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Development / Enemy sprite layers
« Last post by Porksteak on August 12, 2019, 02:05:28 pm »
Hi I was wondering if it would be possible to have an enemy with multiple sprites with one of the sprites being on a higher layer than the others
Development / Re: Seach for an entity?
« Last post by Max on August 12, 2019, 01:40:11 pm »
Oh, you had been typing enemy:freeze(), so I assumed that was a method you'd added yourself to the metatable or something.

Depending on how simple you enemies are, you might be able to add an enemy:freeze() method, as long as you remember to deal with the fact that all when an enemy is damaged, all timers and stopped on them and enemy:restart() is called.

If you don't want to do that, unfortunately enemy:immobilize() is the only option, and you can't set the length of time they're frozen and there's no way to unfreeze them.
Development / Re: Seach for an entity?
« Last post by ponderitus on August 12, 2019, 11:10:56 am »
cheers for the help guys, the code max gave kinda works, it finds them...but the enemy:freeze() gives me

"attempt to call method 'freeze' (a nil value)"

i tried using enemy:immobilize() but that pushes the enemy away from the hero so it looks kinda weird.
Game art & music / Re: Oracle of Seasons Tileset
« Last post by Katsu on August 11, 2019, 10:35:41 pm »
That's really cool. I've been exploring the Solarus community and I keep thinking that it needs more resource packs. I've been working on putting together some Secret of Mana resources in my free time, but progress is slow. I'd be interested to help with this if you want to expand it to a more complete resource pack - I could help with adding NPCs, for instance.

ooops sorry for replying so late, I always forget to check my account here
I feel you on solarus needing more resource packs, it's the reason I originally planned to do an actual resource pack for the gbc zelda games and I did think about starting converting Minish Cap tiles as well, but anytime I opened up a map I already felt exhausted just looking at it lol; I just don't want to bite off more than I can chew so I'm not declaring it an actual resource pack project. Yet.

My progress is also slow, but that's mostly because I keep losing motivation to do stuff or plain forget I had wanted to do stuff. Like, I think my dungeon tilesets just need some tile recoloring and I could already start on setting them/one up for solarus, but I haven't really looked at them for a long time so I'm not actually sure. And I think I wanted to tackle monsters after that, though I don't really know if I need to keep anything in mind when setting up their sprites, because I haven't even looked at how to code them I think.

I don't think I'm gonna let you do npcs though, they are way too easy to do XD I mean, aside from those that need more than just the normal standing/walking sprites, I can just position the normal npc sprites over my npc file and rename it. Same goes for the Link sprite, I just need to position him above my current hero file. Although the file might need some clean-up, and after that some sprites I forego for my original heroine (e.g. add shovel-using sprite)

Ah, I might as well take the time and actually drop the different npc files I do have, stitched together, for visual help of what I 'technically' have.

Aside from those... hm, I think I need to do like an inspection of what other resources still need to be done. I haven't done any effects yet (e.g. explosions, fire; I do have walking on grass and shallow water tho) and am still missing the sword-hitting-wall animation, then there's the incomplete music but I don't really know how to go about that; actually I think I don't have the proper sounds either, I'm just using those from the alttp pack. Then there's all the enemies to import, and the Subrosia tileset I've been dreading because I just don't understand how the lava animation works (and idk how to do/set up the moving eyes of the sword&shield dungeon entry either)... ahaha I already am starting to feel a little lost-

in the end it just comes down to motivation and I don't think I have enough atm to actually do some significant work on this, aside from like updating the doors at some point (yea I actually changed their position and added the revolving animation of the one-way door from Link's Awakening, just to lazy to zip and upload) and doing the npcs

Ah, and sorry I guess for finding out I'm actually this lazy to continue work on this currently, I should be ashamed that I provide resources and don't even keep them up-to-date ^^;
Bugs & Feature requests / Re: HUD disappearing in all Solarus games
« Last post by Christopho on August 10, 2019, 04:08:36 pm »
This is now fixed in the development version of 1.6.1, which will be released in a few days.
You will have to update hud.lua and hearts.lua from the free resource pack 1.6.1 then. Don't hesitate to ask here if you need help for that.
Thanks for reporting the issue!
Development / Re: Seach for an entity?
« Last post by Kamigousu on August 10, 2019, 02:11:55 am »
If you don't mind naming your entities with a prefix you can use map:has_entities(prefix)/map:get_entities(prefix). Here is a link to the API page for the former:

then just run your for loop on the results and freeze what ever you need to.

EDIT: realising now you may have wanted to freeze any given enemy/all enemies on the map. In this case, you could use the code provided by Max.
Development / Re: Seach for an entity?
« Last post by Max on August 09, 2019, 03:12:25 pm »
I think you could do something like
```local map = item:get_map()
for enemy in map:get_entities_by_type("enemy") do
Development / Seach for an entity?
« Last post by ponderitus on August 09, 2019, 11:13:20 am »
Hey, long time. I was working on an item the other day and wondered if there is a way to check for entities on the map on use..I was trying to make something that would freeze an enemy if it exists

Code: [Select]
function item:on_using()
  if entity type enemy then
    --function of item, function()
    --function of item

function item:check_enemy()
--check map for enemies
General discussion / One of the main promoted games is in danger of getting deleted
« Last post by Wuzzy2 on August 08, 2019, 06:22:16 pm »
One of the main promoted games, Le Défi de Zeldo - Chapitre 2: La Tour des Souvenirs, is in current danger of getting deleted off the Internet.

If you click on “Download”, the only download link you git points to MediaFire, and NOT an URL on AFAIK this is the only game where the URL points to something external.

Please be aware that MediaFire is notorious for deleting files, it's definitely possible they will delete the file one day. MediaFire is NOT suited for permanent hosting and should not be relied on.

PLEASE re-upload the game on to make sure the game is preserved. This game is far too good and should not be allowed to die. Thanks for your attention.

Source: I have had previous bad experience with broken MediaFire links because they apparently deleted the file behind the link already. IMO MediaFire should only be trusted with short-term hosting, when it doesn't matter the file will not stay online forever.
Development / Re: How to configure game window
« Last post by Kamigousu on August 08, 2019, 02:36:43 am »
The problem has to be reported in order to be fixed.

I went to the link  you provided and added a new issue describing the problem.
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