Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - Zeror

Pages: [1] 2
Bugs & Feature requests / [Feature] Custom background for a map
« on: August 28, 2015, 08:30:55 PM »
In the tileset options you can set up a background color for the map. For the Light World it is green for example.

It would be very cool if there was an option to overrule that option in the map settings. For example. I like to create a desert and for that i need the Light World tileset, but the Light World tileset has that green background, which is not very useful for a desert map. So i'd to have a yellowish color as background instead.

Is that a good idea for Solarus?

Side-request of this idea:
It'll be even better if we can set up the 'tiletype for the 'background. Like traversable, deep water, grass etc....
It would be cool if we can do this in the tileset settings as well as the map settings to overrule it (like above's idea).

Development / Underwater distortion effect possible?
« on: August 27, 2015, 03:06:47 PM »
I developed the idea of creating an underwater dungeon for my game.

So i wondered if it would be possible to create an underwater distortion effect, like for example Jabu Jabu's Belly in Oracle of Ages.

Would be very cool if it can. :)

Bugs & Feature requests / Groundtype of tile visible in Quest Editor
« on: August 22, 2015, 04:27:36 PM »
It would be really helpful if there was an indication in the map editor where you can see what groundtype a tile is.
I already asked about a movement permission view in another thread. This is kinda an addition to it.

When moving the mouse cursor over the map editor you see in the lower left corner something like this:
176,520 - Tile
or 176,520 - teletransporter

At the tile one it could be very helpful if it says what groundtype the tile is.
Example: 176,520 - Tile (traversable)
or 176x520 - Tile (deep water)

Development / Dynamic teleporters possible?
« on: August 21, 2015, 07:13:04 PM »
I was wondering if it would be possible to create a dynamic teleporter.
So one teleporter leads to different destinations based on an event.

The idea I have is to create a dungeon system which changes when defeated to a harder version of the dungeon so you have a reason to go back to gather more.

What way could be the best way to do it?

I notice some strange behavior of the Solarus Quest editor lately.

Sometimes, randomly, Solarus Quest editor tries to change the description of the map by adding the tile information. Sometimes this causes that project_db.dat becomes unusable, because strings are not right anymore.

Error message i received:
Error: Failed to load data file '<insert project path here>/data/project_db.dat': <insert project path here>/data/project_db.dat:20: unfinished string near '"<mapname here>tile{'

Then it tries to add a long list of these tile setups:
  id = "10",
  ground = "traversable",
  default_layer = 2,
  x = 680,
  y = 208,
  width = 16,
  height = 16,

It's certainly not my fault. Im sure of that. I do have added lots of custom tiles and sprites however.

Development / Dialog problems
« on: August 19, 2015, 12:45:58 PM »
I'm trying to create an advanced dialog, but i can't get it work.

I got this:
Code: (lua) [Select]
local map = ...
local game = map:get_game()

function oldman_npc:on_interaction()                            -- oldman_npc is the name of the NPC

  if not game:get_value("4b_oldman_helped") then
    game:start_dialog("oldmans_cave.question", function(answer) -- Old mans asks a YES/NO question
    if answer == 2 then
      game:start_dialog("oldmans_cave.answer1", function()      -- Answer YES >> Get 20 rupees
        hero:start_treasure("rupee", 3, "4b_oldman_helped")
        4b_oldman_helped = true
    else                                                        -- Answer NO
    game:start_dialog("oldmans_cave.done")                      -- Old man refers to the 20 rupees he gave.


Why is this not working? I don't get a dialog at all when hitting the action key in front of the NPC.

Zelda Return of the Hylian SE / Some bugs
« on: August 16, 2015, 01:37:49 AM »
Found some bugs. Maybe some are intended.

1: English version: dialog text of the introduction story gets out of the textbox. Looking weird.

2: Because of the LttP tileset i expected things to work in some way in the Forest Dungeon. Like jumping off the higher level ground to the lower level, but i couldn't. In LttP you can jump off when there is no border preventing you to jump off.

