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Development / how to make a 'code/password'
« Last post by ponderitus on September 21, 2019, 01:57:38 am »
Hey Guys, I was wondering how to make a sort of code or password, as in enemy must be killed in a certain order to open a door/make a chest that if they are killed in the right order then x will happen but if the wrong order then everything is reset....

where would i start with this?

so that (1,2,3) opens the door but all other variants eg, (3,2,1) (2,1,3) ect would reset?

literally stuck at the start with this one...

would i have to make a bunch of save variables for each on_killed? depending on which have been killed before it?
Your projects / Re: Ocean's Heart Beta Testing
« Last post by Wuzzy2 on September 17, 2019, 12:46:21 pm »
Well, then. I like to sign up for the October/November beta test, then. :)
Development / Re: Prevent attack command from attacking
« Last post by Cluedrew on September 17, 2019, 12:46:47 am »
I haven't tried this but from the documentation and my memories from the one time a looked over this part of the engine you should be able to do something like Kamigousu's solution but say you have handled the input to prevent the action from happening:
Code: [Select]
function game:on_command_pressed(command)
    if "attack" == command and stamina < 0 then
        return true
    -- Anything else you want to do.

Also returning false doesn't do anything so you can put the condition of the if statement as the return value if you are doing nothing else in the event.
Game art & music / Re: Minish Cap Hero Template Request
« Last post by GregoryMcGregerson on September 15, 2019, 04:25:15 pm »
Hey, we would like to add your resource pack to the Solarus website. Could you ensure it is compatible with Solarus 1.6, and make a zip package like the ALTTP one?
Oh sure! I'll start working on it again and let you know when it's in working order.
Your projects / Re: AZ2R - Another Zelda 2 Remake
« Last post by HerooftheFlood on September 15, 2019, 03:35:25 am »
I had not seen this before. Given how Zelda 1's map is also supposed to be at the bottom of Zelda 2's map, I'm not sure how this all works together...


It just looks off due to how zoomed out Zelda 2's map is. Realistically Zelda 2's overworld is extremely huge. Possibly on par with Breath of the Wild.
Your scripts / Re: Generate map images
« Last post by llamazing on September 15, 2019, 03:16:03 am »
I updated the script linked above to version 1.1.1.

Now there are warning messages when using export_world_map() if there are any overlapping maps or discontinuities are detected. These can be disabled respectively by setting IS_OVERLAP_WARNING and IS_DISCONNECT_WARNING to false at the beginning of the script.

I also added support for ignoring maps with an id matching a given pattern in the EXCLUDE_MAPS list.
Your projects / Re: Ocean's Heart Beta Testing
« Last post by Max on September 15, 2019, 01:50:45 am »
Hi Wuzzy. I've communicated with you twice since you sent that message, explaining that the first round of beta testers finished up, the game is undergoing some big changes, and I am planning another round of beta tests in October-November.

I'm currently between betas for Ocean's Heart, but around October-November (roughly), I'll be opening another closed beta.

If that's not working for you I understand, you're free to have the clarity you need to move on then. Thanks!
General discussion / Re: One of the main promoted games is in danger of getting deleted
« Last post by Wuzzy2 on September 14, 2019, 09:55:06 pm »
Aaaand it's still on MediaFire …

Can't you just upload it on your own homepage yourselves? I don't think Zeldo even is allowed to upload anything directly on your homepage, if I'm not mistaken. Weird.

Or are you afraid Zeldo will sue you for copyright infringement? Lol, that's not going to happen, you do realize all code is under a free software license, right?

You have to be more afraid of being sued by Nintendo instead of Zeldo.

I am confused.
Your projects / Re: Ocean's Heart Beta Testing
« Last post by Wuzzy2 on September 14, 2019, 09:51:17 pm »
I have requested a beta in about June 2019 by sending you a PM. Still I got nothing except excuses.

If you don't want me as a beta tester, please just say it openly so I have clarity and can move on. Thanks.
Your scripts / Generate map images
« Last post by llamazing on September 14, 2019, 03:23:28 pm »
I revisited my script to generate images from a map .dat file. The original topic can be found here:,1122.0.html

Notable improvements:
*I adjusted the colors for a sleeker and more uniform appearance
*It now generate a composite image from all map layers
*It now exports an image file
*Can generate a "world" image of multiple maps linked by edge teletransporters
*Can generate individual images for all maps in a single operation

The image exported is a .ppm file, which has a very simple file format, but the file size is not optimal. The image can be converted to a .png using GIMP.

I experimented with a pure-lua library that generates png images, but it was slow and was actually generating the exact same sequence of bits, just with a different header (so there was no improvement in file size over the .ppm file). Maybe a better png library could be an option in the future.

Solarus crashes for me when trying to export an image of approximately 8000x8000 pixels or larger. I'm guessing this is some sort of memory limitation that is being exceeded (the outputted image would be over 100MB), but no error is given. The default SCALE_FACTOR is 8 (maps rendered at 1/8th original size), so this will probably not be an issue at this scale even when generating a world map image (unless you have a VERY big world map), just beware. I could possibly improve memory performance here by generating the image data one row at a time instead of doing the entire image at once if this becomes a problem.

Also note there are some bugs in Solarus v1.6 related to the drawing order (which are fixed in v1.6.2). I am not able to test in v1.6.2 right now, but the image might look slightly different.
Code: (lua) [Select]
local map_imager = require"scripts/map_imager"
map_imager(map_id) --to generate one image for the specified map_id (string)
--equivalent to map_imager:export_map(map_id)
map_imager() --to generate images for ALL maps
--equivalent to map_imager:export_all()
map_imager:export_world_map(map_id) --to generate an image of the specified map_id (string) and any maps connected by edge teletransporters

When generating a world map image, it will also output coordinates of each map with 0,0 being the top-left corner. This could be useful if you need assistance in figuring out world coordinates of your maps.

Here is a world map generated from Ocean's Heart using "ballast_harbor/ballast_harbor" as the starting map (converted to png with GIMP):
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