Recent Posts

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91
Your projects / Re: Solarus - ZL project
« Last post by froggy77 on November 17, 2017, 06:14:19 pm »
Thanks a lot!

92
Your scripts / Re: New rain script
« Last post by Diarandor on November 17, 2017, 03:20:35 pm »
Hail script coming soon! ;D
93
Your projects / Re: Solarus - ZL project
« Last post by Diarandor on November 16, 2017, 11:47:12 pm »
Wow! Your version is 10000000000 times better than mine. Awesome work!!!
94
Development / Re: menu with parameters
« Last post by Realguigui on November 16, 2017, 11:42:22 pm »
the good thing is that I use a custom entitie to launch the menu exactly like you said. The bad thing is that the scripts of pause menu are very complex and I don't find any help in them.

Thanks anyway.
95
Your scripts / Re: New rain script
« Last post by Diarandor on November 16, 2017, 11:41:17 pm »
The snow script is now finished!!! ;D
-It adds now dynamic transparencies to the snowflakes.
-I have also fixed some minor issues with the rain and snow scripts.

See the script in action:
https://youtu.be/TFIt7Quk4k0

Feedback is welcome (and mandatory!).
96
Your projects / Re: Solarus - ZL project
« Last post by froggy77 on November 16, 2017, 10:48:49 pm »
ENEMY:

- An enemy named "horned slime" with one eye from Diarandor's scripts and designs
The zip file contain the slightly modified script. So if there are errors, this is my fault.



sources:
http://forum.solarus-games.org/index.php/topic,707.msg3696.html#msg3696
https://github.com/solarus-games/solarus-sample-quest/tree/dev/data
https://diarandor.deviantart.com/art/Slime-Green-v1-0-598758544
Thanks Diarandor!  :)


- A bloody version for the "enemy_killed" animation



97
Your scripts / Re: New rain script
« Last post by Diarandor on November 16, 2017, 03:11:26 pm »
Ahoy there @everybody! There is already a usable version of a SNOW manager too! The code has been adapted from the last version of the rain manager. It is not the final version yet (it will be updated): there are things to do, like adding transparencies to the snow flakes that vary with the time, and also for when they have fallen to the ground (they should disappear smoothly). And maybe other small details.

Note that the current version of the snow manager is already far superior to the one of RPGshit RPGmaker.
I would like you to test it and give me some feedback. ;D
98
Development / Re: menu with parameters
« Last post by Diarandor on November 16, 2017, 02:22:54 pm »
An example of menu is the inventory menu (the pause menu). You can download any project made by Christopho and study these scripts.

Doors do not have collision tests or events like "on_interaction" or "on_activated", so you should use other entity to detect the interaction somehow and then start the menu. So you really need 2 entities, the door, and other entity to detect the interaction (and you can start the menu when there is interaction with this entity, defining that interactin event from the map script, which would start you menu and initialize it with the particular info).

(Sorry if I don't give more explanations, I am a bit busy. But I'm sure others can help you more if my hints are not enough for you.)
99
Development / Re: menu with parameters
« Last post by Realguigui on November 16, 2017, 01:52:58 pm »
You don't need to code a menu for each door. You can pass all the necessary info from the door to the menu with an initialization function.

It's not clear for me. Can you tell me where I can found some examples ?
100
Development / Re: menu with parameters
« Last post by Diarandor on November 16, 2017, 12:21:29 pm »
You don't need to code a menu for each door. You can pass all the necessary info from the door to the menu with an initialization function.
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