Recent Posts

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21
Your projects / Ocean's Heart Beta Testing
« Last post by Max on April 12, 2019, 09:40:39 pm »
Hey!

I know many of you are aware of my game, Ocean's Heart. As of right now, it's officially in beta, and I'm looking for some testers. I'd love to have some Solarus developers looking at it especially, since you know how the engine works and would have a better idea what you're looking at if you come across something going wrong.

So if you're interested, please send me a DM or message or email or something, and I'll get you a copy of the game!
22
Bugs & Feature requests / Re: Multiple Entities Sponaneously Broken
« Last post by Diarandor on April 12, 2019, 05:42:50 pm »
General remarks:

1) Do not mix these 2 different concepts:
sprites (which  are dat files with metadata) and source images (the image files). In other forums or for other engines, image files are called sprites, but that is not the case with the Solarus API.
2) Do not mix these other 2 concepts:
adding a file (copy-pasting files to the data folder) and adding a resource to the quest (right click with the mouse and select the option to add it, or use the import feature that the others mentioned before).

It may seem annoying for newbies to learn these things, but it is very important when you have a problem and need others to understand you.
23
Bugs & Feature requests / Re: Multiple Entities Sponaneously Broken
« Last post by llamazing on April 11, 2019, 11:40:11 pm »
So I added an animation for it now

You can't just go adding any old animation, it has to be the correct one. You should import the .dat file from the project where you got the small_key png file, then the dat file will be setup correctly and automatically get added to your quest (sprites need both the .png and .dat files to work correctly, so make sure you get both when importing).

If you simply copy the .dat file over to your project without using the import feature then it doesn't get added to your quest automatically, and in that case you will have to find the sprite in the quest tree (left sidebar of the quest editor), which will have a '?' icon. Right-click it then choose the option to add it to your quest.
24
Bugs & Feature requests / Re: Multiple Entities Sponaneously Broken
« Last post by gmanplays@gmail.com on April 11, 2019, 09:54:30 pm »
So I added an animation for it now, checked the file and saw the new .dat file, double checked for naming, and then ran the quest, but no changes in the exception changed. I required the key sprite, but it said that the file still didn't exist? I don't know how to tell the engine that this sprite exists any better than I already am. Any ideas?
25
Bugs & Feature requests / Re: Multiple Entities Sponaneously Broken
« Last post by llamazing on April 11, 2019, 01:26:44 am »
I don't see the .dat file in that screenshot... that may be your problem.
26
Bugs & Feature requests / Re: Multiple Entities Sponaneously Broken
« Last post by froggy77 on April 11, 2019, 01:20:51 am »

That sprite already exists in that directory, correctly named, and in the correct directory though.
Your answer is incomplete.The fact that a sprite (image file and .dat file) and a script already exist in the correct directory, with the correct name, does not mean that they were added to the quest.
27
Bugs & Feature requests / Re: Multiple Entities Sponaneously Broken
« Last post by gmanplays@gmail.com on April 10, 2019, 08:50:46 pm »
I've printed the diagnostic you suggested, and it returned false. However, in on_created, I can't find any method looking for that sprite either. Other than that, it stopped generating that exception for some reason and replaced it with the In create_door exception upon booting the project. This is just so bizzare, I don't know where to even start. Also, where's the script the governs doors? I can't find it in the entities directory.

Anyway's here's the script for the small keys I'm using. Thanks again for all your help.

Code: [Select]
local item = ...


function item:on_created()
  require("scripts/equipment")
  self:set_shadow("small")
  self:set_brandish_when_picked(false)
  self:set_sound_when_picked("picked_small_key")
end

function item:on_obtaining(variant, savegame_variable)

  self:get_game():add_small_key()
end
28
Your projects / Re: AZ2R - Another Zelda 2 Remake
« Last post by HerooftheFlood on April 10, 2019, 03:43:34 am »
What? The sleeping Zelda in Zelda II is a different Zelda from the one in the first game? This is news to me...

Yeah in game it's not specifically stated that it's a different Zelda but it is in the manual. Originally Sleeping Zelda was supposed to be the first ever Zelda in the series but that was retconned pretty easily once ALttP was made and as we know now the very original was Skyward Sword Zelda.  Here's a brief little summary of The Tragedy of Princess Zelda I based on what Hyrule Historia gave us.

According to a legend passed down within Impa's bloodline, well before the events of The Legend of Zelda, Hyrule was a prosperous land ruled by a king who had a daughter, Princess Zelda, and an elder son, the prince. After the king passed away, the prince sought the pieces of Triforce that he did not inherit, but was unable to find them. A magician close to the king informed the prince that the king had told his sister something about the Triforce. The prince questioned her, but she did not say anything, even after being threatened by an eternal sleep by the magician. In his anger, the magician used a spell to put the princess into an eternal sleep, and died when the spell was completed.

Overcome with grief, the prince sealed his sleeping sister in the North Castle and ordered that all female descendants of the Hylian monarchy are to be named Zelda. While the princesses before this incident were named Zelda in honor of the original Zelda from Skyward Sword, this marked the beginning of Zelda being named so by law, rather than tradition.

To break the curse a hero must possess the complete Triforce, but obtaining the Triforce of Courage would prove difficult as the king of ages ago had hidden it within the Great Palace. Only one who proved themselves worthy would obtain it. In the end, Link obtained the Triforce of Courage and awoke the sleeping princess from her slumber.

Keep in mind this is indicated to happen at least century or more before Zelda 1 takes place which shows how the slowly Hyrule truly declined up until Zelda 1 and Zelda 2 AoL.

According to the official artwork as well, the new king (Sleeping Zelda's elder brother) was even threatening villagers with a whip kids and women alike.  One of the reasons Zelda 2 is considered dark is due to this twisted backstory that lead up to it.
29
Your projects / Re: AZ2R - Another Zelda 2 Remake
« Last post by llamazing on April 10, 2019, 01:30:18 am »
What? The sleeping Zelda in Zelda II is a different Zelda from the one in the first game? This is news to me...
30
Bugs & Feature requests / Re: Android crash
« Last post by karl on April 10, 2019, 01:13:16 am »
Ok, the new port also has some complications:

* For compilation, after a checkout of solarus-android and solarus, solarus has to be copied or linked to solarus-android/app/jni/solarus .
   ( this should be in the readme or readme.md ).
* For some reason, the android port isn't set up to use CMake in the solarus subdirectory. At the time I checked out, I had to make 2 changes to get a compile working:
   (1) in app/jni/Application.mk, add a line ( otherwise, the OpenGL symbols are all not linked )
         APP_LDFLAGS += -lGLESv2
   (2) in app/jni/solarus/Android.mk, add the glad directory in LOCAL_SRC_FILES:
            $(wildcard $(LOCAL_PATH)/src/third_party/glad/*.c) \
   Otherwise, the glad_ items are undefined.

The insidious thing is, 'build' in Android studio seems to work without this. Only when I try to run, more building and linking takes place, at which point the failure shows.
Now I can build and run. The quest seems to load. But it's all not enough. I can select and launch a quest. But  I can't get past the language selection screen... and exiting the quest from the quest launcher also doesn't seem to work.

 - Karl
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