Recent Posts

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21
Game art & music / Re: Original art
« Last post by Diarandor on April 24, 2018, 04:26:38 am »
Beware of the horde: Skelfos v2.0 are coming!
https://youtu.be/Md8PgIbN59M
22
Development / Re: Setting Up A Basic Equipment Menu?
« Last post by ponderitus on April 24, 2018, 01:45:28 am »
Code: [Select]
  game:get_item("pegasus_shoes"):set_variant(1)
  game:get_item("magic_bar"):set_variant(1)
  game:get_item("flippers"):set_variant(1)
 
those will let you test your boots, flippers and bar as they don't need to be assigned to use, or at least don't in mine. you can also do the same with the feather with a couple of tweaks

have a read of all the scripts you have, they may look like jibberish at first but after a while they will make sense I promise (could be months, I still don't understand most). But random bits will end up helping you. I couldn't get an Npc to change animation for the longest time, abandoned it, then read a random map from christopho and the team and saw I needed

Code: [Select]
  name:get_sprite():set_animation("")
  name:get_sprite():set_direction("")...ect
and the game changed....

Don't be afraid to ask a seemingly stupid question though, I've held back from asking lots of things and it's stunted my progression immensely. Someone could and would have given me the answer in seconds. Also, they might not be so stupid. Pretty sure I asked something like this when I started.

It's a shame the Youtube tutorials finished, they helped me sooooo much when I was starting, you don't even want to know what I was doing to get my bridges to work before that tutorial came out, I had hundreds of sensors. Hopefully they will come back one day, there's still a hell of a lot to cover. It would also be nice if there were more examples in 'Solarus 1.5 - Lua API reference'. That thing is confusing as hell sometimes.

What are you looking to make?
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Development / Re: Setting Up A Basic Equipment Menu?
« Last post by Bagu on April 24, 2018, 01:00:18 am »
Thanks all for the kind welcome.

If you just want to test an item you can so it by putting something such as...

This is actually a big help. I had tried "game:set_item_assigned" on its own, but without being preceded by "game:get_item", it wasn't working even if I edited my save file to include the item in my inventory first. Following your example, I can at least test with the bow/boomerang/hookshot.
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Development / Re: Setting Up A Basic Equipment Menu?
« Last post by ponderitus on April 24, 2018, 12:04:51 am »
I can't really help you with a complete Pause menu, inventory and what knot....it involves a lot of drawing and specific tile placement and other things, its a lot of work. Or at least is for me. If you are trying to copy one, first read through the script and find out if you've got all the files it's going to need to use first. it might require an image that's in the language folder that you don't have or another script.
If you just want to test an item you can so it by putting something such as :

Code: [Select]
  game:get_item("boomerang"):set_variant(1)
  game:set_item_assigned(1,game:get_item("boomerang"))

  game:get_item("hookshot"):set_variant(1)
  game:set_item_assigned(2,game:get_item("hookshot"))

in your initial_game.lua, or wherever your starting values are made

Hopefully this helps, I may not have understood what you meant. Welcome to the community
25
General discussion / Re: Solarus Engine on Nintendo Switch
« Last post by carstene1ns on April 23, 2018, 09:52:35 pm »
Well, zsdx is the main game, so it was only natural to showcase it.
However, every game can run with slight modifications. Unfortunately most games do not properly support joysticks.

About 3DS: Currently not on homebrew, as there is no active/working SDL2 port.
However, with the official SDK, sure. I have read that you can actually get that for free or something.
26
Development / Re: Solarus Engine Roadmap?
« Last post by brlmnd on April 23, 2018, 11:31:05 am »
We definitely need a resource pack and video tutorials on how to edit/manipulate each section like the hud, entities, enemies, dungeons maps etc.

As more people are complaining about it http://forum.solarus-games.org/index.php/topic,1139.0.html
27
Development / Re: Setting Up A Basic Equipment Menu?
« Last post by brlmnd on April 23, 2018, 11:27:17 am »
I would like to help you, but I do not have the right skills.

Anyway, welcome to the community! :)
28
Development / Setting Up A Basic Equipment Menu?
« Last post by Bagu on April 23, 2018, 04:21:56 am »
Hi I'm new and I've been following along with Christopho's youtube tutorials and reading through the documentation, but I don't see this too comprehensively answered anywhere.

Basically I just want to be able to equip items to different slots to test them out. I've been able to pull things like enemies and items from the Mystery of Solarus DX/Return of the Hylian/Oni Link Begins source github and have them drop into the map easily, and I was able to replicate the "save on pause" process from Chistopho's video tutorial. Hoever I haven't been able to spot exactly which lua scripts to copy an equipment menu and where to reference it to actually get it to show up.

Can anyone point me in the right direction?

Sorry in advance if this seems like a lazy or stupid question.
29
General discussion / Re: Solarus Engine on Nintendo Switch
« Last post by MetalZelda on April 22, 2018, 01:55:23 pm »
I like how it's done, but is it only limited to Mystery of Solarus DX currently ?
Can't test it currently because homebrewing my Switch isn't my priority now

I do wonder if this could run on a 3DS
30
Bugs & Feature requests / Re: Improve gamepad support
« Last post by trigger_x21 on April 21, 2018, 01:11:50 am »
Very new to all this... is there a way to increase the deadspace for joysticks on controllers?
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