Recent Posts

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Your projects / Re: Ocean's Heart
« Last post by Max on May 26, 2020, 02:41:04 pm »
Seems like you're kind of answering your own question as to why I'm not using a 426px size. I rounded down to the closest multiple of 16 for things like that. So I can evenly fit 16x16 tiles into maps
Your projects / Re: Ocean's Heart
« Last post by Dianthus on May 26, 2020, 09:18:41 am »
Max, sorry for writing again!!

Just of pure interest, why don't your game use a full screen ratio that uses all the screen in a 16:9 aspect ratio? At a resolution of 416/240 pixels you get black bars on each side because its not wide enough to take up the whole screen. 426 and 240 pixels should take up close to the whole screen that are of a 16:9 aspect ratio.

I have been trying that in my game, but i run into problems with dungeon design and separators switching between rooms on an area for each room that are 26,625 tiles wide. I cant place separators on 426 pixels and i cant place the tiles totally in the middle on the screen because the width of 426 brings the game out of a normal 16x16 grid. The only solution I have found for now, was having dungeon rooms on separate maps and then use teleports between them in doors, though that means i no longer have scrolling transitions in the direction of the room the hero moves to.
Zelda Mystery of Solarus DX / Mystery of Solarus RPG Maker 2000 version download?
« Last post by P-Tux7 on May 18, 2020, 02:56:31 am »
The request is in the title, thanks :)
Development / Re: Is it possible to edit explosion damage?
« Last post by Max on May 17, 2020, 05:53:52 am »
You could adjust how much damage enemies receive from specific sources of damage. With the enemy metatable, enemy:on_hurt gives you access to the attack received. So you can do like, if attack == "explosion" then enemy:remove_life(explosion damage)
Development / Is it possible to edit explosion damage?
« Last post by Porksteak on May 16, 2020, 08:04:11 pm »
Is it possible to make the default explosion do more damage?
Development / Re: Transparent dynamic tiles
« Last post by MonteCrysto on May 16, 2020, 01:37:12 pm »
I am no expert, but from what I learnt so far (I asked myself the same question), I came up with two options, and both require two versions of the tiles, one opaque and one transparent.

The first is to use opaque dynamic tiles on top of your transparent ones, the former disappearing via a lua script when you are in the right area. That would be area specific, which is great, and if you are patient enough, you could may be create some kind of fading animation with timers, different transparency levels of tiles and timers.

The second is brute-forcing your way : create your map, make a copy, replace the tiles with the transparent ones and place teleporters/create a script to teleport in and out the alternative map with no transition. Simpler, but if you have several areas like this near one another, they will all be visible at the same time, which is kinda weird.

I think you already came up with something, but let us say I'm thinking out loud ^^
Your projects / Re: Ocean's Heart
« Last post by Max on May 11, 2020, 11:16:37 pm »
Love that show dearly. Wasn't thinking of it when I was designing the coins specifically, I based it on that certain kind of Chinese currency, and also the ATLA team based the Earth Nation on China as well.

Good job with the hue shifting on the coins. Yellow generally shifts toward red rather than green as it gets darker, but yellow is probably the touchiest color to work with.
Your projects / Re: Children of Solarus [official thread]
« Last post by Max on May 11, 2020, 11:13:56 pm »
Yeah, like the lower one of those. Loosely a kinda curved \ shape

So darker colors in general should be more saturated, besides being cooler. Still lots of exceptions, etc.
Your projects / Re: Children of Solarus [official thread]
« Last post by boaromayo on May 11, 2020, 06:09:06 am »
For selecting colors I just sweep through the color selector in roughly a kinda y=-2^x shape, with a bit of hue shifting towards cooler or warmer colors for shadows/highlights.

Sort of like this curve, Max?

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