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Messages - Dianthus

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True, basically areas of 128x128 or 64x128 64x64 blocks. Those sized actually work very well. My games map consist of those sized primarily.

if you use the zelda a link to the past tiles to play with you probably need a bigger resolution than screens of 16:9 blocks. zaltp used trees that are 4x4 and link is more than one block big. I would probably go for resolution of 416:240 then.

question 1: I havent done any sounds work yet, but i thought solarus used .ogg fileformat? Edit: apparently link to a the past used .it files. Never seen that before.

As i can read up on google, you can convert .it sounds  to mp3 files by simply recording the .it files sound, but you cant go the other way around, i cant find a converter that can at least. Why you want it in .it files? .ogg works fine for sounds in solarus. 

question 3: Size of the map depends on alot of things. How big are the characters and objects? In links awakening Link is 1x1 block big, a bush is 1x1, and tree is 2x2. The resolution is 10x8 blocks of 16px, so 160/128px. Minish instead used a link that is like 1.5 blocks tall and trees are 4x4 big and a bigger resolution. How big do you like objects to be? If you want something like links awakening a resolution of 16x9 blocks would be a good for a full screen resolution of 256/144px. That way each area could consist of a 16/9 block area separate by scrollers. That way you get areas like in links awakening, which was what you wanted right?

The map could then be made up of say like 12 by 8 of 16x9 areas.

you really need to spend some time in solarus and trying to build some maps with the tileset for fx zelda link to the past or links  awakening to get a feeling for how big everything is. How big should a house be in your game? 7x5 or 12x8 blocks? i spend a month with solarus before i began with a large map project. I just with programming in Lua. I would begin with basics of solarus before all this stuff.

I have read what you said and i have looked at the files, but i am sort of confused about how I can help you. I dont really catch it from what you wrote.

Development / Re: Outward separator problem with interaction
« on: August 27, 2020, 02:57:55 pm »
Hi Peter, I have considered that, the problem basically is that my map of 640x576 basically is build around mutiple map areas thare not totally square, I for example have a castle town in the middle of the field hub of my map, which adds four L shaped corners, so I need to find some way to do non-square map areas.

Besides with the current progress of my project i wont be finished in like 4-5 years, so lets see if I ever get to actually deal with it  :D

Your projects / Re: Ocean's Heart
« on: August 25, 2020, 03:42:28 pm »
its was/is for the source code of the game on github.

diegopau; I personally stopped caring as much about aspect ratio and getting the game to take up the whole screen as many laptops, screens and smartphones are currently shifting away from the 16:9 aspect ratio anyway. The new Dell XPS 13 and 15 both got 16:10 screens and so does some new lenovo laptops, most androids and iphones are taller aspect ratios now. You cant really please all this different screen formats with a pixel art game.

I dont even know what Max does with a potential android release for ocean heart? Cant get around some black bars on those 21:9 aspect phones  ::)

Your projects / Re: Ocean's Heart
« on: August 25, 2020, 01:13:48 pm »
The download link for ocean heart game page no longer works from:

I was trying to dowmload the newest version and noticed it  :)

Development / Re: Outward separator problem with interaction
« on: August 13, 2020, 12:08:53 pm »
Okay.. So apparently the way the engine thing works is that i can only have a L-shaped outward corner if the hero can not be within the view area of it? I tried adding a 416:240 mountain around the corner so hero cant get in contact with separators and it does solve the problem, as the snap thing the separators course when the hero goes down the other separator cant be on screen.

I guess i need to have a lot of weird mountains on my map i guess xD. I probably need to find another solution of some sort.

Edit: I have given up trying to find some solution for it for now. My guess is when i get to the programming part of my game (I am currrently learning Lua), I will find some solution for it.

Development / Re: Outward separator problem with interaction
« on: August 09, 2020, 02:47:08 pm »
Thx.. I worked alot on my rustic-cartoon style : )

Sry for slow reponse. I am testing some technical stuff regarding doing L-shaped corners. I will be back with a response in a week or two! There should be some way of doing this, cause i have seen 3d games doing this kind of stuff with camera movement.

