Recent Posts

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21
Development / Re: Detecting when a pickable is picked up
« Last post by b0undarybreaker on August 05, 2017, 11:07:27 am »
Oh, boy. I think at some point I might need to move this to bug reports. The if not card and cardchecked doesn't remove the pointer, changing it to if not card:exists() and cardchecked both spams the console and doesn't remove the pointer, and I'm just not sure if erroring while trying to index a value for entity:exists() is exactly the best thing because if it can't find the entity then it's doing its job. If there's something huge I'm missing here, please let me know, but I'm just not sure what's going on with this anymore.
22
Development / Re: Detecting when a pickable is picked up
« Last post by b0undarybreaker on August 05, 2017, 11:00:01 am »
A friend and I looked the code over and realized what was wrong. It was erroring saying card was a nil value without it being map.card, but only after I picked the card up. To fix that, I added in stops for the loop:
Code: Lua
  1. function map:on_update()
  2.   if not card and cardchecked then
  3.     cardpoint:remove()
  4.     print("Card removed!")
  5.     cardchecked = true
  6.   end
  7.   if not gem and gemchecked then
  8.     gempoint:remove()
  9.     print("Gem removed!")
  10.     gemchecked = true
  11.   end
  12. end
So the error doesn't spam anymore. However, it won't do the gempoint:remove() still. Do I need to do something to gempoint to make it work properly?
23
Development / Re: Detecting when a pickable is picked up
« Last post by b0undarybreaker on August 05, 2017, 10:44:52 am »
For a quick note, this happens if it's just card:exists() as well, so it isn't the map.card that's the issue.
24
Development / Detecting when a pickable is picked up
« Last post by b0undarybreaker on August 05, 2017, 08:27:14 am »
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.
25
Your projects / Re: Zelda: Book of Mudora
« Last post by wrightmat on August 05, 2017, 12:01:20 am »
So in other words everything works except for the actual overlay that makes it look like night? What version of BoM are you playing?
26
Game art & music / missing tiles in Absolute Hyrule Map Package
« Last post by aminemax on August 03, 2017, 11:57:49 am »
In the forest tiles there is one that is missing. The small tree (see screenshot below)



Note also that the color of the small tree that the tileset contains is different from the original game.

Also, the small non-animated flowers of the forest are missing in the tileset.
27
Your projects / Re: Zelda: Book of Mudora
« Last post by Maximini on August 03, 2017, 12:53:33 am »
By other beds, you mean, like the inn in Kakariko?

EDIT: I confim. Sleeping in any bed at night removes the light of the lantern, lights in the windows of the houses and places closed at night are open.

Sleeping in any bed at day adds light on the lantern, lights lights in the windows of the houses and places closed at night do close.
28
Your projects / Re: Zelda: Book of Mudora
« Last post by wrightmat on August 02, 2017, 04:10:34 am »
Hmm... Interesting. All of the bed use the same script to change the time of day - have you had issues at any of the other beds?

As for the error, it's actually legitimate (although unrelated to this) and I've added that dialog in :)

For dungeon 4, I'm almost certain that it's possible to push that block against a wall or other surface to re-align it so it will work for the puzzle.
29
Game art & music / Re: [UPDATE] Absolute Hyrule Map Package: ADT Alpha Floor Tiles
« Last post by aminemax on August 02, 2017, 01:49:25 am »
In the forest tiles there is one that is missing. The small tree (see screenshot below)



Note also that the color of the small tree that the tileset contains is different from the original game.

Also, the small non-animated flowers of the forest are missing in the tileset.

30
Game art & music / Re: A Free Music / SFX Resource - Over 1000 Tracks
« Last post by Eric Matyas on August 02, 2017, 01:13:20 am »
Here are this week's newest tracks:

"Cool Puzzler" (looping)
http://soundimage.org/puzzle-music/

"Space Monsters with Extra Cheese" (looping)
http://soundimage.org/sci-fi-5/

"Guitar Mayhem 8" (looping)
"Guitar Mayhem 9" (looping)
http://soundimage.org/sports/

Have a good week!
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