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Bugs & Feature requests / Re: Where are my savegames stored?
« Last post by alexgleason on January 22, 2019, 10:31:33 pm »
Linux: /root/.solarus/quest_name

Quick correction: it's ~/.solarus/quest_name

If you're using the Snap (eg, you got it from the Ubuntu store), it's ~/snap/solarus/current/.solarus/quest_name
Bugs & Feature requests / Re: Where are my savegames stored?
« Last post by MichaelNG789 on January 22, 2019, 02:32:30 pm »
If I remember correctly...

Mac: ~/Library/Application Support/Solarus/quest_name

Windows: C:\Users\<username>\.solarus\quest_name

Linux: /root/.solarus/quest_name

Bugs & Feature requests / <SOLVED> Where are my savegames stored?
« Last post by Lucifer on January 22, 2019, 01:22:57 pm »
Last week, I saw that my debug didn't work but, I've set the save directory to "zeldahsa". Then, when I create a new savegame, it doesn't appear in "zeldahsa". How can I solve it?
Your projects / Re: Pathfinding Experiment
« Last post by llamazing on January 20, 2019, 01:48:43 am »
I discovered that running this quest on a new machine produces an error because it expects a "maps" directory to exist in the quest write directory, which won't be there on a fresh install.

If anyone was getting this error, it should be fixed now (the script now explicitly creates the directory it needs).
Development / Re: How allow the player to throw destructibles over lower walls?
« Last post by Christopho on January 18, 2019, 10:34:37 pm »
Does it work?
Game art & music / Re: Original art
« Last post by Diarandor on January 18, 2019, 01:35:22 pm »
Your version is really awesome. You should put yourself as an author too (separating our names with a comma), instead of just "edited by".
Bugs & Feature requests / Re: Forum: Storage Full
« Last post by froggy77 on January 18, 2019, 01:25:09 am »
Thanks a lot. Personally, I think I pay attention to the size of the files.
Game art & music / Re: Original art
« Last post by froggy77 on January 18, 2019, 12:52:27 am »
  • Okay, I admit it was not a bug. I had forgotten to copy this script named "generic_projectile.lua"; it explains the strange behaviour of "acidball".
  • I also put in comment this line, but it is obvious that the hero can no longer stop the "acidball" ;)
Code: [Select]
-- acidball:set_default_behavior_on_hero_shield("normal_shield_push")
  • Indeed, there are still some errors because the script is only suitable for your project. It would be necessary to implement several of the scripts like data\scripts\meta\enemy.lua but it doesn't matter.
Code: [Select]
Error: In on_created: enemies/spiderskull.lua:41: attempt to call method 'set_sprite_damage' (a nil value)
stack traceback:
[C]: in function 'set_sprite_damage'
enemies/spiderskull.lua:41: in function <enemies/spiderskull.lua:29>

  • However, I think it would be useful to add a timer and a better animation for "throw_acidball"; The projectile is launched before the end of the animation which is too brutal for the player who can be surprised by the attack. Morever, you put only one frame with a duration of 1000ms. In "my" version, there are 6 frames with a delay of 200ms between frames  (so 6 * 200ms =  a duration of 1200ms,  hey hey ... without the calculator ;) ). I added a timer of 800 ms in the script (see below in blue font) which corresponds to the beginning of the fifth frame when the spider returns to its normal color.
In "spiderskull.lua":


function enemy:throw_acidball()
  -- Prepare enemy animation.
  sprite:set_animation("throw_acidball", function()
  sol.timer.start(enemy, 800, function()


    function acidball:on_shield_collision(shield)
        acidball:explode() -- Kill enemy.

  • I have almost finished to reedit the image named "spiderskull.png"; it is a 4-color version for my project; it will be easy to add colors.
  • I replaced this line because I think it is better and it's just my point of view
Code: [Select]
and math.random(1, 4) == 1 -- Probability for acidball attack: 25%by this line:
Code: [Select]
and math.random(1, 2) == 1 -- Probability for acidball attack: 50%
  • Attachment files:
- acidball.png
- spiderskull.png
- spiderskull.dat

Development / Re: How allow the player to throw destructibles over lower walls?
« Last post by Christopho on January 16, 2019, 10:50:21 pm »
Put the above platforms on a higher layer.
I'm in the process of building my first dungeon, but in one room I presumed the player would be able to throw a pot across a gap to a switch. However, when I tested, I couldn't help but notice that the pot broke as soon as I threw it, as if the wall which represented the ledge was a wall in front of the hero's face. I tried a few things, but I couldn't figure out a way to get the pot over the ledge. Do y'all have any ideas?

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