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Messages - sandstrand

#1
We had this issue under 1.5 as well but found a solution.

The problem, if anyone is interested, was due to our quest trying to write a settings.dat, a filename already created by solarus at each run, and in the same directory.
#2
Has anyone tried running the downloaded package for 1.4.5 under OSX? Simply running the solarus.app does not work for me, nothing happens.

I have no real experience with OSX packages so I don't know what is wrong but the Contents/MacOS/Solarus file does not seem to be natively executable.

Update:

Copying the .dylab and .framework files to /usr/lib and /Library/Frameworks respektively seems to allow for the solarus.app to launch but when I replace the data folder in the package with my own project's data folder the solarus.app launches to a halted window. However, if I launch with /Contents/Resources/solarus_run it works.

Any ideas?
#3
Your projects / Re: Release: Tunics!
September 11, 2015, 02:33:33 PM
Well, the full resolution is the image prepared for usage ingame. Any higher resolution needs to be a multible of it's size with nearest neighbour resampling for proper representation.
I've prepared a few images in acceptable steps: http://tunics.legofarmen.se/logo.

Also to be picky, the title is always spelled with an exclamation mark: Tunics!

Thanks.
#4
Your projects / Re: Release: Tunics!
September 09, 2015, 11:16:57 PM
Yeah it's quite the project. 1300 commits and at least as many hours.

I believe you've had some conversations with Mattias (mattias-p), our main developer, along the way. The documentation for Solarus is really thorough and well-written so we've not had to ask many questions. It has also been useful and educational to follow the development of the Solarus engine on github over the last 8 months.


I guess you could call the project complete, in some sense, but we have a lot of features specified that we want to implement. We have not planned the next milestone so we'll see how we progress from here. Right now we're just happy to actually have a release after 8 months. If you consider it complete enough, feel free to add it :)

The IRC server is set up with a self-signed certificate so it can be quirky, you may need relaxed security settings or add exceptions to connect.

Thank you for the praise. Feel free to ask any questions about the dungeon generation if you have any. The code is not exactly comprehensible at the moment :)

#5
Your projects / Re: Solarus - Rogue Like Features
September 09, 2015, 04:54:27 PM
If you're still interested in randomly generated dungeons and rogue-like features, check out this post:

http://forum.solarus-games.org/index.php/topic,404.0.html

which describes the first release of our Solarus project.
#6
Your projects / Release: Tunics!
September 09, 2015, 04:52:10 PM
Release announcement: Tunics!

https://github.com/Legofarmen/tunics
http://tunics.legofarmen.se

Announcing Tunics! - A randomly generated roguelike-like 2D Zelda game for the Solarus game engine with the looks and mechanics of The legend of Zelda - A link to the past for the SNES.

After a couple of thousands of hours spread over 8 months we are happy to announce our first public release.

Story
Hyrule is at peace, there are no supervillains running amok but our hero has found himself in the unfortunate situation of having fallen down a hole and now he needs to get out. The only way out is through the dungeons.

Concept and Gameplay
Starting with basically nothing the player progresses through several tiers of dungeons with increasing difficulty. Each tier will present new challenges and the player will need to use skills and items acquired throughout the quest to progress.

Each new tier is randomly generated and each play-through will feel unique. For each dungeon, the following elements will be random, some purely computationally, others from a vast database of components:

  • Dungeon layout
  • Dungeon treasure and obstacles
  • Room size and shape
  • Room content
  • Graphic tileset family
  • Graphic tileset palette
  • Music
  • Enemies
The game uses permadeath, meaning the player will have to start over on dying.

A full playthrough will last about 30-40 minutes but the player can choose to continue beyond the final tier. Things will get increasingly hard but there may be rewards in the in the deeper dungeons.

State of release
We have described the current release as a well-polished proof-of-concept, which is pretty accurate. Development will continue.

Purpose of release
The purpose of this first release is to get initial feedback on the game experience.
Apparent issues can be reported in the github issue tracker and will be welcome.

Many thanks to Christopho and the Solarus community which have been very helpful so far.