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Messages - ffomega

#16
Thank you so much for the support :)
#17
Attantion everyone! I left an update on the first page of this thread, stating that changes were made to the map pack.  These changes should not alter your current maps, UNLESS you used Jabu-jabu for your maps.

Please forgive the inconvenience!

Happy Mapping!!
#18
That's awesome! Thank you, Chris!!
#19
In a few of his live streams, Chris has mentioned that he was in need of certain tileset recolors for some of the maps used in Oni-Link begins.  Earlier today, I told him that I would make tilesets for him.  He said in the stream that he only needed the images, and that he would just use an existing data file.  So if any of you wish to use these tilesets for your own maps, you will need to pick an absolute dungeon tileset data file, as well as an absolute dungeon entities data file, and rename them to match the names of the images listed here.

Take note: These WILL NOT be included in my official Hyrule Maps Package, as they are not an official color within A Link to the Past.  My tilesets only include (with the exceptions of ADT 19 & ADT 20) palettes found within Hyrule Magic.  These were also a request by Chris and therefore will have no need to be added to my pack.

The "Purple" tileset was used in "Map18"



The "Dark Teal" tileset was used in "Map26"



Finally, the "Pale Yellow tileset was used in "Map19"



If you notice any inconsistencies, please leave them in this thread and I will do my best to correct them, and as always...

Happy mapping!
#20
Development / Re: [QUESTION] Traversable prickles?
June 20, 2017, 08:21:06 AM
so far the only thing I was able to do is this:

I created a spiked floor in a map, then I put in the following code into a custom entity:

Code (lua) Select

local entity = ...
local game = entity:get_game()
local map = entity:get_map()

-- Event called when the custom entity is initialized.
function entity:on_created()
  self:snap_to_grid()
  self:set_modified_ground("traversable")
  self:set_traversable_by("hero", true)

  -- Initialize the properties of your custom entity here,
  -- like the sprite, the size, and whether it can traverse other
  -- entities and be traversed by them.
end


The hero can traverse the entity as expected, but he does not take any damage yet.  I want the code to fundtion like SL1200's code does, allowing the hero to walk on the spikes without taking damage as long as the magic capt is activated.  However, I do not want a knock back, I wand the hero to retain his x and y position and be able to walk on the entity as much as he wants while still taking the damage over time.  This is part of the reason why the "green and purple lava" looking tiles exists in my tilesets.  This entity would be usable with these tiles as well. 
#21
Okay, the map pack has been updated.  All tilesets have been improved with the following bug fixes:

~Tile patterns "stage.6-1" through "stage.2-2" have been changed to "low wall" to allow projectiles to pass through them.
~Tilesets have the addition of "shadow" tiles to allow placing aesthetic darkened shadows on the floors below raised platforms.  Basically to show depth between floors.
~Within the tileset images, the hole corners "hole.corner_reverse.1" through "hole.corner_reverse.4" have been visually improved and now look better.



Thank you to those who noticed these bugs!! Please be sure to update your tilesets accordingly.  These can be downloaded via the entire map pack, or individually from my site on the tilesets page.

Happy Mapping!
#22
yeah Chris is right.  The holes were directly ripped from the game's ram, but can be made to better fit with the tiles.  Also I found a bug and will update it shortly.  It appears there is a repeatable tile in hole_corner.1 and it is not supposed to be repeatable
#23
Thank you very much for bringing that bug to my attentiopn :) all tilesets have been updated to reflect the error.

You may also choose to download the individual parts of the tileset from my website if you would rather not download the entire package all over again :)

http://absolute-hyrule-tutorials.solarus-games.org/dungeons.htm
#24
Development / Re: Get all map entities?
June 05, 2017, 01:50:45 PM
I think the best example would be the "Evil Tile".  these are the tiles in dungeons that lift up and fly at the hero, one at a time, with a timed delay between each tile's movements.
#25
Game art & music / Re: Mouhitotsu no Takarajima
May 15, 2017, 11:06:21 AM
yeah everything is fine, 000webhost decided to update their site.  Their instructions were very vague and you can't even message them directly without paying membership fees.  Chris was kind enough to give me space on the solarus-games server so don't worry :) a backup of my site was made weeks prior to the update.  As a result of 000webhost however, I was given no choice but to delete the entire site from their server.  I apologize for the inconvenience, and will redirect you to the new link.

http://absolute-hyrule-tutorials.solarus-games.org/
#26
Game art & music / Mouhitotsu no Takarajima
April 21, 2017, 10:11:19 PM
Hey guys! I just found out something really interesting that might benefit Solarus in terms of sprites.

This game,

Mouhitotsu no Takarajima, was originally directed by Eiji Aonuma, and shares a very similar art-style to A Link to the Past.

Here are some screens:



It would appear this game's sprites and tiles may look at home in Solarus.  What do you guys think?
#27
my apologies....I have updated all the tiles you highlighted as well as all remaining water tiles within the tileset group to match the tiles found in your original outdoor tileset.  They are all now deep_water ground type.
#28
The data file for the tileset and the package have been updated.  Chris I sent you a copy of the data file through skype ^^

But I am a little confused.  If the diagonal tiles that you highlighted should be wall/water ground type, then when the hero runs into them will he not be able to walk out of the water when colliding with those tiles?
#29
Development / Re: Problem w global go value
April 02, 2017, 07:15:37 PM
That solved the problem!! Thank you very much :)
#30
Development / Re: Problem w global go value
April 02, 2017, 06:48:45 PM
I may have figured out the problem.

I want to create ten different versions of this enemy (and all others for my enemy package)  As of right now, the scripts for both enemies (octorok and the stone) have not been rewritten.

To keep all enemies sorted neatly, however, I want to place them all in their own separate folders--in this case, a folder named "Octoroks".  It is when I place the enemy script for both the octorok and the stone in its own directory when I begin seeing this problem.  If I move the enemy script outside of the Octoroks folder (leaving it in the root directory of "enemies"), it works as intended, so the problem lies in the location of the octorok script.  Any ideas on how I can resolve this problem?