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Messages - jojo_f

The first thing I would do is watch Christopho's tutorials and make a small sample quest! Although it is for Solarus 1.5 most of the information is the same.
If you are talking to Zelda fans I don't know if price is what to consider  :) . But if this is from the CDI game, I assume it is pre-recorded audio? Ie. Not a sequence like MIDI or SNES format. If that is that case (its a format like .wav or .mp3 or embedded in a video) then a new-soundfont remix would be unfeasible, unfortunately. The song would have to be entirely re-made.

Edit. BUT if you have a midi file or similar it would be very easy! Do you have one??
Your projects / Re: AZ2R - Another Zelda 2 Remake
May 22, 2018, 06:29:13 AM
I don't want to sound like a wet blanket but I too feel like the scale of the world of Zelda II should be much larger. Honestly it is one of my favorite NES games and has much more character than the first game. The 2d combat is reminiscent of what the combat would eventually be like in 3d (but with ducking ;) ). This epic illustration definitely shows what the calibre of a top-down Zelda II map should be like. Love that Ziggurat in the Zelda 1 portion of the map--the artist has really upped the flavor of Hyrule without really changing a thing. PS: Is that Termina in the bottom-middle?!
Development / Re: Enemy Obstacle Behavior: Swimming
March 08, 2018, 02:58:21 AM
This does not affect behavior, but maybe you could try a wall in quest editor, that is impassable only to enemies, and surround the water with it. However this may have unintended consequences if you intend to let land-based enemies fall in the water. I imagine there are more advanced solutions that may be more helpful.
Hello, I have a made a transporter with a block on top of it. When pushing the block you automatically walk into the transporter. (I would like someway of not having this happen so you choose to walk into it, but whatever for now.) However the hero does not arrive at the destination properly, but arriving somewhere else entirely on the destination map, even sometimes behind walls.
Development / Re: Using chest to open a door
March 06, 2018, 11:55:01 PM
Thank you! I see that what I was missing, is giving the treasure to the hero. Although somehow I took it for granted that it would occur. ::) Even receiving a response with advice makes me happy because, I feel very out of my depth sometimes using Solarus, but intend to keep learning.
Development / Re: Using chest to open a door
March 06, 2018, 11:36:05 PM
This thread is very helpful , not sure how I missed it :,1014.0.html

This works great. It can be so frustrating not knowing what is causing certain errors!

Code ( lua) Select


hero:start_treasure("tunic", 1)


I still am unsure why chest_name:on_opened("treasure", variant-number) doesn't work?
Development / Using chest to open a door
March 06, 2018, 08:42:12 AM
Here is the next question in my Solarus quest! Thanks for all of the help so far. Hopefully the more help one receives, the less one will need (maybe) but at the very least these questions will be logged for the needs of future users.

So today I am making a chest to open a door. This will be the very first room of the game, where possession of the tunic will be set to 0 and you receive the first tunic variant before you can exit the room. This will of course require some custom non-tunic Link sprites but that is not the purpose of this post. I am using the basics tutorial #32 ("doors") as a guide.

So if I have the chest in "clothes_chest" and the exit door is "exit_door" with the clothing savegame variable in "green_tunic", then use this script:

Code ( lua) Select
function clothes_chest:on_opened(tunic, 1, green_tunic)


The tunic is given but the door does not open. However if I make a slight alteration by deleting the variant in the first line:

Code ( lua) Select
function clothes_chest:on_opened(tunic, green_tunic)


The door will open, but the hero gets paused permanently at the chest, and the tunic is not given.
Your projects / Re: Ocean's Heart
March 06, 2018, 07:51:42 AM
This game looks very cute and the tileset in the other thread is VERY impressive! Before I play, I was wondering how "complete" you consider it to be as far as your intentions?
Development / Re: Animated Tiles in Quest Editor
March 03, 2018, 05:17:51 AM
Thanks! That works perfectly. I was trying a lot of ways to get this to work, getting as far as having no errors, but also having no function haha. This is very helpful.
Development / Re: Animated Tiles in Quest Editor
February 22, 2018, 02:39:44 AM
Using sprite:set_ignore_suspend() and as a reference the Solarus Lua API--I am running into errors, because I am not sure how to use this method. My big problem is that all of the code I have made has been for events.

Currently I have a bonfire as an animated NPC, to prevent Link from pushing/pulling, and hurt him if he interacts it. So things like flowers are ok, but this bonfire is not. I guess I could place the NPC with no sprite, and then draw a sprite on top?

Thank you for your patience! I have been using Solarus a lot for about a month, and learning as much as I can, by watching every tutorial multiple times and reading everything on this forum!! I hope to have a decent demo game soon, but it is hard for my little brain to learn without seeing examples and following along.
Development / Re: Animated Tiles in Quest Editor
February 21, 2018, 10:15:49 AM
The reason I am doing this, is to have environmental animations continue while the game pauses. Is there another way to do this? Is this a silly question?  ???
Development / Animated Tiles in Quest Editor
February 21, 2018, 04:48:17 AM
Hello! I am making some animated tiles in the Quest Editor. Is there a way to change the timing of animated tiles, the way there is to change for character animations?

Development / Re: get amount
February 19, 2018, 10:30:29 AM
With a little more digging I figured it out! Hooray!

Code ( lua) Select
  if  game:get_value("amount_bow")==30
    then game:start_dialog("dont_need")