Recent Posts

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11
Your projects / Re: Ocean's Heart
« Last post by Christopho on April 25, 2018, 02:09:55 pm »
Hey Max, I want to play your game in a live-streaming soon. Can I use the current version linked in the first post?
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Development / Re: Setting Up A Basic Equipment Menu?
« Last post by ponderitus on April 25, 2018, 11:47:42 am »
Yeah I added a enemy:on_custom_attack_received() to counter that, so they break when hit with swords. Haven't played with the shield yet just use it as a defense upgrade really. Seems like you know your stuff though. Let me know if you create anything interesting. I'm always after new enemies, mine suck! Been trying to create...essentially a Deku scrub for a few days, one that will be "sleeping" then will "wake up" when hero is within distance and shoot if he is in-line with x or y. Then if you are too close it will "sleep" again. so can't be killed with melee unless its frozen, so only by its own bullets being returned or arrows...I have no idea where to start.

The teleporting Octorok in Ocean's Heart is pretty cool, and his Ogre. If you haven't seen Ocean's Heart I'd go check it out. By Max.

http://forum.solarus-games.org/index.php/topic,1107.0.html
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Your projects / Re: Zelda's Adventure: Solarus Edition
« Last post by CrookiNari on April 25, 2018, 10:11:51 am »
Impressive progress!

Congrats:)

Thank you! I've only been at it a month so far, but I reckon that's about a quarter of the overworld map that's been created. Still a lot of work to go, though.
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Your projects / Re: Zelda's Adventure: Solarus Edition
« Last post by brlmnd on April 25, 2018, 10:00:54 am »
Impressive progress!

Congrats:)
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Your projects / Re: Zelda's Adventure: Solarus Edition
« Last post by CrookiNari on April 25, 2018, 04:27:49 am »
I've created a repository in GitHub of everything I've made so far, but if I'm missing any files needed to make it playable then let me know! I'm currently moving onto the southern part of the map, the Forest of Ogbam. I've also started on a couple of the boss sprites, but I may end up needing some assistance with them too. Only the first three bosses have been started, and only Aviana is ready to go.

The link is in my signature but I'll put it here as well: https://github.com/CrookiNari/Zelda-s-Adventure
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Your projects / Re: Zelda's Adventure: Solarus Edition
« Last post by MetalZelda on April 24, 2018, 07:18:40 pm »
Quote
Zelda's Adventure, released for the Phillips CD-i

Oh snap, the best Zelda ever
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Development / Re: Setting Up A Basic Equipment Menu?
« Last post by Bagu on April 24, 2018, 06:47:23 pm »
Thanks for the reminder; I'd been meaning to try out the feather and totally forgot to check it out.

Weird thing I noticed about the shield: by default it doesn't seem to have any effect on enemy projectiles (i.e. I pulled Octoroks from Return of the Hylian). So I added the "minimum_shield_needed" property to the Octoroks' projectiles, and now Link doesn't take damage when facing into them with the shield, but they pass through him and continue flying until they hit another obstacle.

Presumably the enemy class for the stone projectiles need to be modified to destroy themselves when hitting Link's shield, but is there a standardized method of doing this which I missed?

Long term, I would like a build a standalone Zelda-like game with an emphasis on challenging combat similar to Hyper Lighter Drifter or Elysis. Ideally it would include some custom sword and dash/dodge-roll mechanics. I noticed some users here have already posted scripts for similar ideas but I'm still trying to figure them out.

Anyway, I know my skills are present aren't nearly up to the task, so short term I'm just trying to familiarize myself with the engine. I have been playing around with some basic alterations to existing enemy AI and I hope to slowly build from there.
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Your projects / Re: Zelda's Adventure: Solarus Edition
« Last post by brlmnd on April 24, 2018, 03:38:11 pm »
Hi CrookiNari :)

Welcome to the community!

Can't wait to see your game progress.

Hugs and love from us!
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Your projects / Zelda's Adventure: Solarus Edition
« Last post by CrookiNari on April 24, 2018, 11:27:48 am »
Hello all,
My project is a full remake of the critically panned game Zelda's Adventure, released for the Phillips CD-i, in the style of A Link to the Past. I'm very new to the scene and could use some assistance with the programming, especially since a couple of my basic scripts aren't working properly and I can't figure out why.

At the moment I'm cycling through creating maps, sprites, fixing the general game design and writing the dialogue. I've made a bare-bones version of the starting area (Plain of Andor) and the first dungeon (Shrine of Earth). So anybody who can take a bit of the programming work off my hands would be greatly appreciated! :)
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Your scripts / Re: [Big Layer] Solarus-online
« Last post by stdgregwar on April 24, 2018, 10:40:16 am »
Wow, I haven't been on here for a while so I've only just seen this...this is amazing! I haven't tested it or anything but it started my imagination going crazy with new types of quest that can be made....new modes and types of gameplay....

can the users interact with eachother? so that you could make something like...zelda bomberman for example? or a battle arena? Not what I intend to use it for, just wondered.

Hi ponderitus,

Yes the users can interact with each other. The library will be cleaned for the release of Solarus 1.6 and proper documentation/tutorials/demo will be made.

No release date is scheduled for 1.6 tough, so stay tuned!

stdgregwar
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