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Messages - Renkineko

#46
Development / Re: Tunic damage editing?
June 11, 2015, 07:43:55 AM
Right, I think it should work :) You can also make the formula more automatic by using the floor method :


local damage_divider = math.floor(hero:get_tunic_sprite_id() / 4)
if damage_divider == 0 then
  damage_divider = 1
end
damage = damage / damage_divider


It's the same principle than my shield divider. This way, you can use set 9-12, 13-16 etc. without modify your code :)
#47
Zelda Mystery of Solarus DX / Re: Bone Key usage
June 08, 2015, 07:26:37 AM
Yes, but it is absolutely not related to the bone key and is foundable with the cape, and is visible in the walkthroughs (video and written) : http://www.zelda-solarus.com/zs/wp-content/uploads/2013/02/LVL8-1F.png :)
#48
Development / Re: Tunic damage editing?
June 08, 2015, 07:22:55 AM
By default, the damage are calculated via the formula

damage of the enemy / tunic level.

You can override this effect by using the event http://www.solarus-games.org/doc/latest/lua_api_hero.html#lua_api_hero_on_taking_damage (Example in use : https://github.com/Renkineko/solarus-nrfh/blob/master/data/physical_condition.lua#L95 where the shield level is also defensive and the damage are tripled if the hero is in a custom state : frozen).
#49
Zelda Mystery of Solarus DX / Re: Bone Key usage
June 04, 2015, 07:40:11 AM
It's totally optional and it's on purpose nothing is told in the game, it is some kind of mystery : players said the bone key was useless, others found the reason of the bone key and didn't spoil anything, and it became a sort of legend out of the game about the purpose of the bone key. You will notice there is a reason for everything in the game, including the style of the rooms, so if someone is curious enough, he can find the entrance without help :p

I don't understand about the heart piece, there is only one special item (and again, optional) with the bone key, no heart piece.
#50
Zelda Mystery of Solarus DX / Re: Excellent game!
June 01, 2015, 07:56:10 AM
Hi mbombe, thank you for your compliments. I don't know why I didn't translate the walkthrough, I suppose it was open to other to do so. The hardest part of the guide is done (screenshots, maps, placing the dots for events, chests and doors...), and it's open to anyone to just translate the text. You can find the source of the french guide here : https://github.com/Renkineko/zmosdx-soluce just in case you would help to translate :p
#51
Development / Re: A few Questions.
June 01, 2015, 07:30:19 AM
About the tunic, you can set a modifier with the function on_taking_damage (documentation : http://www.solarus-games.org/doc/latest/lua_api_hero.html#lua_api_hero_on_taking_damage and an example in use : https://github.com/Renkineko/solarus-nrfh/blob/master/data/physical_condition.lua#L95 ).

If I remember, for now, the hero size is hardcoded but it will change in the future. About the support for both male and female heroes, I suppose you can play with tunic sprites, but there is not a customized hero system available for now.

Ubuntu should be available without using wine, but christopho will confirm or infirm this.
#52
Development / Re: New tile is not working correctly
February 19, 2015, 07:16:45 AM
An interactive entity (item, enemy, dynamic tilen etc.) will always be on top of the static tiles. If you want a tile to be in front of an item, you have to set it as dynamic on the map you use it and play with the functions bring to front ( http://www.solarus-games.org/doc/latest/lua_api_entity.html#lua_api_entity_bring_to_front ) and bring to back ( http://www.solarus-games.org/doc/latest/lua_api_entity.html#lua_api_entity_bring_to_back ) if the apple is created dynamically.

Hope it helps :)
#53
Bugs & Feature requests / Re: Empty lines don't disappear
February 09, 2015, 07:24:03 AM
I don't remember if the error.txt show the datetime of the error. If it isn't, then the solution is here : show the datetime at the beginning of the line will help to know when the error occurs, and not retrying to fix it again. If the datetime is shown, then the solution is already here : use the datetime to know if you already fixed this error or not :p

IMHO, datetime in debug are the only way to stay sane =]
#54
About the console I can help :

If you are on linux, you can use simple "print" on your code and launch the game from a console to see them. If you are on Windows, two choices :

You compile the game yourself, and so you can use a "debug compiled version" setting the compilation as a "console application" : the terminal windows will always pop up when you launch the game, and you will see the print in your code.

