Quote from: Diarandor on August 28, 2015, 09:46:17 PMI have this problem all the time. Cause when i want to select some tiles to move it and i have a background tile. it just moves the background tile instead of selecting. It requires some puzzling to bypass this problem.
But, on the other hand, we would have the advantage of not being able to move the background accidentally in the editor (which happens sometimes), which could be useful, although not really important at all.
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.
#16
Bugs & Feature requests / Re: [Feature] Custom background for a map
August 29, 2015, 11:55:22 AM #17
Bugs & Feature requests / [Feature] Custom background for a map
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).
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).
#18
Development / Re: Underwater distortion effect possible?
August 28, 2015, 12:20:11 PMQuote from: fosamax on August 28, 2015, 11:54:40 AMLooks like an interesting doc. Unfortunately I can not read it, because i don't know french.
Just for reference purpose, here's a really old doc that explain how to implement a lot of special effects in a 2D RPG game.
The code relies on DirectDraw so it's not really usefull as is but it may give a good starting point for the math calculation involved.
The text is in french.
http://www.google.fr/url?sa=t&rct=j&q=&esrc=s&source=web&cd=8&cad=rja&ved=0CG0QFjAH&url=http%3A%2F%2Fwww.alrj.org%2Fdocs%2F2D%2FEffetsSpeciaux2D.doc&ei=qzXeUoT0IovY7AapxYGQDA&usg=AFQjCNFrxpfYrmlDwTp5i5y2M2mSXBh8yw
#19
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.
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.
#20
Development / Re: Problem to detect sword collision
August 26, 2015, 10:52:30 AM
Can't you use the same system that works with the sword collision on walls to find weak walls that can be bombed?
#21
Bugs & Feature requests / Groundtype of tile visible in Quest Editor
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
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..
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..
#22
Your projects / Re: Zeror's Zelda - Tears of Desolate
August 22, 2015, 09:42:10 AM
I thought to show you some screens so you can see what i am developing.
This is a brewery. Yes, it will serve beer and ale.
Beach (unfinished)
And for who noticed that the second screen is a bit darker/more saturated color. That's right. I changed tileset to a darker color. The 'black' color is more black now. The upper was screen was of before that change.
This is a brewery. Yes, it will serve beer and ale.
Beach (unfinished)
And for who noticed that the second screen is a bit darker/more saturated color. That's right. I changed tileset to a darker color. The 'black' color is more black now. The upper was screen was of before that change.
#23
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?
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?
#24
Bugs & Feature requests / [Bug] description altering by the Quest Editor.
August 20, 2015, 01:26:31 AM
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.
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.
#25
Development / Re: problem with scrolling to different maps
August 19, 2015, 11:31:39 PM
I was thinking if you couldn't do something with creating a world and use maps shifting with location in its world coords.
#26
Development / Re: Dialog problems
August 19, 2015, 10:29:10 PM
I am wondering if don't need something else to get the variable data saved.
I did the change, but i still don't get the done dialog.
I did the change, but i still don't get the done dialog.
#27
Development / Re: Dialog problems
August 19, 2015, 08:21:52 PMQuote from: Christopho on August 19, 2015, 01:23:32 PMI got it almost working now.
Learn how to read Lua error messages
You have a syntax error at line 16. There is no "end" of the function started line 7.
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("oldman_helped_4B") 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, "oldman_helped_4B")
oldman_helped_4B = true
end)
else -- Answer NO
game:start_dialog("oldmans_cave.answer2")
return
end
end)
else
game:start_dialog("oldmans_cave.done") -- Old man refers to the 20 rupees he gave.
return
end
end
The ELSE part starting on line 18 or the part where to save a variable does not work yet. I am not seeing the variable in the quest.dat
#28
Development / Re: Dialog problems
August 19, 2015, 01:15:48 PM
OK, changed that to oldman_helped_4B instead.
Now this error:
Error: Failed to load script 'maps/interior_4B/oldmanscave': [string "maps/interior_4B/oldmanscave.lua"]:16: unexpected symbol near ')'
Error: In maps/interior_4B/oldmanscave: attempt to call a string value
Still no dialog btw.
Now this error:
Error: Failed to load script 'maps/interior_4B/oldmanscave': [string "maps/interior_4B/oldmanscave.lua"]:16: unexpected symbol near ')'
Error: In maps/interior_4B/oldmanscave: attempt to call a string value
Still no dialog btw.
#29
Development / Re: Dialog problems
August 19, 2015, 12:52:39 PM
I got an error:
Error: Failed to load script 'maps/interior_4B/oldmanscave': [string "maps/interior_4B/oldmanscave.lua"]:11: malformed number near '4b_oldman_helped'
Error: In maps/interior_4B/oldmanscave: attempt to call a string value
Error: Failed to load script 'maps/interior_4B/oldmanscave': [string "maps/interior_4B/oldmanscave.lua"]:11: malformed number near '4b_oldman_helped'
Error: In maps/interior_4B/oldmanscave: attempt to call a string value
#30
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:
Why is this not working? I don't get a dialog at all when hitting the action key in front of the NPC.
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.