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Messages - Dianthus

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Your projects / Re: Ocean's Heart
« on: May 26, 2020, 09:18:41 am »
Max, sorry for writing again!!

Just of pure interest, why don't your game use a full screen ratio that uses all the screen in a 16:9 aspect ratio? At a resolution of 416/240 pixels you get black bars on each side because its not wide enough to take up the whole screen. 426 and 240 pixels should take up close to the whole screen that are of a 16:9 aspect ratio.

I have been trying that in my game, but i run into problems with dungeon design and separators switching between rooms on an area for each room that are 26,625 tiles wide. I cant place separators on 426 pixels and i cant place the tiles totally in the middle on the screen because the width of 426 brings the game out of a normal 16x16 grid. The only solution I have found for now, was having dungeon rooms on separate maps and then use teleports between them in doors, though that means i no longer have scrolling transitions in the direction of the room the hero moves to.

Your projects / Re: Ocean's Heart
« on: May 09, 2020, 08:43:48 pm »
Max, just of pure interest are you a fan of avatar the last airbender? :) I was trying to come up with a currency system for my project and I came up with an idea based on the the currency used in earth nation, which are round cobber, silver and gold coins with a square hole in the middle:

I came up with this:

Just noticed that you also use round coins, with a square hole in cobber, silver and gold types. ::) Good i also had a pearl currency concept i wanna try.

Thx for bed color advice. It looks less odd now.

Your projects / Re: Children of Solarus [official thread]
« on: May 04, 2020, 04:39:47 am »
Playing through this, i really liked the art style. I have tried drawing a tree in similar style  :)

Dont understand how you guys come up with original texture design. Everytime i try my own texture palette it looks really odd xD

Development / Re: Editing the HUD - Action Button Icon always shows up
« on: April 28, 2020, 07:54:21 pm »
wow thx. I have tried editing those for changing controls but never really got it working. Yeah i am trying make a shield like in minish cap and links awakening. Far as I understand someone have already programmed that in a solarus mod before in:

Development / Re: Editing the HUD - Action Button Icon always shows up
« on: April 28, 2020, 04:48:50 am »
I would love this answered too. I currently playing around with the hud and controls too. I want a similar hud for my game. I am also trying to edit controls to have z and x for two items, c for shield, v for sword and space for pegasus boots.

Your projects / Re: Ocean's Heart
« on: March 27, 2020, 04:42:43 pm »
Max, I just love your work. I am currently trying to make my own tileset for my own game. I have been drawing for a few weeks now for experimentation. I mostly look at similar assets from zelda a link to the past, pokemon fire red, minish cap, links awakening and your work for ideas. Here is a few i have drawn in I dont really find any of them really use-able.

I am struggling coming out with my own unique charistics for my tilesets. How did you come out with your own art style?  :)

Just an update. I am still working on the project, but i have decided that i want to create my own texture set and i am probably changing the resolution and grid size. So its a much larger project :)

Your projects / Re: Long Steel
« on: December 24, 2019, 07:48:12 am »
I liked the trailed +1.. I am impressed with the amount of work you have put into your game :)

The project is really getting ahead. I hope I will have the quest working all the way up to the forest temple finished in like 3-4 months  :)

Out of curiosity, why do you want to merge everything into one map? Seems more difficult to work with, especially if you're putting much code into the map script.

I find it easier integrating different map areas with each other when its on one map. Tree placement are supposed to match with trees on another map and the player can move from one map to another from multiple directions, so having it all on one map adds to the seamlessness of the map. Besides the new 'links awakening 2019' merged everything in to one overworld, so i wanted to try it too  :P

But i have stopped trying - too many issues with having everything on one map.

Just another dumb question, how large a map can solarus handle before the game becomes laggy? I am considering what happens if merge all of the overworld into one single map. That would be a map of 384*256 tiles. In addition a few hundred entities on it.. Will it become laggy??  ???

I am quite happy with the project. Here is the current main map. I am mainly drawing inspiration from the maps of links awakening, seasons, ages and minish cap. The idea of of a central castle town is from minish cap and so is the right path outside the castle which leads to the forest temple. The map is based around 12x8 grids of visible area. The whole overworld map is 32x32 grids. Each dungeon have its own 8x8 grid overworld map and the main field area with the town is a 16x16 grid map.

If i need help with something else i will post it here  :D

thx for the help guys. I am gonna try it.. :)

Hi guys. I am not native in english. I am new to the solarus engine and I currently doing a personal project. Its basically a reimagination of links awakening. How do I make the music shift when the hero goes in or out of a city on the same map file. Basically I have this map:

I want a music track for when the hero is in the fields, when he is in the castle town and one when the hero is in the small town next to the ocean. Basically everytime the hero crosses the drawbridge i want the music to change on the same map file.. ermm how do i do it? I cant seem to find the answer myself or if its possible..

best regards David

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