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Messages - Zeror

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.)
Development / Re: How to show a night overlay on a map
August 15, 2015, 06:40:41 PM
Is is also possible to have two overlays at the same time.

I have the forest overlay, but i want also the night overlay, mentioned above, on the same time.
Like the titles says:

When can we expect the english version? My french is not that good :P
Quote from: DementedKirby on August 09, 2015, 03:13:12 PM
Quote from: Christopho on August 09, 2015, 03:01:06 PM
Exactly. And it is much easier to edit the entire floor on a single map rather than having 20 maps open in the editor.

Separators don't reset enemies, pots, etc but it is possible to use their on_activating()/on_activated() events to automatically save and restore entities. I will soon share an example of that.

The problem DementedKirby mentions about map coordinates can be solved by setting the location property of both maps. If a map is 240 pixels below another, the scrolling will be correct as long as their relative location reflects that.

Does that mean that we'll be getting a new tutorial soon discussing separators? Joy!! :D
Separators are not that hard to understand. It's basicly an extra edge where your screens stops scrolling. So if you place that edge on a doorway then the screen stops scrolling until the screen reaches the doorway. If the hero walks through the doorway then the screens slides to the other side of the seperator. Think a bit like the Unblock game where one block is your quest window size and the other blocks is/are seperator(s).
It gets hard when you create odd shaped rooms, but it's doable as long the minimal distance between two parallel aligned seperators is the size of 1 quest window size or bigger.
You can also do a combination of both. Most rooms on one map and some seperate.
With some rooms seperate you can create larger rooms then you would have if you had build that room on one big map. You can create nice mindf*cks with that if you do it right.
Game art & music / Re: Quest Creation Companion Tools
August 08, 2015, 05:03:08 PM
Quote from: Neovyse on August 08, 2015, 04:29:18 PM
Hello ! As a text editor, I would recommand "Code" by Microsoft :)
Very powerful, I use it everyday at work , it can manages folders, open images, ...
And the Adobe equivalent is Brackets
Game art & music / Re: Quest Creation Companion Tools
August 08, 2015, 01:15:32 PM
Kicking off:

Name: GuideGuide
Description: It's a plugin for Photoshop CS5 (or above). It create guidelines easily. You can set up a grid very easy. In my opinion a must-have when working with sprites.
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.
Development / Re: Two switches to open a door.
August 08, 2015, 12:44:50 AM
It does work. I made a little error on my side. One of the switches had a spelling error in it's name. Thanks for helping.
Development / Re: Two switches to open a door.
August 07, 2015, 04:47:10 PM
I've tried that one, but it doesn't work.
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

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.
Development / Re: Creating a custom jump
August 04, 2015, 03:58:46 PM
I just played Link's Awakening to watch the jump closely.

What i think what happens is this:

The hero jump into a direction (let say starting direction) any other direction's movement speed is reduced. Starting direction keeps normal speed. So when the starting direction is left, then the speed to up, down and right direction is reduced, i think by 50% or something. And i think you can only change the direction once per jump.
Then you have the jumping animation. When the animation starts the hero is considered off the ground (meaning holes, empty tiles can be bypassed) until the animation ends (reaches it last frame). The hero is considered on the ground again. Then the tile type decides what happens next. If hero is on a hole, he falls down. If he is on the edge of a hole he get a change to save himself or if he is on safe ground he will just stand.

Maybe this helps in building the new jump. :)
Development / Re: Creating a custom jump
August 04, 2015, 03:25:10 PM
I was wondering for this as well. The way jumping works in Solarus was odd compared to how Roc's feather worked, for example, in Link's Awakening.
Quote from: Neovyse on July 28, 2015, 09:52:59 PM
I added quickly a link a the bottom of the page, is that what you thought about ?
Someday I'll make a custom theme when my job let me some free time (this is not at all the case at the moment ^^' )
That link will do it.

Why not picking an existing theme and adjust some colors? This theme for example:
Make the change cost something that can run out. This way you can create puzzles with the change alone. That with the combination of puzzling with using the the right items can make really hard puzzles.

Sound like a cool idea.