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91
General discussion / Re: GIMP - python-fu for pixel art - tileset extractor
« Last post by Neovyse on July 05, 2019, 11:33:38 am »
Excellent!
92
Game art & music / Re: Oracle of Seasons Tileset
« Last post by CopperKatana on July 04, 2019, 08:01:08 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.
93
General discussion / GIMP - python-fu for pixel art - tileset extractor
« Last post by froggy77 on July 04, 2019, 12:15:46 am »
Hello,

Here is in the attached file a python script to add in GIMP. It is supposed to be useful for pixel artists but also for those who rip game maps.

This one is not a Script-Fu, but a Python-Fu. My first script in Python... :)  This is a beta version, I hope there will be not too many bugs. Please save your work before. Don't hesitate to report bugs.

See attachment file.

What is this kind of script?
It is explained here: https://docs.gimp.org/en/gimp-filters-python-fu.html


Where to copy it?
Unzip the folder before to copy it the right place.There are often two directories. You can find their path in:
"Edit" > "Preferences" > "Folders" > "Plug-Ins"


Some explanations
- It appears in the menu /Filters/pixelart-tileset-extractor of GIMP
- It extracts tiles from a tilemap to build quicker a tileset. This excludes tiles from the existing tileset, if any.

Example:
1 min 20 to extract the tiles from this image of 2560x2048 pixels (this represents 20480 tiles of 16px). Here, there is no existing tileset (so it is the layer's name that appears). If there was a tileset, I should have selected it (in "Tileset:")  and tiles already known would have been excluded from the created tileset ("New tileset").


94
Your projects / Re: AZ2R - Another Zelda 2 Remake
« Last post by wrightmat on July 03, 2019, 08:25:54 pm »
I had not seen this before. Given how Zelda 1's map is also supposed to be at the bottom of Zelda 2's map, I'm not sure how this all works together...

Quote

95
Your projects / Re: AZ2R - Another Zelda 2 Remake
« Last post by HerooftheFlood on June 29, 2019, 08:24:05 pm »
Was doing some research awhile back, and it turns out that all of Zelda 1 takes place in the Death Mountain area of ALttP. Although Hyrule Encyclopedia is unreliable and considered non canon, it does make a lot of sense actually since Hyrule is no where to be seen in either Zelda 1 or Zelda 2
96
Your scripts / Pushable block reimplemented in Lua
« Last post by alexgleason on June 29, 2019, 05:15:32 pm »
Daniel and I wanted to create pullable/pushable entities that aren't blocks. Below is a Solarus block entity reimplemented in Lua. It's almost an exact copy, except that when pushing, the hero does not continually display the "pushing" animation (only between movements). It's a minor issue but I'd appreciate any help to solve it. Here's the code:

Code: [Select]
-- Lua script of custom entity block.
-- By Daniel Molina and Alex Gleason, licensed under GPL-3.0-or-later

require("scripts/utils")

local entity = ...
local game = entity:get_game()
local map = entity:get_map()


-- Moves an entity in the 16x16 grid
local function grid_movement(d4)
  local m = sol.movement.create("straight")
  m:set_max_distance(16)
  m:set_speed(30)
  m:set_angle(d4_to_angle(d4))
  return m
end

-- Event called when the custom entity is initialized.
function entity:on_created()
  self:set_traversable_by(false)
  self:set_can_traverse(false)
  self:set_drawn_in_y_order()
  self._cooldown = sol.timer.start(self, 0, function() end)
end

-- Handle the hero pushing/pulling the entity
function entity:on_update()
  local hero = game:get_hero()
  local d4 = hero:get_direction()

  if not self:can_move() then
    return -- skip
  end

  if self:is_being_pushed() then self:push(d4) end
  if self:is_being_pulled() then self:pull(invert_d4(d4)) end
end

-- Push the entity
function entity:push(d4)
  log("Entity is being pushed")

  -- Set hero state
  local hero = game:get_hero()
  hero:freeze()
  hero:get_sprite():set_animation("pushing")

