Recent Posts

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General discussion / Re: Just a few questions from a humble newbie
« Last post by MonteCrysto on Today at 03:06:28 pm »
Yes I wanted to watch the toturials but I saw the new one was coming and I thought it would be a lot more different, I'll be sure to check !

And I was planning to do some tests, I am a complete noob  ^^'

Thanks for the reply :)
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General discussion / Re: Just a few questions from a humble newbie
« Last post by jojo_f on Today at 02:43:28 pm »
The first thing I would do is watch Christopho's tutorials and make a small sample quest! Although it is for Solarus 1.5 most of the information is the same. https://www.youtube.com/playlist?list=PLzJ4jb-Y0ufxwkj7IlfURcvCxaDCSecJY
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General discussion / Just a few questions from a humble newbie
« Last post by MonteCrysto on April 04, 2020, 11:36:36 pm »
Hi every one, I just registered a few minutes ago ^^
I would like to create a "demake" of tloz Twilight Princess, and I am a complete noob in making games, so I 1 it won't be out any time soon ^^', and 2 I'd have a few questions if you may allow me :

1. Given the style, what size would you make the tiles/sprites in order for it to look good ? (I want to avoid to use any Toon Link ones, they don't quite fit to this game)

2. Would you rather use the original ost, a more "snes sounding" arrangement I could make or even a re-orchestration that would sound better than the original ?

Thanks in advance to those who will listen to me humble request, in my quest-making quest ^^ (that's a lot of quests over there...)
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Your scripts / Targeting and Aiming Script Collection
« Last post by Kamigousu on April 04, 2020, 05:07:51 am »
Hello everyone!

This is intended to be a collection of scripts that will provide features related to aiming the hero. For the moment, I only have a portion of the features working but they seem to be stable in my testing. Currently, this only works with a mouse and keyboard but I do plan to add support for joypads. The idea behind this is to replicate the system from Dark Souls as closely as possible in a 2D enviroment.

Edit: You will also need a cursor sprite and a target marker sprite to draw on the screen.

These are the initial scripts for this collection; they will allow target lock-on and cursor aiming, in conjunction with the supporting scripts.
  • Aim  --  Makes the hero face the position of the cursor.
  • Draw Cursor  --  Draws the cursor on the screen (it is important to set the system cursor visibility to false).
  • Lock On  --  Whenever 'Q' (or whatever key you choose) is pressed, lock on to an enemy within range and line of sight.
  • Draw Target Marker  --  Draw a marker on the currently selected target.
  • Get Position On Screen (Enemy)  --  Converts the hero's map coordinates into screen coordinates.
  • On Removed  --  When the currently selected target dies, make sure the lock-on is removed properly.
  • Line of Sight  --  Checks the hero's facing direction and tests for obstacles between hero and target.
  • Get Position On Screen (Hero)  --  Same as previous script, but for the hero rather than enemies.

Each of these scripts utilise the multi_events script included with Solarus. Just add the scripts to your quest directory and require them in the proper script (either features or main; however you add new scripts to your quest). I tried to write the scripts clearly enough that they can be modified easily.

I owe a big thanks to several members of the community for helping with this. Diarandor, Llamazing, and Cluedrew most of all!

Let me know any criticism or critiques you may have!
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Development / Disable sound when several enemies died (in the same time)
« Last post by SyF on April 03, 2020, 02:10:05 pm »
Hello guys,
I want to know if is it possible to disable the dying sound when an enemy is killed ?

Because, when I kick the boss, I "remove_life" the enemies around in the same time. And in this way, the sound is played for each in the same time (and it is horrible for my ears  ;D).

Do you have any idea ?
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Game art & music / Re: Oracle of Seasons Tileset
« Last post by Zunashy on April 03, 2020, 04:35:07 am »
I did some changes ! (Nearly restarted the project)
Here's the new spring tilesets (basic and dark)
I also started to create contours

Here's the git Link : https://github.com/Zunashy/GameboyRessourcePack/
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Development / Re: Sprites not visible when entities created
« Last post by SyF on April 01, 2020, 03:58:20 pm »
Hello guys,

I checked the position and I saw the sprite are displayed outside the screen. I didn't indicate the correct position for them  ;D
Thanks for your comment Froggy and Diarandor  ;)
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Development / [Solved] Create a new "attack_consequence"
« Last post by SyF on April 01, 2020, 03:54:49 pm »
I just go back on this problem and I sucess. I just forgot to check the "quest.manager.lua" in which the function "receive_attack_consequence" are.

Thanks to you Christopho (3 years later ;D )
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Development / Re: how do you save a number?
« Last post by Diarandor on April 01, 2020, 12:29:04 am »
I will try to explain this with more detail:

1) Use game:set_value("win", win) to store the value of the local variable win of your script in a built-in savegame variable called "win". This does NOT save your variable in a file. This updates the value of the built-in variable "win" (which is not the local variable in your script). Only buit-in variables are saved in files, and to do that it is NECESSARY to call game:save().
2) Save your game with game:save(). In the games of the Solarus Team you will find a menu to save the game, and that menu, in its code, is calling that function. If you don't call that function in any way, your savegame built-in variables will not be saved into a file. So, please, don't skip this part.
3) When your game is restarted and your savegame is reloaded (make sure that your savegame is loaded! I don't remember where this is done or if this is automatically done), you can recover your variable with:
Code: [Select]
win = game:get_value("win") I insist that in your code above you don't need any conversion because Solarus can save strings, booleans and numbers, and your variable is a number.
4) Read the errors in the console and learn to understand them. Always fix them. Never ignore them. This is crucial. If you don't understand an error, you can ask us.
5) Please, read the API of those functions and absorb its knowledge. If you don't understand something, don't hesitate to ask. If you want to learn, you need to consult the API. We all use it all the time, and it's very well written and with many examples.

Remark: in this code you wrote
Code: [Select]
win = tonumber(game:get_value(size))the compiler is complaining that size is not a string. Since the conversion to number is not necessary, that line could be replaced with this:
Code: [Select]
win = game:get_value("size")although what you need is this:
Code: [Select]
local win = game:get_value("win")
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Development / Re: how do you save a number?
« Last post by froggy77 on March 31, 2020, 07:18:00 pm »
According the documentation, game:get_value(savegame_variable) returns a value saved.

In your function, 'size' is a local variable that has not yet been saved, so you cannot use game:get_value("size"), because it will return 'nil'.   
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