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Messages - Diarandor

#976
Thank you Christopho! You are great!!! ;D
#977
And the compiled version of Solarus v1.4.3 (for windows)? I'm quite impatient... ;D
#978
Zelda Return of the Hylian SE / Re: Some small "bugs"
August 13, 2015, 03:20:30 PM
Yes, I can speak French fluently, more or less. (But my language is Spanish. Maybe I could help you with the Spanish translations of some of your new games, if you need some help.)

I have posted it on github: https://github.com/christopho/zelda_roth_se/issues/43
#979
Zelda Return of the Hylian SE / Some small "bugs"
August 13, 2015, 03:00:36 PM
Hi! I am playing the remake Zelda Return of the Hylian SE and it's great (I never played the original before). I didn't know you were working on this game, a nice surprise. Nice work! :)

I am still in dungeon 4, but I have found two things that could be fixed, although nothing important:
-In temple 3 I think, there is an "up" arrow missing in the map (in the right-down corner).
-In temple 4, when the boss transforms you into a rabbit, the "up" direction of the animations look like the down ones. Also, when you push a wall the rabbit becomes transparent (I guess there is no pushing animation in the sprite, but the walking one can still be used).
#980
Bugs & Feature requests / Re: Bug freezing hero?
August 12, 2015, 05:03:05 PM
Anyway, I want to point out that in the map script 0.lua of zsdx you wrote:

function map:on_started(destination)
  hero:freeze()
  ...
end

which does not freeze the hero. Although that's not important at all since you have no weapon at the begining, so no sound will start if you press the action command.
#981
Game art & music / Re: Quest Creation Companion Tools
August 08, 2015, 03:22:47 PM
Hi! I would recommend some programs for quest makers. These are the ones I use (I won't give the links, but you can find them using google).

For sprites I use Aseprite. It is free and very intuitive (much simpler than Gimp to use), although it only has basic tools.

To create 8-bit/16-bit sounds I use sfxr, which is really easy to use. After the sound is created, it can be improved/edited using Audacity (I use it to change the volume, copy/paste/delete some parts, and convert the sound to ogg). There are other similar programs that could be useful, but I only use this ones.

To compose retro music, with sounds similar to the SNES, (and also to create some complex sounds), Famitracker is a very nice tool. I recommend it a lot, but it takes some time to learn the basics (there are lots of tutorials of other people in youtube, although only few of them are useful).

(For the code, Notepad++ is wonderful and very customizable, although you know it for sure.)
#982
Bugs & Feature requests / Re: Bug freezing hero?
August 07, 2015, 07:04:20 PM
Thanks a lot!!!  With that event it works fine. I had never used it.
So there is no bug.
#983
Bugs & Feature requests / Bug freezing hero?
August 07, 2015, 06:36:48 PM
Hi! I am using this code in the script of a map

local map = ...
function map:on_started()
  map:get_hero():freeze()
  sol.audio.play_sound("ok")
end

but the hero does not freeze (the sound plays, so the event is initialized). I suspect this could be a bug of the map:on_started() events. I have tried even with empty maps and nothing happens. This is very strange. Can anyone confirm this is not just me?

EDIT: I was trying to use this to make a cutscene for the intro. But since I don't need to display the hero I will use hero:set_enabled(false) instead of hero:freeze(). Anyway, this could be a problem to make cutscenes where the hero appears and we need to freeze him.
#984
Game art & music / Recommended free dialog fonts?
August 07, 2015, 12:40:05 PM
Hi! Could you recommend some free small pixeled font, with CC-SA or GPL3 license, allowing commercial use, and similar to the ALTTP one?

(I don't trust much on free font websites, and some of them may have ripped fonts, that I want to avoid to be legal.)
I need a small one for dialogs and another slightly bigger for the menus.
#985
For custom entities you can use a collision test of type function (the last one).

Another solution, that can be used also with enemies, is using a timer with a function:

--start the timer in this line
  for other_entity in map:get_entities("") do
    -- do here what you need...
  end
--end the timer in this line

With a function like this you can, for instance, find the closest entity (of certain type) to your enemy, etc.
#986
Your projects / Re: Legend of Zelda; A fishy tale
August 05, 2015, 11:53:04 AM
I cannot open that door either (for v0.05) with the master key... :(
#987
Development / Re: Creating a custom jump
August 04, 2015, 04:35:27 PM
I realized that with my solution the animation is not changed to "jumping", so you would need to define a new tunic sprite for the jumping, where the stopped and walking animations show the hero jumping (other animations could be needed too in this new tunic sprite, for instance, if you allow the hero to be hurt during the jump, etc). In the end of the jump, you have to restore the previous tunic sprite.
#988
Development / Re: Creating a custom jump
August 04, 2015, 04:25:48 PM
@Zeror, I think that you are right, probably, that the movement during the jump in Link's awakening has some restrictions (I have tested it now with the gb emulator, although I am not completely sure of these restrictions). The only way to impose these restrictions would probably be using Christopho's solution and programming all the behaviour, which could be hard. I think I will keep my solution anyway, at least for some time.
#989
Development / Re: Creating a custom jump
August 04, 2015, 04:05:29 PM
I assume that for your solution I need to modify the event on_command_pressed() to create movements that control the hero? Because I think that is only way to control the hero in that freezing state.
#990
Development / Re: Creating a custom jump
August 04, 2015, 04:01:19 PM
Just in case someone is interested, my trick (already tested and works fine) is:

function item:on_using()
  local hero = self:get_map():get_entity("hero")
  local jump_duration = 500 -- Change this for duration of the jump.
  sol.audio.play_sound("jump")
  hero:set_animation("black")
  hero:unfreeze()
  local x,y,layer = hero:get_position()
  local tile = self:get_map():create_custom_entity({x=x,y=y,layer=layer,direction=0,width=8,height=8})
  tile:set_origin(4, 4)
  tile:set_modified_ground("traversable")
  function tile:on_update()
    -- Follow the hero.
    tile:set_position(hero:get_position())
  end
  sol.timer.start(self, jump_duration, function()
    hero:set_animation("stopped")
    tile:remove()
    item:set_finished() 
  end)
end


EDIT: I forgot to add the methods, hero:get_solid_ground_position() and hero:reset_solid_ground().