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Messages - Diarandor

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Your projects / Re: Vegan on a Desert Island
« on: September 17, 2018, 12:09:18 am »
This is awesome! I love charming retro games like this. I can't wait to play this.

I think that lines 57 and 69 should go inside their timers above. Otherwise, if the enemy is restarted (and therefore all timers stopped), your enemy will break its behavior, as you can check if I'm not wrong. (Even if the hero is frozen, the enemy could be hurt by the boomerang or other thing, and so restarted too.)

Could you post the last code, so that it can be reviewed for new possible advices? That will help beginners who read your code too.

EDIT: and I forgot: congrats! you completed the challenge! XD

You are right that the code is not ok. And there are a few more things wrong with the last code of Max, but if you read carefully, you can find them (exercise!). You will need to move/rewrite a few things to fix it. I challenge you, Akamatsu, to fix it!

[insert samurai emoticon here]

Edit: I think Max had in mind a different behavior for the Zombi thing, without restarting the freezing feature, or he wrote it too fast.

Briefly: explain, this: "the code doesn't work anymore it just runs it once".

It is a bit risky to put the unfreezing timer on the enemy (the enemy could be killed when hero is frozen, for instance, by a boomerang, or other things). I recommend to put that timer (and maybe others) on the map, and get the frozen state with: hero:get_state() == "frozen".

Tip: you should improve the indentation of your code, to make it more readable. And read the scripts of finished projects to learn the basics.

Tip: you can also quote with the quote button.

But the annoying thing is that with more than 1000 posts I'm still a Hero Member and not a Ninja Member or a Cat-lover Member.  :'(

PS: don't be sorry for your ignorance. Be proud of your knowledge, because we are all ignorant (except my cats).

Your "sword" animation has no source image. That may be the problem. Also, many of your animations have no directions, which might not be allowed by the engine (I don't know).

-Yes, it seems a bug to me. The Editor should give an error without crashing.
-Your sprites can have any size.
-Could you share the ".dat" file of the sprite here? There may be something wrong there, or something missing that is required by the engine.

The best advice from that mapping tutorial is "l'équidistance, c'est le mal", which translates to "equidistances are evil". (This refers to maps in nature.) This needs to be pointed out because most non-professional mappers usually do this in the wrong way, and that is annoying.

These advices should be combined with the advices of that awesome French tutorial that every mapper should read:

Development / Re: Side scrolling functionality
« on: September 03, 2018, 03:42:17 pm »
A custom feather allowing to jump in sideview maps was done recently, as an improved version of Wrightmat's script. But it will be slightly rewritten again, and using custom states, when Solarus 1.6 (with its custom states) is released.

Development / Re: Help with enity reverting back to default
« on: September 03, 2018, 08:50:00 am »
The source images are not changed by the engine. You need to update your sprite (the sprite is not the png source image!).

Development / Re: Help with enity reverting back to default
« on: September 03, 2018, 01:53:58 am »
Ok, I see the problem with the incorrect sprite. I think you didn't update the sprite that defines that animation (look for it in the quest tree of the Editor). You have to find it and update its coordinates for the image.

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