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Messages - hkeeble

#1
Development / Re: Issues Running on Windows 8
March 19, 2015, 09:43:53 PM
Found the issue! It doesn't seem to like being passed a path that contains spaces for the quest path.  :)

EDIT:
One quick question (didn't seem worth a whole new topic), is there any way to get console output from Lua in Solarus on Windows? As soon as the application launches, the console awaits a new command (it doesn't seem to 'couple' with the application, as it does in Linux) and any "print" commands from scripts go ignored.
#2
Development / Issues Running on Windows 8
March 19, 2015, 06:22:06 PM
Hi all,

I'm having some issues running a quest via the command line in Windows 8. As I understand it, the Solarus executable simply takes an argument pointing to the root directory (where the data folder can be found) of a quest in order to run. Therefore, from any directory, I assumed the following would work:

C:\Users\user> <Path/To/Solarus/Executable> <Path/To/Quest/Folder>

However in Windows 8, this seems to do nothing (there is not output). The same thing seems to happen if I change to the solarus executable directory, and then run:

C:\Users\user\Desktop\Solarus\solarus> solarus.exe <Path/To/Quest/Folder>

The only way I can get the quest to run is by putting the quest in the same directory has the executable and running:

C:\Users\user\Desktop\Solarus\solarus> solarus.exe .

I want to be able to run Solarus via an external program, which itself launches a cmd instance and passes in the Solarus path followed by a quest path. The only other option that would work would be to run the Solarus executable directly and not through a cmd, passing in the quest path. However as I explained above, the quest will only run when both executable and quest are in the same folder. Is there something I'm missing here?
#3
Your projects / Re: Solarus - Rogue Like Features
July 08, 2014, 09:32:32 PM
Quote from: tinyweldingtorch on July 07, 2014, 03:48:53 PM
Hey, hkeeble!
If you want, just send me your pubic ssh key and I'll set you up in the red-solarus project.
I'll probably work at a much slower pace than you'll need for your research but maybe it will be useful.

At the moment I'm working on the editor changes that Christopho suggested.  Should be finished in a week or so.  Real life =)

From what I seen so far, it will be easiest to start with plain old rooms and hallways and spawn monsters based off of the players health level. But don't let me stop you.

tinyweldingtorch at gmail dot com

Awesome! I'll send an email your way soon. I'm unsure of the exact approach I'm going to be taking at the moment, as I've not had a chance to really delve into the engine, but doing so slowly in my downtime. Seeing as the engine appears to have a strong Lua binding and data files for maps, it may be that actual changes to the engine source for what I wish to do would be very limited, but again I'm unsure. Either way, I'd like to contribute to the red-solarus branch where I can  :)
#4
Your projects / Re: Solarus - Rogue Like Features
July 04, 2014, 06:28:00 PM
This is certainly an interesting idea! I'm starting an MComp (like a masters) degree in Games Computing in September, and seeing as most of my research has been around procedural content generation I wanted to continue with it. I was looking to explore how to use searched based procedural content generation in order to evolve my levels, and perhaps how to adapt them for individual players. I was considering Solarus as a platform to implement and test my ideas on, and I find this post!