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Topics - Starlock

#41
Development / Question about dynamic tiles
August 27, 2015, 02:26:43 AM
If you wanted to make a shovel that was able to dig at dirt to reveal treasures similar to that of the shovel in Link's Awakening would you have to turn all ground tiles into dynamic tiles? Like would you make the ground dynamic and then under it there would be patches of dirt that are revealed after the ground has been dug? I'm just checking to see if this is the basic idea before I attempt to code a shovel
#42
Development / Problem w global go value
August 26, 2015, 03:01:44 AM
I'm trying to make a crab that throws a stone using the roth code for an octorok but everytime I run it the sprite disappears during the "shooting" animation with the error:

Error: In timer callback: [string "enemies/crab.lua"]:53: attempt to call global 'go' (a nil value)
#43
Development / Trying to change key binding
August 24, 2015, 09:33:41 PM
I tried to change the key binding for when you attack after obtaining the sword from the c key to the e key but whenever I load the game it still remains on the c key.
The code i used was

function game:on_character_pressed(key)
if key == "e" then
game:get_command_keyboard_binding("attack")   
   end
  end
#44
Development / problem with scrolling to different maps
August 19, 2015, 10:50:25 PM
I'm trying to have the player be able to scroll between different maps but on one map it works fine but on the other the character wont appear going one way and appears on the wrong map the other way.

      ------------
     |       |        |
     |  1   |    3  |
     |       |------|
     |       |    2   |
      ------------

When going from 3 to 1 or 1 to 3 it works fine but when going from 2 to 1 the character appears at the top of 1 instead of near the middle/bottom and when going from 1 to 2 the player wont even appear. I've tried changing locations but it doesnt seem to be doing any good.
#45
Whenever I attempt to test my quest, all walls are able to be partially walked through from behind and stop the hero a few pixels to early when walking forward. I don't understand why this is and the tiles are all correctly sized. Am I using the wrong type of pattern or is this a bug?
#46
Every time I attempt to run the quest either or solarus it says an error that there is a missing .dll.For the quest editor lua51 is missing and for solarus the libmodplug-1 is missing but they appear before I run the application then they suddenly are deleted. I don't know why this is happening so could anyone please help with this?