Author: Diarandor (Solarus Team).
-- License: GPL v3-or-later.
-- Donations: solarus-games.org, diarandor at gmail dot com.

--[[   Instructions:
To add this script to your game, call from game_manager script:
    require("scripts/weather/snow_manager")
The functions here defined are:
    game:get_snow_mode()
    game:set_snow_mode(snow_mode)
    game:get_world_snow_mode(world)
    game:set_world_snow_mode(world, snow_mode)
snow modes: "snow", "snowstorm", nil (no snow).
Warning: all events registered below with the syntax of the multi_events script
need to be "registered" in the same way in other scripts, if defined, to avoid overriding
previous code. Otherwise, you will get errors and the script will not work as it should.
--]]

I hope that answers your question.
#22
General remarks:

1) Do not mix these 2 different concepts:
sprites (which  are dat files with metadata) and source images (the image files). In other forums or for other engines, image files are called sprites, but that is not the case with the Solarus API.
2) Do not mix these other 2 concepts:
adding a file (copy-pasting files to the data folder) and adding a resource to the quest (right click with the mouse and select the option to add it, or use the import feature that the others mentioned before).

It may seem annoying for newbies to learn these things, but it is very important when you have a problem and need others to understand you.
#23
Game art & music / Re: Original art
April 04, 2019, 09:35:59 PM
Quote from: froggy77 on March 02, 2019, 04:31:21 PM
No, it isn't worth it. The nickname can be put in the interface Solarus since it is easy now to add the author(s) and the license in the projects. In the end, in my opinion, it is necessary to cut the images without the licenses and the authors in order to avoid having too big files in the final project.

I agree. If the image is without that label in a project, that is perfectly fine if that is explained in a "license.txt" file, and optionally in the metadata. But if that image is posted, for instance, in a forum, without a "license.txt" or metadata (or something similar) indicating the clearly the license and authors, that would be wrong. I may have done things in the wrong way in the past though, but we all have to try to do things in a good way.

Edit: @froggy77: by the way, i like so much your version of the spider that I think we should include it in CoS. Thanks for sharing your work!
#24
Why don't you just keep a function getEnduranceMultiplier() instead of saving the current value? IMO, you don't need to save that value.
#25
Bugs & Feature requests / Re: Cut Vines
March 27, 2019, 08:08:50 PM
Quote from: Max on March 04, 2019, 06:12:18 AM
Hey, gman. From a cursory glance, it looks like vine:overlaps is a function you're trying to call, but it isn't defined anywhere?
Code (lua) Select
your code
[/code=lua]
These tags add lines numbers and syntax highlighting for Lua.

Just to point this out, it is defined here: http://www.solarus-games.org/doc/1.6/lua_api_entity.html#lua_api_entity_overlaps_rectangle

By the way, that "test function" can and should be improved by using a better collision test, like
Code (lua) Select
entity:overlaps(other_entity, "sprite", entity_sprite, other_entity_sprite)
and then check if the following condition is true to confirm the collision:
Code (lua) Select
if other_entity == hero and other_entity_sprite == hero:get_sprite("sword") then
  return true
end

These conditions can be changed so that other weapons and enemies can destroy vines too, and customize the effect in any case.
#26
Your scripts / Re: Simple Leveling up system
March 07, 2019, 10:51:35 PM
I recommend to use a linear growth instead of an exponential one. You would need only 26214400 xp to level up from Lv19 to Lv20, heheh.

