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Messages - MetalZelda

#16
Quote from: Diarandor on March 25, 2018, 04:24:48 PM
Quote from: MetalZelda on March 25, 2018, 03:58:12 PM
And also I can't release something incomplete, there's an item where I need to change the hero's opacity, not possible yet I guess  :-X (I did a workaround by changing the tunic sprite id in the past but since I use a "skin" system, recreating 32 tunics set for this item is completely time and ressource waste)
I am sure that is now possible with shaders! ;)
We will have new features like rotations, symmetries, modifying colors, and any similar transformation you may want, all thanks to shaders. We already have even water effects that can be applied to surfaces or sprites.

Oh then this is interesting, any demo to try this out ?
#17
Quote from: Diarandor on March 24, 2018, 10:08:10 PM
@MetalZelda: Are there some news of the progress of your project?  :)

Not yet, there are many things that I want to change and improve, hard time since the team is not that active (school and work) :p
"Water streams" is one of them, it currently looks awful  :-\
And also I can't release something incomplete, there's an item where I need to change the hero's opacity, not possible yet I guess  :-X (I did a workaround by changing the tunic sprite id in the past but since I use a "skin" system, recreating 32 tunics set for this item is completely time and ressource waste)

I'm also implementing Llamazing's minimap generator, getting the scale right is the hardest thing to push, especially for the whole dungeon map
#18
I use custom entity for my way of doing water stream, this way, most of any entity can interact with this stream
#19
General discussion / Re: Some Zelda-like games
March 24, 2018, 08:41:35 PM
Quote from: Diarandor on March 23, 2018, 11:19:20 AM
Another Zelda-like project looking good, under development by @Goodlyay, on twitter:
https://twitter.com/Goodlyay/status/976939214997659649?s=20
i like the "cliff sliding" stuff, this looks good
#20
This is what I try to pull with my minimap / Pause Subscreen Minimap
Scaling to a 50x50 square should be the hardest thing to pull

This is awesome
#21
Quote from: Diarandor on March 15, 2018, 08:55:35 PM
So... are ffomega and Aminemax the same person? :o

PS: I guess he uses an entity with sprite, and uses the image as the sprite. Chris does the same thing sometimes.

We are all ffomega afterall

Yes, he use an overlay, very useful thing for mapping, this should be an option in the editor (load a "calque" of the map we want to make)
#22
Bugs & Feature requests / Re: hero:set_size
March 18, 2018, 06:18:02 PM
There is a workaround where, you can make a custom entity that define the hero's collision size and make all collision detections through that entity
#23
Development / Re: Enemies drowning animation?
March 03, 2018, 12:08:59 PM
You can code it, using entity:on_removed I guess and then do what Diarandor tell
#24
Your projects / Re: Ocean's Heart
March 01, 2018, 10:36:15 PM
A big thumbs up for custom graphics and the Minish Cap vibes
#25
Quote from: Diarandor on February 27, 2018, 07:48:44 PM
It makes no sense to reinvent the wheel 99999999999 times, so, why don't you join Aminemax and do it together?
https://twitter.com/aminemax
He has mapped a huge part of the game. He is not a programmer either, so he will be having the same kind of problems that you may have now. I am not sure, but I think there was another person who was trying to remake ALTTP with Solarus, which is another waste of talent that could be used to create something new.

IMHO, it would be much much muuuuuch better if you create a different game, because we all know ALTTP and it can be perfectly played with emulators even on mobile phones. Try not to request too much help from Chris (for the mapping and other things that you can do) because now he is in too many projects, which is overwhelming and the progress is too slow in all of them.

Can't reinvent the wheel but we can reinvent the steering wheel

Pretty sure we can get a 1:1 remake of ALTTP running on Solarus, except on some minor things (Sound echo on cave, World transition (maybe possible using shaders ?)), MoS have a pretty solid base since it was designed to be as close as ALTTP was, and also there exist an ALTTP "graphic pack"
I want to see an ALTTP remake on Solarus though  ;D
#26
Development / Re: Displaying an image on pause
February 27, 2018, 06:31:26 PM
That's a very simple way

But the best way to display a pause menu, is by doing a menu
You can look at how it is done on Mystery of Solarus DX, that's mostly how I've learned to use Solarus
#27
Development / Re: Animated Tiles in Quest Editor
February 23, 2018, 09:01:12 PM
you need to get the sprite of the entity first by using

entity:get_sprite()

Code (lua) Select
local sprite = entity:get_sprite()
sprite:set_ignore_suspend(true)
#28
Development / Re: Menu de game-over + inventaire en 1.6
January 27, 2018, 01:28:28 PM
De ce que je vois soit un item n'existe pas (et donc ne peut pas être placé) soit il y'a une erreur d'initialisation. Je pencherais plus pour la 1ere hypothèse.
#29
Your scripts / Re: Character Selection Screen
January 21, 2018, 12:11:12 AM
You can make as many tunics you want, tunic1 ... 3 is only used for MoS DX, game:set_ability("tunic", x) does not have limits I guess
#30
Your scripts / Re: [Big Layer] Solarus-online
January 21, 2018, 12:09:28 AM
Oh wow so lan multiplayer is now a thing