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21
Your projects / Re: Zelda's Adventure: Solarus Edition
« Last post by PhoenixII54 on June 14, 2018, 01:50:31 pm »
Well, at least you got some progress, and that is the most important thing.  :D

your next step is to make your animation loop, and it is fairly simple : right before starting it, just call movement:set_loop(<boolean value>).
Result will be a continuous movement, which will either do a full back-and-forth movement like you intend, or your npc will just go out of the screen forever -or at least until you leave the map or quit the game.
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Your projects / Re: Zelda's Adventure: Solarus Edition
« Last post by CrookiNari on June 14, 2018, 01:26:03 pm »
Holy hell how did I not even make a walking animation I feel so dumb
He still doesn't move like he should, kinda sliding upwards a bit before stopping, but there's no error messages this time.
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Your projects / Re: Zelda's Adventure: Solarus Edition
« Last post by PhoenixII54 on June 14, 2018, 01:11:31 pm »
Now this is strange, did you add all four directions in your "walking" anmation set?
If yes, then did you set sprite data to each direction? i suppose that you did, but i wanted to have confirmation

PS : Now that i think, did you create the "walking" set at all ?Again, I suppose that you did, but I wanted to have confirmation
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Game art & music / Anybody take music commissions/requests?
« Last post by CrookiNari on June 14, 2018, 11:56:07 am »
Hello all! I'm needing somebody who can create a remix of the following song using the ALttP soundfont:
https://www.youtube.com/watch?v=NanjfqwMfdA (title screen)
https://www.youtube.com/watch?v=LFx51MqVOK4 (longer version)
The ALttP asset pack has most of the music I need for my game, but I want this song in the game as well for the title screen and important cutscenes. Send me a message if you're interested and we can discuss prices.
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Your projects / Re: Zelda's Adventure: Solarus Edition
« Last post by CrookiNari on June 14, 2018, 11:37:51 am »
I was using the documentation which gave me different instructions, so yours make more sense. Nevertheless, there's still a problem:
Error: Illegal direction 1 for sprite 'npc/traveller_2' in animation 'walking'
Direction 1 is up, correct? I don't know why that would matter since I didn't tell it to move up, and the sprite is capable of displaying all four directions. But the weird thing is, rather than disappearing completely like I normally see happen, he vanishes for about a second and then reappears a few pixels away facing the right and can be spoken to.
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Your projects / Re: Zelda's Adventure: Solarus Edition
« Last post by PhoenixII54 on June 14, 2018, 11:22:25 am »
Self-quote from before, since it is an already known issue :

The problem is that the engine expects NPC to have 4 sprite directions, and i suppose you only put 2 in your animation. To fix this, you must duplicate some of its directions to have all 4 required, in case you want to add more to the path.

Another thing to precise is that your movement might not loop as you scripted it.Use movement:set_loop() to define whever you want it to loop or not.

Also, you can use timers to enhance your moves, like, walk to point A, wait, turn left, wait, go to point B, wait, etc. I suppose it is not in your priorities yet, but it will definetely add live to your NPC.

Precision : Sprite directions counting always starts from 0, by convention. and reference to : right (0), up (1), left(2) and down (3).

Yes, programming can be difficult, especially for beginners, but by training and not fearing to make mistakes, you will make constant progress as long as you take the time to understand why a particular mistake has been done.

Anyway, hope it helps you fixing this error ;)
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Your projects / Re: Zelda's Adventure: Solarus Edition
« Last post by CrookiNari on June 14, 2018, 10:46:15 am »
Your addition brings forth this new error repeated:
Error: Illegal direction 2 for sprite 'npc/traveller_2' in animation 'walking'
For context, I want a guy to walk back and forth along a river bank and speak when spoken to. Did I put in the wrong direction numbers?
And I'm not going to forgo programming all together, I was just a little frustrated. I know that the game I want to make won't be easy, but I do want it to be made nonetheless. If it doesn't feel like a Zelda game, then it totally defeats the purpose for its existence. At the very least, I am able to take care of most of the rest of the game design.
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Development / Re: How to make hero hurt while swimming
« Last post by Diarandor on June 13, 2018, 08:52:17 pm »
This seems to me an engine limitation, or even a bug.
@Christopho: should we open an issue for this?

It is still doable in Lua with some event (on_animation_changed or on_state_changed).
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Your projects / Re: Zelda's Adventure: Solarus Edition
« Last post by Max on June 13, 2018, 05:25:03 pm »
You've done more of a typo than a failure.

Code: Lua
  1. function map:on_started()
  2. local movement = sol.movement.create("path")
  3.   movement:set_path{4,4,4,4,4,0,0,0,0,0}
  4.   movement:set_speed(20)
  5.   movement:start(traveller_2)
  6. end
  7.  

If you understand Phoenixll54's commenents, the parentheses are just for something else, that's all. Once you've done some more practice, you'll understand the notation and won't make many more of these mistakes. You'll move onto bigger and harder to fix mistakes, like me, haha.


If you really don't want to do much coding though, maybe take that into consideration when you're designing what kind of game you want to make. If you're going to limit yourself to basic gameplay like walking and using the sword (I don't know if you'll have items if you aren't going to program), think about how you can make that interesting.

One approach is games like Firewatch, where because of a really interesting, intimate, and human story, the game is fun to play even though all you do is walk around, really. The beautiful art helps too. There are lots of ways to create and interesting game where you wouldn't have to program as much as a typical Zelda game, but you won't have anything like a typical Zelda game at the end. If you don't want to spend a long, possibly frustrating time teaching yourself to code, then you'll have to accept the limits of what you can do, and try to use those to your advantage to still create an interesting game.
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Development / How to make hero hurt while swimming
« Last post by Porksteak on June 13, 2018, 05:24:12 pm »
I'm trying to make it so the hero can get hurt while swimming, but whenever he is hurt he goes back to his not swimming animation. I tried making it so that when the state is changed to hurt and his animation was swimming he would instead use a swimming hurt animation but this didn't work.
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