Recent Posts

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Bugs & Feature requests / Re: Universal Windows App
« Last post by MetalZelda on May 22, 2017, 11:59:52 am »
Don't know how UWA works but yeah could be interesting
Bugs & Feature requests / Re: Universal Windows App
« Last post by Zefk on May 22, 2017, 05:30:46 am »
I think this would be an interesting port. They say Xbox One will be compatible with Xbox Scorpio. My stance against it has lessened if that is really true because it has been looking like Microsoft wants to make all past hardware/operating systems obsolete after a new release. My sources above say that Universal Windows Platform (UWP) will not work on operating systems before Windows 10.
Bugs & Feature requests / Re: Universal Windows App
« Last post by HammyHavoc on May 21, 2017, 06:22:39 pm »
Still interested in this; has anybody made any progress with it? UWPs are interesting, as is Centennial.
Game art & music / Re: Building a Library of Images for Everyone
« Last post by Eric Matyas on May 18, 2017, 03:27:56 pm »
I just opened a new page of paper textures that might be useful for maps, backgrounds and other things:

As always, feel free to edit as needed.

Next week I'll begin adding distressed paper textures which should (hopefully) look really cool.

Have a great weekend! :-)
General discussion / Re: 19 transitions
« Last post by Diarandor on May 18, 2017, 01:57:05 pm »
Remark: When the feature drawable:set_pixels is done, we could make some of these directly with code (without need of png images) and with a much smoother animation.
General discussion / 19 transitions
« Last post by Zefk on May 18, 2017, 10:37:10 am »
I made many transitions in Gimp from scratch. I still have some tweaking to do, but I plan to have these 320x240 transitions setup as animations. Of course, I plan to have these as CC0, so they will be free for any usage.

What does everyone think? Did I miss any basic transition?

Gimp Playback Previews:

General discussion / Re: Design of graphs of dungeons
« Last post by Diarandor on May 18, 2017, 12:24:58 am »
Mark Brown has uploaded a new interesting video:
Game art & music / Re: A Free Music / SFX Resource - Over 1000 Tracks
« Last post by Eric Matyas on May 17, 2017, 02:36:13 pm »
Hi everyone,

Lots of new music for you:

On the Sci-Fi 5 page, we have:
"Monsters on Board"
"Monsters on Board 2"
"Monsters on Board 3"

On the Events/Travel 2 page, we have a new track intended for drone pilots, but it might work in a travel video as well:
"Cruising at Altitude"

For those of you needing puzzle game music, I started a new page of just that so all my puzzle music is in one place now (instead of scattered around.) So we have these new tracks:
"Hypnotic Puzzle"
"Hypnotic Puzzle 2"
"Hypnotic Puzzle 3"
"Hypnotic Puzzle 4"

And finally, a couple of new looping tracks on my Action page:
"Quirky Action"
"Quirky Action 2"

Remember, daily updates of new tracks are here:

Have a good week!  :-)
Development / Re: Assign argument variables in function parameter?
« Last post by MetalZelda on May 16, 2017, 11:30:28 am »
How would I do something like this?

Code: Lua
  1. function test(a = 5, b = "hey", c = true)
  2.   if a == 5 then
  3.     print("Letter A is",a)
  4.   end
  5. end
  7. test()

I know it can be done like this:

Code: Lua
  1. function test(a, b, c)
  2. a = 5
  3. b = "hey"
  4. c = true
  5.   if a == 5 then
  6.     print("Letter A is",a)
  7.   end
  8. end
  10. test()

Code: Lua
  1. function test(a, b, c)
  2.   if a == 5 then
  3.     print("letter A is " .. a)
  4.     -- You can even modify your variables from there
  5.   end
  6.   return a, b, c
  7. end
  9. test(5, "hey", true)

The arguments should be when you call that function, not when you define it.
Of course, "return a, b, c" is optionnal, it's only when you want to store a, b or / and c in a variable, but since the function is called "test", you might wanna return some result somewhere else
Your projects / Re: Allied AI Script Project Alpha
« Last post by Zefk on May 16, 2017, 09:07:31 am »
These sprite draw functions that I made for this project can draw a sprite at:

1. The hero
2. An entity
3. A position

It can remove:

1. Any sprite index
2. All of them at once

By default it uses a death animation.

Code: Lua
  1. --create 4 sprites and draw on map
  2. entity:sprite_create(4, map)
  4. --Draw at coordinates
  5. entity:sprite_draw(1,"main_heroes/eldran", 130,100, true)
  7. --Draw at coordinates
  8. entity:sprite_draw(2,"main_heroes/eldran", 100,100, true)
  10. --draw at hero
  11. entity:sprite_draw(3,"main_heroes/eldrina/eldrina", 0,0, true, start_anime, start_sound, end_anime, end_sound, true, hero_visable, false)
  13. --draw at an entity named "old"
  14. entity:sprite_draw(4,"main_heroes/eldrina/eldrina", 0,0, true, start_anime, start_sound, end_anime, end_sound, hero_pos, hero_visable, false, direction, true,"old", entity_visable)
  16. --remove sprite 1
  17. entity:sprite_undraw(1)
  19. --remove all sprites if true
  20. entity:sprite_undraw(1,true)
  21. --or
  22. --remove all sprites if true
  23. entity:sprite_undraw(true)

They all fall down.
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