Thank you so much!!!
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#2
General discussion / Estpolis sprites
August 28, 2018, 07:36:41 PM
So. It's been a while for me.. life happened and stuff.
But I have a question in an overwhelming Zelda oriented site and program.
Does anyone know how I can extract sprites from the SNES gamerom to use in Solaris?
I've been playing Lufia 2 as of late again and it gave me the idea to work on such a game.
But I have a question in an overwhelming Zelda oriented site and program.
Does anyone know how I can extract sprites from the SNES gamerom to use in Solaris?
I've been playing Lufia 2 as of late again and it gave me the idea to work on such a game.
#3
Bugs & Feature requests / Re: ZSDX hud needed
October 31, 2016, 08:31:39 PM
Or better yet. If anyone can help me get the game_manager.lua sorted out. No matter what I do I get errors in either main.lua or no error but also no game. I am quite unsure on what to do here.
Since I am rather blind to many words (not literally) I can't see it anymore after a few minutes.
I did copy the files as described above, I did get my starting location right (it works when not working with this code) and I'm just unsure right now.
Since I am rather blind to many words (not literally) I can't see it anymore after a few minutes.
I did copy the files as described above, I did get my starting location right (it works when not working with this code) and I'm just unsure right now.
Code Select
-- Script that creates a game ready to be played.
-- Usage:
-- local game_manager = require("scripts/game_manager")
-- local game = game_manager:create("savegame_file_name")
-- game:start()
local dialog_box_manager = require("scripts/menus/alttp_dialog_box")
local hud_manager = require("scripts/hud/hud")
local game_manager = {}
-- Sets initial values for a new savegame of this quest.
local function initialize_new_savegame(game)
-- TODO
game:set_starting_location("maps/Houses/link", "start")
-- Initially give 3 hearts
game:set_max_life(12)
game:set_life(game:get_max_life())
end
-- Creates a game ready to be played.
function game_manager:create(file)
-- Create the game (but do not start it).
local exists = sol.game.exists(file)
local game = sol.game.load(file)
if not exists then
-- This is a new savegame file.
initialize_new_savegame(game)
end
local hud
-- Function called when the player runs this game.
function game:on_started()
hud = hud_manager:create(game)
end
-- Returns whether the HUD is currently shown.
function game:is_hud_enabled()
return hud:is_enabled()
end
-- Enables or disables the HUD.
function game:set_hud_enabled(enable)
return hud:set_enabled(enable)
end
-- Return the HUD.
function game:get_hud()
return hud
end
-- Returns whether the current map is in the inside world.
function game:is_in_inside_world()
return self:get_map():get_world() == "inside_world"
end
-- Returns whether the current map is in the outside world.
function game:is_in_outside_world()
return self:get_map():get_world() == "outside_world"
end
return game
end
return game_manager
#4
Bugs & Feature requests / Re: ZSDX hud needed
October 22, 2016, 02:09:47 AMQuote from: polyglot762 on September 16, 2015, 09:16:22 PM
I'll have this HUD up and running soon.
Where should I post this if anyone else wants the zsdx HUD?
I will be using the Mercurious chest code clean-up update.
Just the HUD code not anything else.
There are quite a few pipes* to hookup before it will be serviceable.
*Pipes: (What I like to call the calls and functions and required elements.)
If your offer is still valid, perhaps an updated version, I'd be very interested.
I am not much of a coder myself so it's very hard to even extract the codes when they're right in front of me. On the other hand, I am a visual kind of person so the game I am working on already looks quite nice but just misses the hud (hearts, magic meter, rupees, items).
Thanks.
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