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91
Bugs & Feature requests / Re: Building on Mac OS Sierra
« Last post by Zappa on July 03, 2017, 07:34:32 am »
Just an update that may be of some help to others:

Making a debug build results in the following errors:
"shifting a negative signed value is undefined" in SPC_CPU.h and SNES_SPC.cpp

These errors are ignored in release builds.

I've tried building 1.5.2, 1.5.3 and the dev 1.6 branches using LUAJIT and vanilla Lua 5.1 and all have the same result:
Release builds are making just fine but trying to open any quest with solarus-run results in a seg fault crash after the solarus logo appears.

I'll update if I ever get a fresh build of solarus to run on a mac.
92
Game art & music / Re: A Free Music / SFX Resource - Over 1000 Tracks
« Last post by Eric Matyas on July 03, 2017, 01:57:22 am »
More new free tracks for everyone:

On the Action 2 page, we have: 
"Guitar Mayhem 7" (Looping)
http://soundimage.org/action-2/

Another one for drone videos on the Events/Travel 2 Page:
"Flying Over Lost Worlds"
http://soundimage.org/events-travel-2/

On the Funny 3 page, we have:
"The Sewer Rat Puzzle Game" (Looping)
http://soundimage.org/funny-3/

On the Dark/Ominous Page, we have:
"The Rise of the Mech Beings" (Looping)
http://soundimage.org/dark-ominous/

And on the Sci-Fi 5 Page,
"Fourth Sector"
http://soundimage.org/sci-fi-5/


Have a good week!
93
General discussion / Re: Le défi de Zeldo : La vengeance du bingo
« Last post by MetalZelda on July 03, 2017, 01:51:22 am »
From what I've seen this is a big Zelda-1 like labyrinth
Looks like it has been made by ZeldoRetro

Reminds me of Darunia's Cavern from Parallel Worlds as well
94
Game art & music / Re: Original art
« Last post by Diarandor on July 02, 2017, 06:12:06 pm »
The "walking_with_bow" animations are finished! But I don't have time this week to make the script for this feature and test it (it will work exactly as in MetalZelda's game). Next video with this feature coming next week.
95
Your scripts / Re: fog: Add fog to your map !
« Last post by MetalZelda on July 02, 2017, 05:11:21 pm »
I created a much simpler way to add fog to your maps, using a singular overlay that is built right into my tileset, that uses parallax scrolling.  Simply take it, and (if you like, any one of the semi-transparent tiles located at the top of the tileset, fit it over the entire map, making sure it is on the highest layer, separate from all other tile patterns.  You may choose to make it dynamic (in case you want to have a script attached to it, for instance, creating a fog overlay for before the hero obtains the master swordd, and then having it destroyed or not created when he has it).

That's another way to use it, this script is for permanent overlays from map creation to map destruction (I might update it one day)
This is also for minish cap styled fog, like sunrays or fire haze (ie. with opacity variation)
But I think both of our methods can be replaced by shaders when this will be possible  :P
96
Development / Re: Trouble porting a script
« Last post by MetalZelda on July 02, 2017, 03:47:13 pm »
Somehow I got the thing to work properly, I don't even know how

Code: Lua
  1. function submenu:set_cursor_position(command)
  2.   -- Initialize variables for the weightings on the vertical and horizontal
  3.   -- directions
  4.   local wv, wh = 0, 0
  5.   -- The weightings for the secondary and primary axis relative to input
  6.   local w1, w2 = 1, 2
  7.  
  8.   local input = -1
  9.   if command == "right" then
  10.     input = 0
  11.   elseif command == "up" then
  12.     input = 1
  13.   elseif command == "left" then
  14.     input = 2
  15.   elseif command == "down" then
  16.     input = 3
  17.   end
  18.  
  19.   if input == -1 then return end
  20.  
  21.   -- Setup the weightings for each direction
  22.   if  (input == 1 or input == 3) then
  23.         wv, wh = w1, w2
  24.   elseif (input == 0 or input == 2) then
  25.         wv, wh = w2, w1
  26.   end
  27.  
  28.   local width = sol.video.get_quest_size()
  29.   width = width / 2 - 160
  30.  
  31.   local current_x = self.cursor_position.x
  32.   local current_y = self.cursor_position.y
  33.  
  34.   -- Create default value for the closest item's distance
  35.   local closest_index = -1
  36.   local closest_distance = 9999999
  37.   local index = self:find_item(self:find_item_axis(current_x, current_y))
  38.  
  39.   for i, item in ipairs(self.items) do
  40.     local item_x = item.x
  41.     local item_y = item.y
  42.    
  43.     --  Skip if it is the old item or is in the opposite direction
  44.     if index ~= i and (input ~= 3 or item_y >= current_y) and (input ~= 2 or item_x <= current_x) and (input ~= 0 or item_x >= current_x) and (input ~= 1 or item_y <= current_y) then
  45.       -- Get the distance of the current item and the new one
  46.       local dist_h = math.abs(item_x - current_x)
  47.       local dist_v = math.abs(item_y - current_y)
  48.        
  49.       if (wh ~= w1 or w2 * dist_h >= dist_v) and (wv ~= w1 or w2 * dist_v >= dist_h) then
  50.         -- # Get the distance multiplied with their weightings
  51.         local dist = (dist_h * wh + dist_v * wv)
  52.        
  53.         -- # Set at closest item if appropriate
  54.         if (dist < closest_distance) then
  55.           closest_distance = dist
  56.           closest_index = i
  57.         end
  58.       end
  59.     end
  60.   end
  61.  
  62.   if closest_index == -1 then return end
  63.  
  64.   local item = self.items[closest_index]
  65.   local x = item.x
  66.   local y = item.y - 5 
  67.        
  68.   self.cursor_position = {x = x, y = y + 5}
  69.   self.cursor_sprite_x = x + width
  70.   self.cursor_sprite_y = y
  71.   self.game:set_custom_command_effect("action", item.effect)
  72.  
  73.   self:set_caption(self.caption_text_keys[caption_item])  
  74.   self.game:set_value(self.menu .. "_last_index", closest_index)
  75. end