I think you should go for something between minish cap and zelda a link to the past. I am currently making the tileset for my game and I am trying to hit a style like that-ish. Basically i want a sort of rustic cartoon style combining elements from wind waker, minish cap, zelda a link to the past and and ocarina of time 3DS.

That cancelled Midora game would probably be a pretty close description of that.

Development / Outward separator problem with interaction
« on: August 06, 2020, 06:56:44 pm »
Hi guys..!
I have a problem that i don’t seem to know how to solve regarding separators in solarus. I have this overworld map where i want to do an outward corner with two separators.

Areas of the overworld are divided up with trees that the player is not meant to see over. It have worked for now with separators with inward corner areas, but now i want to do have an area with an outward corner cut out and it don’t work with separators apparently?

Basically the interaction i want is that when the player goes around the outward corner the hero can only see downward on the screen when the hero is no longer on the horizontal separators area. What i got instead is two invisible separators that extend, so when the hero is near the outward corner it creates a horizontal and vertical separator that extends beyond their actual length rather than blocking the camera from moving down the horizontal or vertical corner until the hero is outside 416x240 view area of the outward separator corner. Idk that makes sense? 

Is it possible to do an outward corner cut like this into the map without this problem? I have seen the youtube video on separators by Christopho and the documentation blog. I don’t have the same problem with the inward corner cuts you see. Is it a problem like with T shaped corners and doors?

Here is the specific area. The purple are the invisible separators. When the hero goes down the outward corner there are two invisible separator walls that split up the map like that.

The first tree I tried drew based on some of the style used in children of solarus mixed with how the trees in links awakening are done, but yeah the second i tried using the side angle style and those "rhombus" style leaves from i think your redpine forest (the trees to the right in the tileset), mixed with my first tree. 3 and 4 i tried drawing like styles used in final fantasy, and that cancelled midora game, but i tried to follow yours and children of solarus style with the angle of them, by shifting to darker colours in around same sized circles, though that did not result in similar looking angles. I am generally just messing around with stuff for testing.

Yeah it somewhat makes sense, apparently i have drawn all my furniture wrong, which are like 1:2 top: side.

Idk I would say I have even "started", as its going now its only like 15%-20% of the stuff i have drawn that i find fit for any use. Anyway thx for the help, probably wont be the last time with how this is going.

froggy77: that looks better! but it still looks too "flat" on the sides. I am gonna try redrawing it.

Yeah i noticed that now with 2 and 4. I didn't intend to do others angles by doing that, it was more meant to be different heights.

Dammit, i actually like the first one the most now - the hair looks more like coralines hair with the split in the middle. Gonna come up with some middle thing between the two.

I honestly dont know what angle my pixel art is drawn from, i have tried placing some of my furniture in a room with my wall textures and the angles looks off, so I had to increase the size of the top of my cabins to "fit" the walls - it still looks off though. So i am probably doing something wrong. I have just followed the style in minish cap. My trees looks weird too with some looking "flat" and more from top and more from side than others. The number 4 tree looks totally flat on top, and angles on side are off, but i cant fix it somehow and number 3 is way too down in camera angle.  :P

Hi guys i just used +10 hours now on trying to design my hero's hair. Basically given up with which one i think is best... Here is the ones i have reduced it down to:

Guys which type of hair do you think that are best for my hero, Coral? I am just gonna use which ever design most people like.. only solution i have at this point - cant get myself to choose and stick with it..  :)

My hero is inspired by the stop-motion movie Coraline, which features the character Coral(ine) with blue hair in a yellow rain suit..

Your projects / Re: Ocean's Heart
« on: June 02, 2020, 07:18:25 pm »
Seems like you're kind of answering your own question as to why I'm not using a 426px size. I rounded down to the closest multiple of 16 for things like that. So I can evenly fit 16x16 tiles into maps

Dammit, i really need to find a solution for that. The fact that my game has black bars when i run it in full screen, is really irritating my Asperger's :P ;D

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