https://en.m.wikipedia.org/wiki/Wheat_and_chessboard_problem
#27
Your projects / Re: Solarus - ZL project
February 25, 2019, 10:33:13 PM
In my opinion, you should split that image in different files as soon as possible, one file for each license. It is not correct to mix art of incompatible licenses in the same file (proprietary art should go appart). Also, I believe that your CC-BY-SA automatically becomes CC-BY-NC-SA when it appears in the same image as your CC-BY-NC-SA.
#28
Game art & music / Re: Original art
January 18, 2019, 01:35:22 PM
Your version is really awesome. You should put yourself as an author too (separating our names with a comma), instead of just "edited by".
#29
Game art & music / Re: Original art
January 07, 2019, 07:41:38 PM
Quote from: froggy77 on January 07, 2019, 06:15:26 PM
I'm really used to Gimp for pixel art. Maybe someday I will use Aseprite. ;D
I have the same bug: I tested with "local dir = enemy: get_direction4_to (hero) local" and  with "local dir = sprite: get_direction () ". So I checked in the logs and I did not pay attention to the errors probably related to the fact that I test with "solarus-alttp-pack-master" and not with "children-of-solarus".



Info: Simulation started

Error: In on_created: enemies/spiderskull.lua:40: attempt to call method 'set_sprite_damage' (a nil value)

stack traceback:

[C]: in function 'set_sprite_damage'

enemies/spiderskull.lua:40: in function <enemies/spiderskull.lua:28>

Error: In timer callback: enemies/spiderskull.lua:227: attempt to call method 'set_default_behavior_on_hero_shield' (a nil value)

stack traceback:

[C]: in function 'set_default_behavior_on_hero_shield'

enemies/spiderskull.lua:227: in function 'throw_acidball'

enemies/spiderskull.lua:99: in function <enemies/spiderskull.lua:92>

Error: In timer callback: enemies/spiderskull.lua:205: attempt to call method 'allow_hurt_enemies' (a nil value)

stack traceback:

[C]: in function 'allow_hurt_enemies'

enemies/spiderskull.lua:205: in function <enemies/spiderskull.lua:204>

Error: In timer callback: enemies/spiderskull.lua:227: attempt to call method 'set_default_behavior_on_hero_shield' (a nil value)

stack traceback:

[C]: in function 'set_default_behavior_on_hero_shield'

enemies/spiderskull.lua:227: in function 'throw_acidball'

enemies/spiderskull.lua:99: in function <enemies/spiderskull.lua:92>

Error: In timer callback: enemies/spiderskull.lua:205: attempt to call method 'allow_hurt_enemies' (a nil value)

stack traceback:

[C]: in function 'allow_hurt_enemies'

enemies/spiderskull.lua:205: in function <enemies/spiderskull.lua:204>

Error: In on_created: enemies/spiderskull.lua:40: attempt to call method 'set_sprite_damage' (a nil value)

stack traceback:

[C]: in function 'set_sprite_damage'

enemies/spiderskull.lua:40: in function <enemies/spiderskull.lua:28>

Info: Simulation finished


Then there is no such bug. It's just a consequence of the errors you get there because some of those functions are not defined in the scripts of your quest. In any case, there may be some more changes in the enemy scripts of CoS to avoid this type of importing problems, and we have to relocate scripts and sprites in the subfolders of CoS (they should appear in the same way as in the free resource pack).
#30
Game art & music / Re: Original art
January 06, 2019, 07:34:29 PM
Quote from: froggy77 on January 06, 2019, 04:00:53 PM
I have tested in-game. I saw a bug when the spider throws acid: the animation doesn't always match the direction of the projectile. I don't know if I forgot some scripts.

Otherwise, for the graphic part, a larger body would be more scary, but it is already a good job as usual. I'm doing a 4-color version from your "spiderskull" trying to make it look like a spider like Shelob or Aragog. If it doesn't bother you, I will share the result.

Thanks for notifying about the bug, I will try to reproduce it.

Of course, you can modify it for your purposes. I recommend you to do it in the ".ase" file, which uses layers, so that that info is not lost in your file (you can easily generate pngs from there for the layers you choose). What I would do is to add a new body layer and hide the old one in the aseprite file. Working with layers, although not necessary, is faster and better to share your work with others.

EDIT: it should be fixed now, could you confirm? This is the change:
https://gitlab.com/solarus-games/children-of-solarus/commit/1d6dd0551c62c877b830349e32ff29907e77d7e6