There is still some problem regarding some items but that's because I use some wizzard stuffs, for example, you need a separate item for each tunic variant, else it will be stuck on the tunic.

What makes this useful is, the simpliciity of menu customisation, you just have to put a x and y value for your item, the script determine the input pressed and stuffs, instead of using cursor position stuffs

This was my Quest status menu before the change


Notice how it is done ... Manually by stuffs

Now, it just looks like this


All of my menues now run this code

The pro is that it is easier to make and place objects in the menues, the cons is that every objects need to be an item
97
Your scripts / Re: fog: Add fog to your map !
« Last post by ffomega on July 01, 2017, 02:22:56 pm »
I created a much simpler way to add fog to your maps, using a singular overlay that is built right into my tileset, that uses parallax scrolling.  Simply take it, and (if you like, any one of the semi-transparent tiles located at the top of the tileset, fit it over the entire map, making sure it is on the highest layer, separate from all other tile patterns.  You may choose to make it dynamic (in case you want to have a script attached to it, for instance, creating a fog overlay for before the hero obtains the master swordd, and then having it destroyed or not created when he has it).
98
Game art & music / Re: A list of free Music making Software and Soundfonts (sf2)
« Last post by Zefk on July 01, 2017, 01:29:07 am »
Quote
This is incredibly awesome!!! :o
Probably the best software for this.

This is the best software for generating music that I encountered. Also, ".mid" instruments and music can be changed with a midi software like Anvil Studio. (I should add that to the list) The ".mid" audio format is one of my favorites because the music files can be super small. The 55 second music sample I attached above was less than 7 kb. That is perfect for forum posts.

Quote
I wonder how we can distinguish nowadays a true composer from a fake one who uses software like this to compose music...

Let us just hope the person is honest and it is clearly stated that it was generated. A lot of companies keep their custom software a secret, so I do not think we will ever truly know. Some composers might generate a good tune and edit it to fit their needs.
99
Added:

2.5 - cgMusic - This software is amazing. It literally randomly generates music using algorithms.

At comment 105 at the site he mentions that it is okay to use them in "games" if credits clearly state that cgMusic was used during music production and it would be great if he could get a copy of the game. (but it is said in a way that one does not have to) It would be nice to credit Maciej Biedrzycki in my opinion.

Quote
Maciek says:
September 8th, 2014 at 3:05 pm
@alfwein Actually, I’ve been getting a lot of questions about the possibility of using cgMusic commercially and generally I was allowing it. The only thing I ask is that it is clearly stated in the credits that cgMusic was used during music production. Also it would be great if I could get a copy of the game, to see how the music was used :)

Anyway, this credit is important as copyright law is very unclear when it comes to algorithmic compositions. I would like everyone to avoid potential problems – after all the program can give two people identical results if the same random seed is used.

I attached a piece I generated with CgMusic.

This is incredibly awesome!!! :o
Probably the best software for this.

I wonder how we can distinguish nowadays a true composer from a fake one who uses software like this to compose music...
100
Game art & music / Re: A list of free Music making Software and Soundfonts (sf2)
« Last post by Zefk on June 30, 2017, 02:19:21 am »
Added:

2.5 - cgMusic - This software is amazing. It literally randomly generates music using algorithms.

At comment 105 at the site he mentions that it is okay to use them in "games" if credits clearly state that cgMusic was used during music production and it would be great if he could get a copy of the game. (but it is said in a way that one does not have to) It would be nice to credit Maciej Biedrzycki in my opinion.

Quote
Maciek says:
September 8th, 2014 at 3:05 pm
@alfwein Actually, I’ve been getting a lot of questions about the possibility of using cgMusic commercially and generally I was allowing it. The only thing I ask is that it is clearly stated in the credits that cgMusic was used during music production. Also it would be great if I could get a copy of the game, to see how the music was used :)

Anyway, this credit is important as copyright law is very unclear when it comes to algorithmic compositions. I would like everyone to avoid potential problems – after all the program can give two people identical results if the same random seed is used.

I attached a piece I generated with CgMusic.
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