Recent Posts

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11
Game art & music / Re: A Free Music / SFX Resource - Over 1000 Tracks
« Last post by Eric Matyas on August 09, 2017, 01:29:53 am »
Greetings!

New tracks await you on my Events/Travel 2 page, my Epic/Battle Page, my Fantasy 7 page and my Funny 3 page:

"Ice in the Sky"
http://soundimage.org/events-travel-2/

"Move it Out" (looping)
http://soundimage.org/epic-battle/

"RPG Battle Climax 2" (looping)
http://soundimage.org/fantasy-7/

"Bozo's Arcade" (looping)
"Bozo's Fun House" (looping)
http://soundimage.org/funny-3/

Enjoy!
12
Your projects / Re: Zelda: Book of Mudora
« Last post by wrightmat on August 09, 2017, 12:55:09 am »
Quote
The Gaira quest doesn't seem to be triggering.
Any more specifics? What were you doing where you expected it to trigger? Any errors?

The other error has been corrected recently, but it was done after 1.3 was released. I'll try to put up a 1.3.1 bug fix release soon.
13
Your projects / Re: Zelda: Book of Mudora
« Last post by Maximini on August 08, 2017, 07:00:07 am »
The Gaira quest doesn't seem to be triggering.
14
I thought I'd share with you a new type of soldier for Solarus--the Hyrule Castle Tower soldiers.

These soldiers were basically the same as the sword-carrying soldiers scattered all over Hyrule in A Link to the Past, except these were only seen inside Hyrule Castle tower, and unlike their brothers, these guys held their sword up high and had different helmets as well.

I created these sprites because they barely exist outside of single poses from search engines.  The only place I was able to find more than one pose of these guys was on a single sprite sheet on the Spriters' Resource, so I decided to create an entire sheet for Solarus, in ten variants.  The simple soldiers have also been given the new helmets (Again, if you want to use these alongside existing soldiers, create copies of the sprites and scripts, then just assign the new copies to this sheet):



Script-wise, they function exactly like the regular soldiers who carry swords.  You can copy the scripts and assign them to the new sprites, or you may choose to overwrite the ones you already have for a more menacing looking soldier.  The choice is yours!

UPDATE! I added Spear soldiers now.  Again, these sprites use the same scripts as the soldiers do, and can be made from copies of the soldiers scripts, or as replacements to the soldiers:



The image links are broken. Please consider re-uploading them soon, perhaps on a more reliable file host.
15
Game art & music / Re: Building a Library of Images for Everyone
« Last post by froggy77 on August 07, 2017, 05:17:03 pm »
Good job but these textures are not very easy to use in Solarus. Why don't you make some pixel art textures? ;)
16
Game art & music / Re: Building a Library of Images for Everyone
« Last post by Eric Matyas on August 07, 2017, 02:48:45 pm »
50 or so new metal textures are ready, both seamless and standard, on my TXR - METAL page.  You can find them here:

http://soundimage.org/txr-metal/

Still working on carpet / fur / etc.

Have a good week!
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Your projects / Re: Zelda: Book of Mudora
« Last post by Maximini on August 06, 2017, 10:20:30 pm »
Updated to 1.3, fixed most issues, but got a crash in Cave of Ordeals, in room 49. Quite annoying.

[Solarus] [4095660] Error: In on_activated: [string "maps/169.lua"]:524: attempt to call method 'set_destination' (a nil value)
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Development / Re: Detecting when a pickable is picked up
« Last post by b0undarybreaker on August 06, 2017, 09:11:13 am »
Ah, right. I've been doing to much GML lately.
Also, I've realized that I've been going about this all wrong. I should be using map:on_obtained_treasure(treasure_item, treasure_variant, treasure_savegame_variable) instead.
19
Your projects / Re: Zelda: Book of Mudora
« Last post by Maximini on August 05, 2017, 07:57:58 pm »
So in other words everything works except for the actual overlay that makes it look like night? What version of BoM are you playing?

The one on your werbsite, 1.2.

No, the reverse. It's still night and the hour is still the night, but the game behave like it's day.

Also, opened great chest in the Sewers palace, great chest was empty and character was unable to move. Had to restart the game. Now, it's open and didn't get any treasure...

It's very annoying.

In fact, it's exactly the same as that issue:
https://github.com/wrightmat/zbom/issues/85
20
Development / Re: Detecting when a pickable is picked up
« Last post by llamazing on August 05, 2017, 02:45:18 pm »
I have two pickable items named card and gem and I want to be able to tell when they're picked up and make pointers over each item disappear. I'm using this script to do that:
Code: Lua
  1. function map:on_update()
  2.   if not map.card:exists() then
  3.     cardpoint:remove()
  4.     print("Card removed!")
  5.   else if not map.gem:exists() then
  6.     gempoint:remove()
  7.     print("Gem removed!")
  8.   end
  9.   end
  10. end
However, when I do that, it errors Error: In on_update: [string "maps/street_arspace.lua"]:79: attempt to index field 'card' (a nil value), line 79 being if not map.card:exists() then. Any suggestion for what I'm doing wrong?
It also for some reason doesn't work without that extra end there. I'm not sure what's up with that.

The reason for the two ends is because you did "else if" with a space on line 5. It should be "elseif" with no space.

Try this instead:
Code: Lua
  1. function map:on_update()
  2.   if map.card and not map.card:exists() then
  3.     cardpoint:remove()
  4.     print("Card removed!")
  5.   elseif map.gem and not map.gem:exists() then
  6.     gempoint:remove()
  7.     print("Gem removed!")
  8.   end
  9. end
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