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Development / Re: How to configure game window
« Last post by Blueblue3D on July 17, 2019, 02:37:09 am »
Thanks for the reply. I've been fiddling for a while but I'm having trouble understand how Solarus organizes scripts. If I want to put a camera:set_size() call in game:on_started(), what script file would I put it in? Or would I make a new script?
Game art & music / Re: Original art
« Last post by Diarandor on July 17, 2019, 12:40:33 am »
New chiptune, "Graveyard Theme".
Development / Re: How to configure game window
« Last post by PhoenixII54 on July 16, 2019, 09:47:17 pm »
It is perfectly possible to achieve this HUD style, by using the camera API to resize and place it on the screen at game initialization time (generaly in the game:on_started event). For the HUD itself, you will likely want to place it in a menus/hud.lua menu script, and use the menu:on_started and menu:on_draw events to build and update the surfaces which you will display on the screen. See this page for more informations about menus, and don't hesitate to peek a view into the team's games to have an inside of their inner works.

Bonus track: you can display the amount of money(?) as "000" using string.format("%03i", your_variable) when building the text surface for the HUD
Development / How to configure game window
« Last post by Blueblue3D on July 16, 2019, 09:14:06 pm »
Hello, I'm trying to do a Solarus recreation of Golden Axe Warrior on the Sega Master System, a Zelda clone that has since been considered a hidden gem of the system.
I am trying to adjust various aspects of the display such that it closely resembles the setup of the original game. You can see my project in Solarus and a screenshot of the original game at the imgur link on the bottom.
In the original game, the map only takes up part of the screen, and the rest of the screen is colored black. I would like to replicate this if possible. What scripts or files should I edit to achieve this?
General discussion / Re: Are there any general respository sites...
« Last post by Neovyse on July 16, 2019, 10:52:15 am »
Yes, we have a basis to start with: the Free Resource Pack.
It contains sprites, tiles, sounds, etc.
General discussion / Are there any general respository sites...
« Last post by DavidFoxfire on July 16, 2019, 01:15:14 am »
...which has various tilesets, a character generator, popular plugins (like the Yanfly system for RPG Maker), and the like.  It's one of the bigger hurdles of me getting started with Solarus, how to create the assets.  Scripting and using the editor would be easy for me to do with little fuss.

Thanks in advance and please pardon this noobie question.
Bugs & Feature requests / Re: Multiple Entities Sponaneously Broken
« Last post by Kamigousu on July 14, 2019, 07:50:28 pm »
Hey gman, not sure if you got any further with this but when adding sprites to a quest you can’t simply click the png file as with other categories. You have to manually create a sprite (by right clicking on the folder and selecting add sprite) and then define the source image as your png file. That won’t clear up your error but it is how you can add sprites to your quest from png files.

As for the item:on_obtaining(variant, savegame_variable) code you posted, that is an event that is called by the engine when you obtain an item. Variant and savegame_variable pull that info from the item in question so if the hero is obtaining a green rupee, the engine sets the variant to 1 and the savegame_variable to whatever the savegame_variabke is for that item (I think it is just rupees for the rupee item, but I’m at work so I can’t check right now). That event doesn’t save the item to the game, I don’t believe. You can use game:get/set_value() to save things but there should be default behaviour for items like rupees and keys. Unless you are missing scripts still...which it seems like you might be.

Edit: can you post the item scripts you have for rupee and small_key?
Your scripts / Re: Enemy drop rate and multiple item drops
« Last post by Kamigousu on July 14, 2019, 01:36:23 am »
Thank you both for the feedback!

@llamazing -- I edited the script with your recommendation and it is working just fine. ~~Not sure if it really is more random or not, it seems the same.~~ But I like the idea of writing less code so I appreciate the tip.

Edit: it definitely is more random considering I don't have to make a bunch of changes to the seed to get random numbers.
General discussion / Minimum requirements for MacOS
« Last post by MattC83 on July 14, 2019, 01:33:38 am »
I'm wondering why the Solarus programs, available to download, keeps not opening up on MacOS 10.6.8 (Snow Leopard).

I am able to open them up on another Macbook with the second to last OS update. I don't usually get to use that laptop, often.

What is the minimum requirements for Solarus programs?


I would want to create my own quest(s), but I think I rather play what's already made. I'm sure it takes a lot of time to make a quest and I don't exactly have the patience nor know what to do from start to finish.

Your scripts / Re: Enemy drop rate and multiple item drops
« Last post by llamazing on July 13, 2019, 05:32:03 pm »
You are constantly reseeding the RNG, which will actually make things less "random". You should only set the random seed once when you start a game.
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