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Messages - Renkineko

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Your projects / Re: My first video
« on: September 08, 2015, 07:19:49 AM »
A very good software I used to capture solarus bugs (see my chanel on youtube : ) is Fraps. I have not a very good PC and it's pretty good at recording :)

Zelda Mystery of Solarus DX / Re: [Bugs]Waterfall Cave
« on: September 02, 2015, 07:21:36 AM »
And it allowed to abuse the enigma to farm rupees. I have to replace this map, I'll do it ASAP (probably this week-end). Sorry for the confusion.

Development / Re: Diablo like health/magic?
« on: September 02, 2015, 07:18:13 AM »
You can do whatever you want. Try inspiring you with the magic meter from ZSDX , it's more or less the same thing I think. I'm not good enough to help you with the programmation of it, but it's clearly possible (and probably more easy to do than using hearts ^^)

Zelda Return of the Hylian SE / Re: Some bugs
« on: August 16, 2015, 11:55:23 AM »
Second is intended, in the original game it's the expected behaviour (but it's surprising, I agree!).

Zelda Return of the Hylian SE / Re: Some small "bugs"
« on: August 14, 2015, 07:17:19 AM »
The original game let the player free to do the 4 firsts dungeon (well, more like the "bosses" of each dungeon) in the order he wants. So, you even can do the second dungeon boss after the 4th dungeon. The only requirements is to go to the 5th dungeon, you have to get 4 crystals (so the 4 firsts dungeons cleared). The second dungeon boss is so easy with the second sword x)

You don't need to have two npc, just change the dialog id when you interact with it from the map script. You have an example of this behaviour (change the dialog id) with zsdx and the bottle. Try to inspire your code from it. But right now, I don't know what is not working with your script. Still having the same error message ?

Development / Re: I need Advice and starter help
« on: July 31, 2015, 07:24:11 AM »
Right now, no finished game except the 2 zelda are finished with the engine. But you have a lot of work in progress in the "Your projects" section :)

About the operating systems, yes Linux is up to date, the other I'm not sure. Mac should be, Android must be updated but the main dev is missing (maybe it changed since, my informations have a few months ^^), the Wii I'm not sure but I think it's just a project in progress, and the GCW-Zero is still active but I don't know if they are in the last version of the engine.

Indeed, there is a lack of information (or visibility of this page) about the OS supported by the engine in the general website =]

Yes, just look at the list of issues :p You can filter by label :

First, you have to put a name in the get_entity method ( ). In fact, I don't understand your first line. You should just test the sign name inside the method on_npc_interaction_item, like that :

Code: [Select]
function item:on_npc_interaction_item(sign,item)
   if sign:get_name() == "ForestSign" then
      game:start_dialog("book.translation", nil, function ()

Secondly, can you post all your item code please ? When you code, you always have to show the context of the code. If I show you a problem with "print(something)" but something is never declared, the error will show on this line, but it will never be found by helpers because they can't know something doesn't exist :)

Bugs & Feature requests / Re: [AFR] Map to image.
« on: July 28, 2015, 07:14:20 AM »
I did it the long way because when I did this there wasn't the hide entities option, it's because of it the hide option exists now ^^

So I opened each map, removed each entities except chests, put the map 100% and print screen. When the map was too big I used gimp to glue each part. Then, I used layers to add doors, chests and room names, then I reopened each map to know what enemies was on each room to make the array of enemies in the walkthrough ^^ You have the source file of each map here :

But yes, possibility to export the full map directly in png could be very useful for walkthrough because when I see the map of ZMC, I think I will die if I have to glue this directly in gimp x) I will post a ticket on github.

Development / Re: Trouble with movement (moving a dynamic tile)
« on: July 27, 2015, 07:21:53 AM »
I don't understand why you didn't use a simple animated tile instead of a dynamic tile ? Like the waterfall tile, etc. And put your stream with an empty sprite I suppose.

Development / Re: Trouble with movement (moving a dynamic tile)
« on: July 26, 2015, 03:16:33 PM »
By what I see, you never start the movement (you start it in the loop function, but when do you call the loop function for the first time ?). I'm a little rusted on code but it seems good.

Everything can be done about the combat system in my opinion, thanks to the methods enemy:set_attack_consequence ( ) and the enemy:on_custom_attack_received ( ), the hero:on_taking_damage ( ) and the custom entities, you can do pretty much what you want.

About the dash, you can set the hero invincible when dashing and change his speed to *10 during a defined time, then come back to a normal speed and disable the invincible : this way, the player as full control of the dash. If you want the dash to only go in one direction, instead of changing his speed you can freeze the hero, set an animation of dash and calculate the next place where he will be to after the dash, and set a movement straight to this place.

About the shield, I had no problem in zmosdx to use it. The first one is pretty useless, but when you have the mirror shield, you have to face laser to stop them or, if you have the sword charging, you have to be on the side (where your shield is when you charge your sword) to stop the damage. But I don't know how this particularity is set in the quest (I'm pretty sure it's in the quest, else it's an unwanted behaviour and an issue should be open on github :) ).

Bugs & Feature requests / Re: Selection tool and group projects
« on: June 18, 2015, 08:00:12 AM »
Why not using a github repository at least for the dialog ? If you separate the file with commentary about part of the contributor, the merge will never fail (for example, in the file, you put this :

Code: [Select]
-- Part for contributor1

[Here, all the dialog contributor1 will write]

-- End part for contributor1

-- Part for contributor2

[Here, all the dialog contributor2 will write]

-- End part for contributor2


This way, every contributor can change only the dialogs.dat file, the merge don't fail, even the organization inside the part for each contributor can be decided by contributor (like in a real separated file in the end).

Zelda Mystery of Solarus DX / Re: Bone Key usage
« on: June 15, 2015, 07:24:54 AM »
I'm not agree about the suggestion to take player by hand. As I said, this part of the game is more like an Easter Egg. I never heard of a game with an Easter Egg and a dialog saying "HEY, DID YOU SEE MY EASTER EGG WINK WINK ?" :p

If you were in an old game with percent completion, without the bone key bonus, you still would have 100% completion in the game if you get all the others things (rupees, upgrades, secret dungeon, etc). If you get the bone key bonus, like old games would have do, you'd get 105 or 110% completion. I think the game is really better like this, but it's just my opinion ^^

By the way, I should also translate the Billy Interview to help people who really want to get the bone key bonus, because the purpose of the Billy Interview is to help people to find the entrance of the secret room =]

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