  -- Move entity
  local m = grid_movement(d4)
  function m:on_obstacle_reached()
    entity:stop_movement()
    hero:unfreeze()
  end
  m:start(self, function()
    entity:stop_movement() -- HACK: solarus-games/solarus#1396
    entity:snap_to_grid()
  end)

  -- Move hero
  local m_hero = grid_movement(d4)
  m_hero:set_smooth()
  m_hero:start(hero, function()
    hero:unfreeze()
    hero:start_grabbing()
    entity:start_cooldown()
  end)
end

-- Pull the entity
function entity:pull(d4)
  log("Entity is being pulled")

  -- Set hero state
  local hero = game:get_hero()
  hero:freeze()
  hero:get_sprite():set_animation("pulling")

  -- Move entity
  local m = grid_movement(d4)
  m:start(self, function()
    entity:stop_movement() -- HACK: solarus-games/solarus#1396
    entity:start_cooldown()
    entity:snap_to_grid()
  end)

  -- Move hero
  local m_hero = grid_movement(d4)
  m_hero:set_smooth()
  function m_hero:on_obstacle_reached()
    hero:unfreeze()
    hero:start_grabbing()
    entity:stop_movement() -- HACK: solarus-games/solarus#1396
  end
  m_hero:start(hero, function()
    hero:unfreeze()
    hero:start_grabbing()
  end)
end

-- Check if hero can move the entity (boolean)
function entity:can_move()
  return not self:is_moving() and self._cooldown:get_remaining_time() == 0
end

-- Check whether the entity is currently being pushed/pulled (boolean)
function entity:is_moving()
  return entity:get_movement() and true or false
end

-- Check whether the entity is being pushed (boolean)
function entity:is_being_pushed()
  local hero = game:get_hero()
  return self:overlaps(hero, "facing") and hero:get_state() == "pushing"
end

-- Check whether the entity is being pulled (boolean)
function entity:is_being_pulled()
  local hero = game:get_hero()
  return self:overlaps(hero, "facing") and hero:get_state() == "pulling"
end

-- Cooldown between pulling/pushing by 1 tile
function entity:start_cooldown()
  self._cooldown:stop()
  self._cooldown = sol.timer.start(self, 500, function() end)
end

It requires some utility functions, found here: https://gitlab.com/voadi/voadi/blob/feb500f3e3325d99dc394398ecbb1c7dc5710b23/data/scripts/utils.lua

Here's the upstream file: https://gitlab.com/voadi/voadi/blob/56118adfe3516a1ea8ce816e4f46422576d6b976/data/entities/mirror.lua
97
Game art & music / Lava flows in ffomega's tiles set
« Last post by PeterB on June 28, 2019, 11:21:32 pm »
Hi does anyone know which lava tiles go behind the mini volcanoes?

The first image is the original, and the second my attempt, using the tiles in the third image.

Or is there some sort of tile that goes over the top to mask the bits around the edges???

I keep looking through the tile set but can't seem to replicate the original!!!
98
Development / Re: Where the pause menu is launched in XD2 ?
« Last post by dpro_games on June 27, 2019, 12:57:38 pm »
Thank you for the answers
I actually make it work I don't know how but that's cool ^^
99
Game art & music / Re: Minish Cap Hero Template Request
« Last post by GregoryMcGregerson on June 27, 2019, 05:14:30 am »
Wow, that must have been a ton of work to put together, can't believe I've never seen it before! That's awesome.
Yeah I worked on it for a week or two straight 8 hours a day. I found a nice level editor to rip the tiles that I had to fix from source code but the sprites were all ripped and assembled manually from the rom.

I've never seen the hatted one either! Thanks!
You're welcome! I hope it helps your project.

Awesome project! I hope it'll be complete someday  :D
Thanks! And maybe, we'll see. I haven't worked on it since 1.5

Do you mind if I use your fonts? I've been looking for some bitmap fonts and these look great!
Sure go for it.
100
Game art & music / Re: Minish Cap Hero Template Request
« Last post by Splyth on June 26, 2019, 07:30:26 pm »
Do you mind if I use your fonts? I've been looking for some bitmap fonts and these look great!
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