Recent Posts

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11
Development / Re: Making the gameplay faster
« Last post by Christopho on December 05, 2018, 07:56:29 pm »
Just don't use the built-in grass feature, make your own one to customize it as you want.
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Development / Re: Making the gameplay faster
« Last post by Diarandor on December 05, 2018, 07:51:59 pm »
For the sword, just change the frame delay of the animation.
For the grass, as a workaround you can detect the ground below using events and change the walking speed, or use custom states when Solarus 1.6 is released (this is advanced stuff), or just wait for custom grounds when Solarus 1.7 is released around 2023.
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Development / Making the gameplay faster
« Last post by Phygelius on December 05, 2018, 08:55:26 am »
Hi =)
I would like to make some actions in the game a bit faster (e.g. remove the slowdown while walking through grass, make the swordslash faster), where can I change this? Can you help me to do this?
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Development / Re: Lua promises
« Last post by Christopho on December 05, 2018, 01:39:53 am »
Autotiles :)
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Development / Re: Lua promises
« Last post by Diarandor on December 04, 2018, 04:59:38 pm »
And customs states, multiple tilesets, more customization for dynamic tiles (frame number and speed), customization for the hero sprites,...
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General discussion / Re: We have moved
« Last post by alexgleason on December 04, 2018, 04:54:03 pm »
I just discovered there's an active third-party bridge tool for Discord <--> Matrix: https://t2bot.io/discord

Would anyone be interested in setting this up with me? How many channels does the Discord have?
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Your projects / Re: Some Maps I've been working on...
« Last post by eliwolfe92 on December 04, 2018, 02:21:35 am »
I definitely agree that it needs variety in each area, majora's mask is a great example. I kept it uniform just to see if it would even work (I ended up being off by a pixel or two in measurement)

I honestly can't remember what my immediate influence for this city was but I kind of felt like making a city from a classic final fantasy (maybe something from I-VI) Not really a story in my head for this place (definitely something I have to fix)

@brlmnd I do see what you're saying, I didn't mean to assume that it was dislike. Thanks for your reaction/view, I appreciate it
18
Development / Re: Lua promises
« Last post by stdgregwar on December 04, 2018, 12:13:03 am »
Nice, you can take a look at the changelog.txt in the solarus repo if you are interested in the new features of Solarus 1.6. Like shaders, sprite rotations , scale and more.
19
Development / Re: Lua promises
« Last post by alexgleason on December 03, 2018, 11:14:11 pm »
Hi Greg,

Wow, thank you! This is extremely cool - I'm glad you've already solved it. ;D I'm still on 1.5.3 but will have to check out 1.6.

No worries about 1.7 being far away. If there's anything I really need before launch I can edit the engine myself (hooray open source!) Thanks so much for your work on Solarus.

Alex
20
Development / Re: Lua promises
« Last post by stdgregwar on December 03, 2018, 11:06:37 pm »
Dear Alexgleason,

I was also not satisfied with the look of the code when doing cinematics. And lua is not very famous for the syntax of its promises (the reserved keyword then is iritatingly unavailable). So I saw that lua had a coroutine system. That's why we upgraded solarus to support coroutines and developped an helper that allow to write cutscenes and all kind of asynchronous code without nesting callbacks.

Example :
Code: [Select]
map:start_coroutine(function()
    local options = {
      entities_ignore_suspend = {dungeon_1_entrance}
    }
    map:set_cinematic_mode(true, options)
    sol.audio.stop_music()
    audio_manager:play_sound("others/chest_open")
    local camera = map:get_camera()
    local camera_x, camera_y = camera:get_position()
    local movement1 = sol.movement.create("straight")
    movement1:set_angle(math.pi / 2)
    movement1:set_max_distance(72)
    movement1:set_speed(75)
    movement1:set_ignore_suspend(true)
    movement(movement1, camera)
    wait(1000)
    local shake_config = {
        count = 32,
        amplitude = 4,
        speed = 90
    }
    wait_for(camera.shake,camera,shake_config)
    camera:start_manual()
    camera:set_position(camera_x, camera_y - 72)
    audio_manager:play_sound("others/secret2")
    animation(dungeon_1_entrance:get_sprite(), "opening")
    map:open_dungeon_1()
    local movement2 = sol.movement.create("straight")
    movement2:set_angle(3 * math.pi / 2)
    movement2:set_max_distance(72)
    movement2:set_speed(75)
    movement2:set_ignore_suspend(true)
    movement(movement2, camera)
    map:set_cinematic_mode(false, options)
    camera:start_tracking(hero)
    game:set_value("main_quest_step", 7)
    map:init_music()
  end)

The functions movement, wait, wait_for , animation and others are injected into the execution environment of your unique callback (it has to start somewhere) which is tranformed into a lua coroutine that execute asynchronously.

I can't remember if you are developping your game on solarus-dev or the 1.5.3. But if your game's release is planned for 2019 or beyond you can develop it on the solarus 1.6 dev branch which is coroutine enabled. And we'll be happy to provide the coroutine_helper script and getting started.

Greg

PS:

I plan to adress your Joystick issue but it will be in 1.7 that will be released only god knows when... sorry.
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