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Messages - Diarandor

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46
-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.

47
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.

48
These advices should be combined with the advices of that awesome French tutorial that every mapper should read:
http://www.lesforges.org/article/mapping?scroll_to=article

49
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.

50
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!).

51
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.

52
Development / Re: Help with enity reverting back to default
« on: September 03, 2018, 01:46:06 am »
Ok, so you are trying to change the sprite for water under the hero, and you changed the image, so all seems ok to me. But what do you mean by "it won't save at all"?

53
Development / Re: Help with enity reverting back to default
« on: September 03, 2018, 01:28:03 am »
So you mean that the Editor is not saving your changes? Did you try "Ctrl" + "s" to save the changes wherever you are doing them? I cannot understand the problem if you don't explain it better.

54
Development / Re: Help with enity reverting back to default
« on: September 03, 2018, 01:18:25 am »
You mean in the Editor or while the game is running? Could you give us more info?

55
You're wrong, I can't play Solarus using my fridge

Damn it!  >:(

56
Game art & music / Re: Original art
« on: September 02, 2018, 11:28:38 am »
Thanks! Yeah, this has been a ton of work. Yes, she moves her arms up when jumping without sword, and opens the mouth like crying, all of this is intentional. She is really cool :)

57
This is awesome advice for the mapping of a game. Thanks for explaining this! :D

58
Game art & music / Re: Original art
« on: September 01, 2018, 07:30:08 pm »
Ahoy there! I bring good news: princess Robyne is now a fully playable hero (also, more new weapon animations will be added in the future). This testing video shows a few of the new animations: https://www.youtube.com/watch?v=wxctLsoPHmc

As always, feedback is welcome.

59
Development / Re: custom entity and map limit
« on: August 28, 2018, 01:09:02 pm »
This does not seem trivial. I would try this:
1) Use "entity:on_obstacle_reached(movement)" to see when the NPC finds an obstacle and then check if the NPC is at the border of the map and looking outside (usethe bounding box coordinates and NPC direction). You can also do this with "on_position_changed", but it requires more work.
2) Then, use "set_ignore_obstacles()" to allow the NPC enter or go out of the map.

You can make a script to define an initialization function on NPCs (that is, to define this function in 1 line for each NPC), so that you avoid repeating code.

60
I still don't see the aim of this. You can play Solarus on any OS and use controllers and gamepads, or am I wrong?

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