3: Boss of Forest Dungeon moves before the hero can which caused that hero loses a lifeheart(s) before it can move.
(And i would change the movement speed of the boss to a slower speed, but might be intended this way.)

Zelda Return of the Hylian SE / When can we expect the english version?
« on: August 15, 2015, 11:59:26 AM »
Like the titles says:

When can we expect the english version? My french is not that good :P

Game art & music / Quest Creation Companion Tools
« on: August 08, 2015, 01:13:38 PM »
I was thinking it could be very helpful for all Quest Designers here to have a topic where we can notify each other to helpful tools to create Quests easier.
Tools like which sprite/tileset editor, which script editor (if you are not using the one in Solarus Quest Editor), which tool to compose music and sounds, etc... etc...

Be helpful and share the name, link and a little explanation of what your advised tool does.

Development / Two switches to open a door.
« on: August 07, 2015, 12:55:37 PM »
I wanna have two switches to open a door when they're both activated.

Code: [Select]
if "door_leftswitch:on_activated() and door_rightswitch:on_activated() then

Switch 1: door_leftswitch
Switch 2: door_rightswitch
Door: door_to_b1

How can do this. I tried to mess around with LUA, but can't figure it out.

Development / Trouble making a bridge.
« on: July 30, 2015, 12:59:00 AM »
I've troubles with creating a bridge.

I want Link to be walk underneath and over it. So Link walks underneath he walks on the low layer. And over the bridge he walks on the intermediate layer.
So i wanted to change the layer of the hero to intermediate when he walk across the bridge.

I was thinking of creating a sensor for it, but i have no idea how. A way of doing it i was thinking of was to check if the hero is on a layer and then change it the other. So if on low > set hero on intermediate. If on intermediate > set hero on low layer. And then place the same sensor on both ends of the bridge.

How do i do that in LUA?

Plz add a object database sitepages for Solarus on this site.

A website where you can download scripts for:
- enemies
- items
- custom entities
- map scripts
- menu scripts

Each user can upload scripts to the site. Then users can download and rate them. So the better stuff will top the list and trash ends up on the bottom of the list.

A good example would be:

It would make Solarus much more accessible to everyone.

Development / Falling down animation
« on: July 20, 2015, 11:02:49 PM »
How can i do a falling down animation?
Like when you fall down into a hole from an upper floor to a lower floor.

Can't find how it's done.

Your projects / Zeror's Zelda - Tears of Desolate
« on: July 04, 2015, 10:48:24 PM »
Hi guys,

I am doing a Zelda game myself with the help of the Solarus Quest Editor.

I want to show you a screenshot today of what i am doing. It's a Zelda game with a mix of Link to the Past & Minish Cap graphics (thanks to the LttP Solarus pack and some sprite rips from GGuy). And i must say that with a little adjustment they blend in each other perfectly.

Here is the screen:

I don't want to spoil much yet about the story i am developing, but here is what i can share for now.
Link is sailing to far away land once again (oh no, Link's Awakening all over again!? -Nope!). His reason was a letter he received from his cousin (Yes, Link apparently has a cousin) who is living in the land of Earah. His cousin, named Fink, has heard the stories of his heroic cousin and he got orders from the goverment of his land to contact Link to invite him to solve a major problem. And that's where the game begins.

I have still much to do at this moment. The game isn't even playable yet. I am still at the start of building the maps and connecting them and such, but i did work out how i want to have the map. Where i want the zones you can visit. What type of dungeons there are, etc... So far not much problems yet, but i have to regret i am still learning Solarus also (the tutorials were clear, thank you Christopho!). But that should go OK. It's a great editor to work with.

So i keep my updates in this thread. And if you have questions, feel free to ask. If you have interesting ideas, let me know. Thanks!

Development / Game freeze upon map change
« on: July 04, 2015, 01:32:24 PM »
I've got a problem with Solarus. When i change maps in a game made with Solarus, then the game freezes for like 2-3 seconds and continues. Or in worst cases it freezes completely and crashes so i have to restart the application. The application also freezes or crashes when i hit the Window close button to close the application.

How to solve this?

Pages: [1] 2