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Messages - darkhog

#1
Well, runner is same everywhere, no? So I don't have to dualboot to make a game. However inclusion of runners for all of the OS-es (NOT editor, the editor can stay single for OS you're dling solarus for) allows you to make game that will run for anyone given he or she has one of supported systems. I have a strong feeling we're hitting lagnuage barrier here.
#2
I'm thinking more along the lines of discarding Tileset editor and utilizing same code for both editing sprites and tilesets.

I can't help, but see mostly pros:

- You'd be able to expand animated tile functionality to include as many tiles as one needs, with animation methods for loop (now 1-2-3-4 in tileset editor) and ping-pong (now 1-2-3-4-3-2 in tileset editor).
- Sprite editor's code is more mature and you can do such things like move stuff around with mouse instead of entering values by hand
- Easier to maintain - you won't have to maintain two different codebases that essentially do similar thing.

From runtime part not much would have to change, except tile animations as support for more than 4 frames would have to be added.
#3
Exactly my point and I know about water thing. Should be easy enough to accommodate for. Also this is most stupid reason for canceling a book I've ever heard.
#4
Are you sure that guy didn't mean syntax coloring (which is already there)? I mean, that post you linked to is kinda vague.
#5
No, only player executables (solarus_run.exe, etc.) for all OSes in every release. Say I am making game on Windows. But I want to have it playable on Linux and OSX as well. So I have to redownload solarus for OSX/Linux, including OSX/Linux editor (for which I don't have use) just to extract player executable and put along my game.

So downloads would stay separate as each one would have editor only appropriate for that specific OS, but all would have player executables for all possible OSes.
#6
This way if I want to make game playable or linux/windows/osx I don't have to redownload Solarus just to get player executable.
#7
Solarus editor crashes, when quest ran from the editor using "play" button encounters Lua error. That's annoying,
#8
It's really useful thing and helps avoid tpyos that break the cdoe.
#9
One thing I like about RPG Maker is that last project you were editing is automatically reopened when starting the program so you can easily continue the work. Maybe it's worth bringing over to Solarus?
#10
Bugs & Feature requests / [Forum]Help section
February 04, 2016, 01:30:28 PM
Currently there's no place to ask for help regarding making games with Solarus. I mean, you could ask in General Discussion section, but it seems like more of "talk about whatever" section so your thread may get lost. I think "Help with Solarus" or similar would be a good addition to the forums.
#11
General discussion / Re: Starter code pack?
February 03, 2016, 02:19:18 PM
How hard would it be to prepare one based on Solarus DX/XD codebase?
#12
Regarding license issues. Situation is literally no different than with ALTTP pack, Nintendo probably wouldn't allow using it either. Just I want to know if people would be interested in using it in their projects.
#13
Your projects / Re: The Legend of Vinesauce
February 03, 2016, 02:15:58 PM
I've mentioned what I'll need in the OP :). If I'll need more stuff, I'll post it (or edit the OP).
#14
Quote from: Christopho on February 02, 2016, 09:48:23 PM
The sample quest has a nice hero sprite but only with stopped and walking animations. No sword, nothing more.
For the event editor, before any code we need a sketch of GUI, to discuss how to present it to the user. There are a lot of possibilities and I don't know yet. Suggestions are welcome!

Just model it after one in RPG Maker.
#15
Development / Tileset editor ommision?
February 02, 2016, 09:13:16 PM
I can't seem to find a way to resize/add patterns without editing the file in notepad.