If you don't compile (understandable, it's hell to get all setted ^^), you can write your own lua print function which open a file of debug, write in it and close the file. Use then an utility like "SnakeTail" which allow to monitore a file like the command "tail -f <file>" on linux. You will see your print in real time.


About the possibility to modify some setting I'm agree with you, but what I know is it's very complicated and theses modifications are in the mind of christopho, and they will probably happen one day :p Just one thing : the collisions are pixels precise in my memories, so the fact you play a character much smaller than the one from Snes should not change this.
#55
You can use a notion of elemental attack without modify the engine (only with lua attributes/properties in the objects). About the jump ability it already exists in Solarus but you can't customize it too much (the fact you are invincible while jumping is hardcoded I think).

About an optional second player it's not doable right now if I'm remember correctly. Changing completely of hero is possible but it uses tricks and not really good code in the lua, and it's highly theorical and not tested, you could have problems.

I don't know the mechanics of the game, so I don't know what do you mean by the Animal spirit abilities but in first thought, you could use it as magic abilities (here again, pure lua works).

About the polygonal things, I don't know, so I'll let another answer to this :p
#56
Development / Re: frames per second technical question
January 28, 2015, 07:19:23 AM
If the animation editor does not allow it, it's highly probable the decimal are not recognize. You can test by setting the decimal value in the .dat and then print the getter from the game to see if it's truncated or not ( http://www.solarus-games.org/doc/latest/lua_api_sprite.html#lua_api_sprite_get_frame_delay ).
#57
Development / Re: Custom Entity: Companion
January 23, 2015, 07:15:35 AM
You can set a structure on your game object : the game will remember these as long as it runs. When you stop a game, you can write all these values on a save file using the file api (or in savegame variables if you prefer).
#58
Development / Re: Check Item
December 04, 2014, 07:30:10 AM
Sorry for the name of the item, I posted the answer yesterday just before going to work aaaaaaaand.... I did not double check my post :) I wanted to indicate also where the get_item was on the doc, but good point for the "has_item" : I knew there was a shortcut, but didn't remember the location (and I didn't search a lot yesterday :p).
#59
Development / Re: Check Item
December 03, 2014, 07:57:21 AM
With game:get_item():get_variant() you can check the possession value of the item :)

http://www.solarus-games.org/doc/latest/lua_api_item.html#lua_api_item_get_variant
#60
Bugs & Feature requests / Re: Solarus features ?
September 25, 2014, 07:29:11 AM
In first sight, I would say all is possible except maybe the particle effect (but I know some tests are made to simulate this, so maybe I'm wrong).

The random generation of maps are also tested, but I don't know if it's effective or not. I know it's "theorically" possible, but maybe in fact it's still a little complicated.

Several playable characters : if it's only one at a time, I think it's no problem (a least in term of code, don't know if there will not be problems with sprites if some are still "hardcoded"...). The different abilities of hero can be set when you select this one so no problem at all.

I don't know for the special attack if it is not hardcoded. In my memories, it is so you may have problem with it, but I think you can hack that in some ways if it's still the case.

Gold magnet, don't know how to do it but I think it's possible, with a check of the distance between the treasure and the hero like each 20ms and if the distance is close enough, start a movement on the treasure thru the hero.

Choose equipment : It's possible (maybe with some constraints on the name of the sprite, I know tunic had problem with the hardcoding of it), you just have to do the hero:set_tunic_sprite_id (no matter how many there is). But as I said, you maybe will get in trouble if the characters have specific tunics (if many tunic1 exists, etc)...

Achievements can also be coded in Lua side, but can easily be hacked by a player because of the nature of the games (a folder "data" easily accessible, and the savegames are also easily accessibles).

Hope it helps and I didn't say b******t x)