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Messages - froggy77

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16
Development / Re: Question on "open" animation of doors
« on: March 04, 2019, 10:27:34 pm »
Ok thanks, I will have to find a solution for this.

17
Your projects / Re: Solarus - ZL project
« on: March 04, 2019, 10:05:28 pm »
Preview of the first dungeon door that I will post normally tomorrow. Just a few final checks before posting the sprite sheet.
I'm inspired by a creation of LUNARSIGNALS (on OGA; see https://opengameart.org/content/overhead-action-rpg-forest).
The other two dungeon entrances will be posted after and are more similar to her/his work.They are doors and enemies at the same time.

It is a kind of teaser  ;) in a 400% zoom.

Quote
EDIT: Voilà. See attachment files. boss_slime.dat sholud be placed in a folder named "enemies. The other two dat files should be place with "doors"

Quote
EDIT2: New dungeon_door_slime_dat_files.zip, because "dying" animation should not loop in boss_slime.dat


The same monster but when it has  been defeated:


18
Development / Re: Question on "open" animation of doors
« on: March 02, 2019, 06:08:58 pm »
up
I'm drawing other doors with this time several images for an "open" animation. The fact that this animation is not displayed is annoying. Maybe it is possible with dynamic tiles.

19
Game art & music / Re: Original art
« on: March 02, 2019, 04:31:21 pm »
OK thank you, glad that it please  :)

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.
If I add my nickname and the CC-BY-NC-SA license (or another license that I don't understand) for the 100% homemade stuff, it's just to avoid a bit of seeing my work on old-school games for which some makers are trying to grapple 1€. A small "thank you" in the credits is enough and fun, otherwise I don't care about the nickname in the image.
When I edit an image,  it means that I liked it a lot and I just add "edited by" to respect the original author: if my result is ugly and I leave only the name of the author without the "edited by", I think she or he will not be happy.

20
Your projects / Re: Solarus - ZL project
« on: March 02, 2019, 03:20:46 pm »
For some sprites sheets, why not... but not for tilesets. I intend to make a tileset with a mix of official, edited (from artists of OGA or artists who gave me their agreement or even from official games) and full customized sprites. All in 4 colours. Anyway, it will be for Non Commercial uses, because there are too many different licenses together.

21
Your projects / Re: Solarus - ZL project
« on: February 23, 2019, 12:47:03 am »
I continue creating sprites of 4 colors in a GB style.

Big doors:

dat files are in attachment.


22
Development / Question on "open" animation of doors
« on: February 02, 2019, 12:51:43 am »
Hello all,

I read in  "Solarus documentation" that for door entities,
Quote
"The sprite of a door must define animations "open" and "closed". Animations "opening" and "closing" are option" ...
But I don't find out examples of "open" animations. There are only "closed", "opening" and "closing" animations in different projects I checked.

I'm trying to add one with only one frame, but the frame disappears after the "opening" animation even if I loop it. In fact, this is not exactly a door but a portcullis;  I would like the lower part to be visible when it is open.
I know that I could place a tile (from the tileset) under the "door" entity.  This unnecessarily increases the number of tiles in the tileset.

So why do that when the documentation says that an "open" animation is possible even if I don't know how for the moment?  ;)

23
Bugs & Feature requests / Re: Forum: Storage Full
« on: January 18, 2019, 01:25:09 am »
Thanks a lot. Personally, I think I pay attention to the size of the files.

24
Game art & music / Re: Original art
« on: January 18, 2019, 12:52:27 am »
  • Okay, I admit it was not a bug. I had forgotten to copy this script named "generic_projectile.lua"; it explains the strange behaviour of "acidball".
  • I also put in comment this line, but it is obvious that the hero can no longer stop the "acidball" ;)
Code: [Select]
-- acidball:set_default_behavior_on_hero_shield("normal_shield_push")
  • Indeed, there are still some errors because the script is only suitable for your project. It would be necessary to implement several of the scripts like data\scripts\meta\enemy.lua but it doesn't matter.
Code: [Select]
Error: In on_created: enemies/spiderskull.lua:41: attempt to call method 'set_sprite_damage' (a nil value)
stack traceback:
[C]: in function 'set_sprite_damage'
enemies/spiderskull.lua:41: in function <enemies/spiderskull.lua:29>

  • However, I think it would be useful to add a timer and a better animation for "throw_acidball"; The projectile is launched before the end of the animation which is too brutal for the player who can be surprised by the attack. Morever, you put only one frame with a duration of 1000ms. In "my" version, there are 6 frames with a delay of 200ms between frames  (so 6 * 200ms =  a duration of 1200ms,  hey hey ... without the calculator ;) ). I added a timer of 800 ms in the script (see below in blue font) which corresponds to the beginning of the fifth frame when the spider returns to its normal color.
In "spiderskull.lua":

"
blablabla...

function enemy:throw_acidball()
  -- Prepare enemy animation.
  sprite:set_animation("throw_acidball", function()
    enemy:restart()
  end)
  sol.timer.start(enemy, 800, function()

blablabla...

    function acidball:on_shield_collision(shield)
        acidball:explode() -- Kill enemy.
    end
  end)
end
"

  • I have almost finished to reedit the image named "spiderskull.png"; it is a 4-color version for my project; it will be easy to add colors.
  • I replaced this line because I think it is better and it's just my point of view
Code: [Select]
and math.random(1, 4) == 1 -- Probability for acidball attack: 25%by this line:
Code: [Select]
and math.random(1, 2) == 1 -- Probability for acidball attack: 50%
  • Attachment files:
- acidball.png
- spiderskull.png
- spiderskull.dat


25
Bugs & Feature requests / Re: Forum: Storage Full
« on: January 15, 2019, 02:34:07 am »
Problem of storage again?

26
Game art & music / Re: Original art
« 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".



Code: [Select]
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

27
ah OK, good news, but if there is somewhere a simple example, I'm interested. ;)

28
In this is a similar topic "Multiple ground sprites?" , we learn that there should be a new feature in version 1.6, but in fact I'm not sure it exists.  :'(

29
Game art & music / Re: Original art
« 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.

30
Development / Re: How do PNG fonts work?
« on: October 25, 2018, 12:34:52 am »
In older versions, there was a fonts.dat
http://www.solarus-games.org/doc/1.3/quest_font_list_file.html

In the latest version, I don't know. Here you will find some explanations

http://www.solarus-games.org/doc/latest/quest_fonts.html


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