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Game art & music / Re: Oracle of Seasons Tileset
« Last post by Maloney on August 16, 2019, 07:58:52 am »
I would love to help with music and sound. It shouldn't be hard for me to get the original audio from the game, but if there's any custom audio or music you'd like, I can try my hand at those too. We're all definitely excited for this project!
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Game art & music / Re: Oracle of Seasons Tileset
« Last post by CopperKatana on August 16, 2019, 05:02:11 am »
I see the resource pack got added to the website! Cool stuff! I’ve just been looking around for projects to help with - currently I’m doing some work on Maloney’s Zelda 1 resource pack. If you’d like help with anything in particular, like doing the inspection of needed resources, I’d be happy to do what I can. I will admit I’m not much of an artist, and maybe that’s more what you’re looking for, but I’d love to help get this pack going. You can send me a DM or add me on Discord if you’d like to discuss it further.
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Thanks, I notify Zeldo immediately!
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Development / Re: Seach for an entity?
« Last post by ponderitus on August 14, 2019, 03:20:33 am »
you know whats funny,  that was the first thing i tried and the original plan but i couldnt find a way to get hero to ignore suspended so i gave up and tried another route, I could only figure out how to make an NPC or timer ignore suspended...when that didnt work i thought its time i ask for help...should have just asked straight a way lol. would have saved me a lot of time, i wasn't adding :get_sprite() originally so it didnt work. That one line of code has made everything better...and made me have to erase another 300 lines lmao! Thanks as always
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Development / Re: Seach for an entity?
« Last post by Max on August 14, 2019, 12:49:19 am »
Oooh, I see. I'd argue that you're trying to solve the wrong problem. The issue isn't that you need to stop enemies from moving, you really SHOULD be suspending the game for this, and you need to figure out how to show the animation you want anyway.

Which is pretty simple:
Code: [Select]
hero:get_sprite():set_ignore_suspend(true)
I mean, your solution technically works so it's not wrong, and maybe should is a strong word. But effectively what you're describing is you do want the game to suspend. You don't want enemies moving, or starting attacks, you wouldn't want NPCs to keep walking around, you wouldn't want some timer you've set to go off, etc. If you don't suspend the game you leave yourself open to a lot of potential conflicts I think
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Development / Re: Seach for an entity?
« Last post by ponderitus on August 13, 2019, 07:06:09 pm »
just incase anyone is wondering. i got around this by making the enemies walk an empty path and then enemy:restart() at the end. technically does freeze them lol
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Development / Re: Seach for an entity?
« Last post by ponderitus on August 12, 2019, 08:59:57 pm »
yeah i just wrote that as an example of what i wanted to happen and then realised that no such thing exists and i didnt have another way of explaining what i wanted to happen. I honestly have no idea how to perform what you suggested in adding it to the enemy_meta but ill be looking into it.

my enemies are pretty simple, I havent made any new ones that dont basically mimic something from the past...other than that deku scrub that you made for me lol.

I thought it would open up for being able to use like a magic attack, like a little "cutscene" could happen and some things could appear on screen, then any enemy within a radius get damaged by it or are turned into something like a pot or a flower...I was just messing around making a little ocarina item though lol. just so at any point you could whip out an ocarina and play it. i got it working all fine but then realised i hadnt put anything in to stop things moving and wondered what would happen if an enemy was present...and surely enough they just kept moving. so i set game:set_suspended(true) on using and false on finish...which works for the enemies...but also stops the hero...which means the correct animation loads but it just stays at frame 1.

it could also be used for some kinda fast travel applications aswell, eg. item loads a dialog, answer leads to cutscene of being picked up and then teleport happens....like the flute and the bird in link to the past
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Development / Re: Enemy sprite layers
« Last post by llamazing on August 12, 2019, 02:41:19 pm »
You could make an enemy that creates another enemy on a different layer using map:create_enemy(), and then the script for the first enemy always moves the second enemy to be at its same location. It would then appear to be a single enemy. You'd probably want to make it so damaging enemy #2 causes damage to enemy #1 and also remove enemy #2 when #1 is killed.
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Development / Enemy sprite layers
« Last post by Porksteak on August 12, 2019, 02:05:28 pm »
Hi I was wondering if it would be possible to have an enemy with multiple sprites with one of the sprites being on a higher layer than the others
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Development / Re: Seach for an entity?
« Last post by Max on August 12, 2019, 01:40:11 pm »
Oh, you had been typing enemy:freeze(), so I assumed that was a method you'd added yourself to the metatable or something.

Depending on how simple you enemies are, you might be able to add an enemy:freeze() method, as long as you remember to deal with the fact that all when an enemy is damaged, all timers and stopped on them and enemy:restart() is called.

If you don't want to do that, unfortunately enemy:immobilize() is the only option, and you can't set the length of time they're frozen and there's no way to unfreeze them.
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