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Development / Re: How allow the player to throw destructibles over lower walls?
« Last post by Christopho on January 18, 2019, 10:34:37 pm »
Does it work?
Game art & music / Re: Original art
« Last post by Diarandor on January 18, 2019, 01:35:22 pm »
Your version is really awesome. You should put yourself as an author too (separating our names with a comma), instead of just "edited by".
Bugs & Feature requests / Re: Forum: Storage Full
« Last post by froggy77 on January 18, 2019, 01:25:09 am »
Thanks a lot. Personally, I think I pay attention to the size of the files.
Game art & music / Re: Original art
« Last post by froggy77 on January 18, 2019, 12:52:27 am »
  • Okay, I admit it was not a bug. I had forgotten to copy this script named "generic_projectile.lua"; it explains the strange behaviour of "acidball".
  • I also put in comment this line, but it is obvious that the hero can no longer stop the "acidball" ;)
Code: [Select]
-- acidball:set_default_behavior_on_hero_shield("normal_shield_push")
  • Indeed, there are still some errors because the script is only suitable for your project. It would be necessary to implement several of the scripts like data\scripts\meta\enemy.lua but it doesn't matter.
Code: [Select]
Error: In on_created: enemies/spiderskull.lua:41: attempt to call method 'set_sprite_damage' (a nil value)
stack traceback:
[C]: in function 'set_sprite_damage'
enemies/spiderskull.lua:41: in function <enemies/spiderskull.lua:29>

  • However, I think it would be useful to add a timer and a better animation for "throw_acidball"; The projectile is launched before the end of the animation which is too brutal for the player who can be surprised by the attack. Morever, you put only one frame with a duration of 1000ms. In "my" version, there are 6 frames with a delay of 200ms between frames  (so 6 * 200ms =  a duration of 1200ms,  hey hey ... without the calculator ;) ). I added a timer of 800 ms in the script (see below in blue font) which corresponds to the beginning of the fifth frame when the spider returns to its normal color.
In "spiderskull.lua":


function enemy:throw_acidball()
  -- Prepare enemy animation.
  sprite:set_animation("throw_acidball", function()
  sol.timer.start(enemy, 800, function()


    function acidball:on_shield_collision(shield)
        acidball:explode() -- Kill enemy.

  • I have almost finished to reedit the image named "spiderskull.png"; it is a 4-color version for my project; it will be easy to add colors.
  • I replaced this line because I think it is better and it's just my point of view
Code: [Select]
and math.random(1, 4) == 1 -- Probability for acidball attack: 25%by this line:
Code: [Select]
and math.random(1, 2) == 1 -- Probability for acidball attack: 50%
  • Attachment files:
- acidball.png
- spiderskull.png
- spiderskull.dat

Development / Re: How allow the player to throw destructibles over lower walls?
« Last post by Christopho on January 16, 2019, 10:50:21 pm »
Put the above platforms on a higher layer.
I'm in the process of building my first dungeon, but in one room I presumed the player would be able to throw a pot across a gap to a switch. However, when I tested, I couldn't help but notice that the pot broke as soon as I threw it, as if the wall which represented the ledge was a wall in front of the hero's face. I tried a few things, but I couldn't figure out a way to get the pot over the ledge. Do y'all have any ideas?

Game art & music / Re: Oracle of Seasons Tileset
« Last post by Neovyse on January 16, 2019, 10:41:55 am »
Game art & music / Re: Oracle of Seasons Tileset
« Last post by MichaelNG789 on January 16, 2019, 12:12:43 am »
Aw that's kinda sad for your project, but thank you for the tileset rips. These might come in handy
Game art & music / Oracle of Seasons Tileset
« Last post by Katsu on January 15, 2019, 09:14:35 pm »
Hello! Some time ago I had started (and promptly abandoned) a project in solarus using tiles from the Zelda Game Boy Color games, and since I don't plan on continuing said project, I figured making the tileset I used public is better than letting it collect metaphorical dust. It's a little crammed because I don't like having much empty space, so I'm sorry if it looks a little messy.

It's mainly Oracle of Seasons tiles because I originally wanted to have the option to change seasons (even if I didn't need that for my game); there's still a few (recolored) Link's Awakening and Oracle of Ages tiles in it, like a few dungeon entrances. Originally I made three palette versions (normal overworld, inside lost woods, and the graveyard) but I recently rearranged some of the tiles in the basic overworld one so the other two aren't up to date, and I'm not sure if there's still some rearrangement or tiles I need to do, so I'll leave them at that for a while.

The original plan was to actually try and make a Game Boy Color Zelda resource pack but... as of now I only have two tilesets (Overworld-Spring and Inside Houses), about three different item files that I need to clean up, not properly cut music, I don't even have a single npc sprite because I was using ocs... Sooo I kinda gave up on that and that brings us to just the tileset. Yay.

(Overworld Spring)

(Inside Houses)
Bugs & Feature requests / Re: Forum: Storage Full
« Last post by Neovyse on January 15, 2019, 10:56:40 am »
I've doubled the allowed space, it should be enough. Don't post too huge PNG images. Small screenshots and sprite sheets should not fill the storage too quickly, theorically.
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