Menu

Show posts

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.

Show posts Menu

Messages - Renkineko

#16
Quote from: GregoryMcGregerson on April 15, 2016, 11:50:56 PM
I was working on this myself but at the time there was no OGG looping. Not sure if that made it into 1.5 yet or not.

According to the issue, the ogg loop is not yet supported but is still scheduled (when I'm writing this message) for the 1.5 release.
#17
Yes, I think I don't understand what you means by "runner".

For me, the runner is the program called "Solarus.exe" on Windows, and "solarus-run" on Unix (and probably Mac?). And even if this program is kind of light (the engine is not the heaviest game engine I saw :) ), I don't see the interest to include both of them in one archive.

The quest is already accessible for all of the OS-es. So you still can work on an OS, boot up on another and work on it too. The only thing OS-specific is the program, and as I said, I don't see the point to distribute all the programs versions for each OS-es, again because a lot of people don't care to get OS they don't have.
#18
Development / Re: Entity not working, no error
March 11, 2016, 07:41:33 AM
@MetalZelda : Line 6 of the original code, there is the set_traversable_by rules :)
#19
Development / Re: Entity not working, no error
March 10, 2016, 07:42:56 AM
I think you missed the collision test, because in your code, you put:

Code (lua) Select

function entity:on_created()
  self:set_size(16, 16)
  self:set_traversable_by("hero", false)
  self:create_sprite("entities/bush_vine")
   
  -- Problem is here : you ask if the entity you created is "fire", but not if it's colliding with fire.
    if entity:get_type() == "fire" then
      ...
    end


I guess it should be (not tested):

Code (lua) Select

function entity:on_created()
  self:set_size(16, 16)
  self:set_traversable_by("hero", false)
  self:create_sprite("entities/bush_vine")
   
  -- Don't know what type of collision use, I think I would put "overlapping" because you want the fire to be on the vine
    entity:add_collision_test("overlapping", function(me, other)
        if other:get_type() == "fire" then
            sol.audio.play_sound("jump")
            me:remove()
        end
    end)
...
#20
It's against every usage of the downloadable application of the world, isn't it ? I mean, there is not a lot of users having dual boot or multiple OS, so for you, it's better to make a release heavier with often two executables program you will never use, just for the case of the little part of people who have two OS and that you would not download for each OS the engine ?

I think Solarus must stay as it is for this part : one download by OS.

But, if you make a game and want to make it with this strange behaviour, then you are free to do it : you put all versions in your quest directory (the data folder), you zip it, and you can let people download the too heavy archive without problem :)
#21
Stupid question, but why the name is that important ? I mean, you can change Pegasus Boots to Pegasus Shoes (and it becomes a reference without using the same name), and for the feather you could use something else that has feathers and is a little more explicit, like I don't know... Dragon's Feather (some dragons in asian folklore possesses feathers), or Gryffin's Feather to stay in european mythologies. So why the name is that important ? :)
#22
Development / Re: Possible to create a level up system?
January 05, 2016, 07:50:13 AM
I don't think it's that much work.

If you want to give xp to each kill of enemy, you can modify the enemy metatable to add the xp value of enemy to the xp counter of your hero (it can be a formula if easy enemy give you less and less xp to avoid the "easy farm" ^^).

The xp points are attached to the hero (in my opinion), but basically you just replace the heart container by a menu giving you more life/magic/stamina so...

I think the more difficult in here is to determine the experience formula giving you the number of xp point you have to get to reach each level, and maybe indeed the modification of the hud to give the state of the xp, but the code should be a formality :p
#23
Development / Re: Moving data to new computer
October 05, 2015, 07:17:26 AM
You still have to fix this bug for the new persons who will test your game : the first time you launch the game, you don't have any language set, so you have to put one by default and allow the player to choose it ;)
#24
Development / Re: Moving data to new computer
October 04, 2015, 11:17:09 AM
Did you import your save files too ? The ones in yourprofile/.solarus/yourquest ? Because if you don't have your save file, you can import your data, but it will not be able to determinate the current language (if you didn't set one if none are selected).
#25
Development / Re: multiple types of damage
October 02, 2015, 07:53:51 AM
You can customize all damages (enemies or hero) via functions like http://www.solarus-games.org/doc/latest/lua_api_enemy.html#lua_api_enemy_on_hurt or http://www.solarus-games.org/doc/latest/lua_api_hero.html#lua_api_hero_on_taking_damage

See https://github.com/Renkineko/solarus-nrfh/blob/master/data/physical_condition.lua#L95 for an example of the use of hero:on_taking_damage : if he is frozen, damage is tripled. You can set in this kind of script the element vulnerability of the hero (depending on everything you want), and use it. The engine is very permissive with the calculation of damages :)
#26
A request existed about a particle engine, but accordingly to wrightmat it can be made in pure lua (see: https://github.com/christopho/solarus/issues/415 ).

So I don't know if a particle generator on the engine side is still in the plans of christopho or if he changed his mind ^^
#27
Development / Re: Does FLAC work with Solarus?
September 22, 2015, 07:22:19 AM
According to the documentation no, the only format allowed are .ogg, .it and .spc, checked in this order. See http://www.solarus-games.org/doc/latest/lua_api_audio.html#lua_api_audio_play_music for more details.
#28
The sprite shown in the editor is always the first variant sprite. I don't know if christopho want to change it. It could be useful to select the good variant. Maybe I'll open a github issue about this if it doesn't exist yet.
#29
Development / Re: GPL License compatibility help
September 21, 2015, 07:24:48 AM
About compatibility between your assets and the engine licence, the subject as been discussed here : http://forum.solarus-games.org/index.php/topic,101.0.html

About conflict between licence in the same part of the game (here, the quest), I don't know.
#30
Keeping Windows XP is dangerous. You should migrate on a Linux system if you don't want a newer version of Windows (because of hardware issue or because you don't like it). One day or another, the compatibility will go, it cannot be avoided : there is a dependance from projects like SDL or Qt which are not under our control directly, so if SDL is not supporting XP anymore, the engine will probably follows. I'm not even sure XP is supported on purpose, because no tests are made in my knowledge.