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Topics - Zeror

#1
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).
#2
Development / Underwater distortion effect possible?
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. :)

#3
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
etc...

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)
etc..
#4
Development / Dynamic teleporters possible?
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?
#5
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:
tile_pattern{
  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.
#6
Development / Dialog problems
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
      end)
    else                                                        -- Answer NO
      game:start_dialog("oldmans_cave.answer2")
      return
    end)
  else
    game:start_dialog("oldmans_cave.done")                      -- Old man refers to the 20 rupees he gave.
    return
  end

end


Why is this not working? I don't get a dialog at all when hitting the action key in front of the NPC.
#7
Zelda Return of the Hylian SE / Some bugs
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.)
#8
Like the titles says:

When can we expect the english version? My french is not that good :P
#9
Game art & music / Quest Creation Companion Tools
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.
#10
Development / Two switches to open a door.
August 07, 2015, 12:55:37 PM
I wanna have two switches to open a door when they're both activated.


if "door_leftswitch:on_activated() and door_rightswitch:on_activated() then
  door_to_b1:is_opening("true")
end


Names:
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.
#11
Development / Trouble making a bridge.
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?
#12
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
etc.....

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: http://www.curse.com/texture-packs/minecraft

It would make Solarus much more accessible to everyone.
#13
Development / Falling down animation
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.
#14
Your projects / Zeror's Zelda - Tears of Desolate
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.
QuoteLink 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!
#15
Development / Game freeze upon map change
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?
#16
Hi,

I noticed a really small error in the dirt soil texture used in the LttP tileset made for Solarus.

I've made a picture to show this clearly.



I made the correct ones myself actually. I believe the correct way of using them is to use the small one (8x8px) on the edge and use the big one (16x16px) to fill the empty spaces left.
#17
Hi dev team of Solarus,

I got a couple of suggestion, which would highly improve the editor, i think.

The first one is a simple one.

1: Easy duplicating selections.
=====================
As far i understand the only way to duplicate items is to copy and paste them. This is convenient, but it can be a lot more convenient.
I use Photoshop a lot and in Photoshop you can duplicate stuff by simply pressing ALT (or OPTION on Mac) and then drag&drop it. It's very handy. This is something i would like to see in the map editor as well.

2: Smart resizing
=============
This one is bit harder maybe, but can be very handy as well. What i mean with this one is that you can select a couple of tiles, then lock the tiles that you don't want to have resized, but you do have them placed at the beginning/end of the row of tiles. Like with the the big trees from the LttP tileset for example. One tree has 8 tiles to make it complete. 4 tiles in the middle, 2 on the left and 2 on the right. When you try to resize the whole thing, it start kinda look weird. With this idea you lock the 2 tiles on the left and the 2 on the right (these are the tiles that you don't want to have resized) and then start resizing it will only resize the middle tiles in this case.
See example:
ONE TREE:

=M=
L=M=R
L=M=R
=M=

LINE OF TREES:

=M==M==M==M==M=
L=M==M==M==M==M=R
L=M==M==M==M==M=R
=M==M==M==M==M=


3. Movement permission viewer
===================
In the tileset properties you can set up what the groundtype is of each tile. Is it traversable, is het a wall or is it a hole, etc... It would be very helpful if there a viewer, an overlay that can be turned on and off like the grid, where you can see what traversable is and what not. Easily check if you've set up your map correctly.

example:

With movement permission viewer on i can easily see what are walls and holes in this example.

What do you think?
#18
I'm kinda new to Solarus, but it looks promising already after watching a few tutorials. I'm really excited on starting to create my own Zelda-like adventure.

But i've got a question/feature request:
Would it be possible to distribute a game to mobile platforms like Android, iOS or Windows Phone? Solarus runs already on many platforms, so i figured out it wouldn't be impossible to do so. What do you think?

I would love to get my created adventure on my mobile phone/tablet. Ofcourse that would require a few things. Like a new viewport dimension (mobile resolution), touchscreen support, create install package (APK-file for android for example), etc..

Can this be done? Or could this be a future feature?