Recent Posts

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Your projects / Re: Ocean's Heart
« Last post by scruffy99 on May 30, 2020, 08:17:51 am »
I played through your game twice and thought that it would probably be worth making a few comments. I figured it was actually pretty good, usually I wouldn't be interested in playing a game twice in a row, never mind an unfinished game at that.

I did run in to a few issues though:
- You can break the The Hourglass Crew quest by using the key on the bear statue before learning about it. Ideally this would either be prevented or handled in the quest processing.
- You can get stuck in the path to the palace library if you go to it again afterwords. I didn't check if it saved your location in there, though. You also can't go down this path before learning about it, unlike using the bear statue lock.
- The exit to the apple cellar cave in Ivystump is broken, it puts you in the bush and you can't move.
- In Isle of Thorns/Lobb Trail, the arrow target to open the path to the Veilwood is not hittable.
- The Eastoak stone switches and Ancient Groves mini boss defeated triggers are broken by camera shake not working and faulting out.
- Bomb strength is not listed in the options menu with sword, armor, and arrow strength.
- You can freeze the game in the mana oak tunnels by using the Abyssal Flame. I entered from the Veilwood, used the Abyssal Flame to destroy all the corruption blocking the paths, and tried to exit to Oakheaven. I think the script for Hazel when entering from Oakhaven crashed.
- Blue flames don't hurt you, since it faults on start_hurt.
- The quest notes for the mana oaks doesn't list the locations after hearing about them. Kind of annoying if you weren't paying attention and have no idea where to find the third one later.

As for playability or whatever you feel like calling it, the only problem I had story-wise was finding out how to get to the pirates at Ballast Harbor. When I finally noticed it, after looking around the town several times, I knew what it was right away.
I ended up cheating and using the quest editor to figure out a few things though.
- I missed the book in the phantom squid house in Oakhaven and couldn't figure it out. Also, it's kind of weird that there are two haunted houses in Oakheaven.
- I didn't actually find the path to unlocking the Abyssal Flame without searching for it in the editor.
- I couldn't figure out what to do with the crow feather, which I didn't even find the first time through. In hindsight, Crowfort should have been a give away though.

I ended up with 18 hearts and only the dandelion charm, so I'm not sure if I got everything that's available or if I missed stuff. The first time through I missed quite a few things. It was actually kind of disorienting on the first play through, with the names of a lot of places not being displayed on entry or listed on the map.

Hopefully this helps out and I didn't mess up anything too badly. I enjoyed playing it and hope you can get it finished and polished up yet.
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Bugs & Feature requests / Mac OS Catalina
« Last post by Toxikat on May 28, 2020, 08:38:43 pm »
I just upgraded my laptop to Mac OS Catalina.

The Solarus app opens fine, but when I try to open my .dat file, I get the error "Cannot open file."

The file hasn't been moved, and I haven't deleted it—it's in the same place it's always been.

Has anyone else run into this problem? What was your fix?

UPDATE: I removed Catalina and went back to Mohave OS, and everything's working again. Still—wth?
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Your projects / Re: Ocean's Heart
« Last post by Max on May 26, 2020, 02:41:04 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
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Your projects / Re: Ocean's Heart
« Last post by Dianthus 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.

edit:
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.
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Zelda Mystery of Solarus DX / Mystery of Solarus RPG Maker 2000 version download?
« Last post by P-Tux7 on May 18, 2020, 02:56:31 am »
The request is in the title, thanks :)
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Development / Re: Is it possible to edit explosion damage?
« Last post by Max on May 17, 2020, 05:53:52 am »
You could adjust how much damage enemies receive from specific sources of damage. With the enemy metatable, enemy:on_hurt gives you access to the attack received. So you can do like, if attack == "explosion" then enemy:remove_life(explosion damage)
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Development / Is it possible to edit explosion damage?
« Last post by Porksteak on May 16, 2020, 08:04:11 pm »
Is it possible to make the default explosion do more damage?
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Development / Re: Transparent dynamic tiles
« Last post by MonteCrysto on May 16, 2020, 01:37:12 pm »
I am no expert, but from what I learnt so far (I asked myself the same question), I came up with two options, and both require two versions of the tiles, one opaque and one transparent.

The first is to use opaque dynamic tiles on top of your transparent ones, the former disappearing via a lua script when you are in the right area. That would be area specific, which is great, and if you are patient enough, you could may be create some kind of fading animation with timers, different transparency levels of tiles and timers.

The second is brute-forcing your way : create your map, make a copy, replace the tiles with the transparent ones and place teleporters/create a script to teleport in and out the alternative map with no transition. Simpler, but if you have several areas like this near one another, they will all be visible at the same time, which is kinda weird.

I think you already came up with something, but let us say I'm thinking out loud ^^
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Your projects / Re: Ocean's Heart
« Last post by Max on May 11, 2020, 11:16:37 pm »
Love that show dearly. Wasn't thinking of it when I was designing the coins specifically, I based it on that certain kind of Chinese currency, and also the ATLA team based the Earth Nation on China as well.

Good job with the hue shifting on the coins. Yellow generally shifts toward red rather than green as it gets darker, but yellow is probably the touchiest color to work with.
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