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Topics - Zefk

#21
Game art & music / Plexa Heroine
May 02, 2017, 11:42:51 AM
This is what the current design for the Plexa sprite I mentioned. Plexa is a simple quick sprite I made for my Website and I use it a lot on forums. It took a drastic change from my original design, but the similarities can be noticed. I plan to make her into a full fledged hero sprite.

Credit:
Credit Diarandor and Zane Kukta. Follow the CC-BY-SA 4.0 rules. I modded Diarandor's male Eldran sprite.

I decided to go with this design. (Login to view)

#22
Development / [Solved]Bring hero back?
May 01, 2017, 04:38:40 AM
I am wondering if there is a way to being the hero behind other entities without changing the layer. The reason is for my push and pull animation.

I tried hero:bring_to_back(), but the documentation does mention that the hero is not affected by this.

Animation looks funny:
Changing the length of her arms and legs would make her look like she is doing some sort of monkey dance. The only way this could work is if I make the excuse that she has telekinesis psychic powers.


Hero needs to be sent to back:




What I want it to look like, but it has a bug: (In this case...I chopped the heroines legs off.)



I would need to cancel the push/pull animation for everything, but the block. What would be the best way to disable push and pull for everything, but the block entity?
#23
Development / [Solved]Freeze hero?
April 27, 2017, 05:38:00 AM
Is there a way to freeze the hero, but still allow hero:set_animation("animation") and then unfreeze the hero?

I know something similar can be done by drawing a sprite at the hero coordinates and setting the hero visibility to false. Also, this can be done with a movement because it disables the hero control and that does not cancel the animation when trying to move the hero until the movement is completed.
#24
I set both custom entities not to traverse  "custom_entity".
Code ( lua) Select
entity:set_can_traverse("custom_entity", false)

They still traverse unless I set traversable to false:
Code ( lua) Select
self:set_traversable_by(false)




I set both entities to traverse "custom_entity" when traversable is false and as you can see...they do not traverse.
Code ( lua) Select
entity:set_can_traverse("custom_entity", true)



It works with the hero. If I set the entities to not traverse the "hero", then they do not traverse the hero.
Code ( lua) Select
entity:set_can_traverse("hero", false)

Both entities in the case of the hero are set to traversable true.
Code ( lua) Select
self:set_traversable_by(true)



#25
Your projects / Allied AI Script Project Alpha
April 17, 2017, 01:55:54 AM
Allied AI Project Alpha

I recently started working on a Allied AI script while working on the book project. I am panning only 2 allies like in Secret of Mana (Seiken Densetsu 2).

Finished: (All lag is due to bad gifs, the Solarus engine runs fine)

  • Basic Follower Script - The Ally custom entity follows the hero and when the ally gets stuck (hit an obstacle), it searches for the hero.
I seriously cannot believe at how easy this is to program. Thank you Christopho for the amazing functions.


Not finished:

  • Melee
  • Projectiles
  • Custom Entity Enemy
  • Enemy
#26
Game art & music / Female Eldran
April 11, 2017, 04:24:12 PM
I finished most animations I needed for the female Eldran. She is now a usable heroine for a game. Her name is Eldrina, but her name is Sola in the chain quest for the book project.

Credit:
Credit Diarandor and Zane Kukta. Follow the CC-BY-SA 4.0 rules. I modded Diarandor's male Eldran sprite.

Downloads: (Login to download)

eldrina_v1 (unshaded)

eldrina_v2 (shaded)

Alternative Download:
eldrina_pack

Some missing animations: (No plans on making these yet.)
-bow
-boomerang1
-boomerang2
-hookshot
-victory
-running

Animations:
-carrying_stopped
-carrying_walking
-dead
-dying
-grabbing
-hurt
-lifting
-pulling
-pushing
-stopped
-sword
-throw
-walking
-walking_with_shield
-spin_attack
-sword_tapping
-sword_loading_stopped
-sword_loading_walking
-bubble_heart
-bubble_idea
-bubble_mad
-bubble_question
-bubble_sleep
-bubble_stars (No bubble. Stars spin around her head.)
-bubble_surprise
-bubble_think
-swimming_fast
-swimming_slow
-swimming_stopped
-plunging_water
-jumping
-falling
#27
I know the following ability is needed for a super spin attack, but which animations? I kinda wish there was an error message for this.

Code ( lua) Select
    game:set_ability("sword_knowledge", 1)
#28
Bugs & Feature requests / Run Ability bug?
March 25, 2017, 10:33:28 PM
The error involves jumping and the run ability. For example, if I try to run into jumpers or when the ability "jump_over_water" is set.


[Solarus] [
5350] Fatal: Invalid frame 1: this direction has 1 frames


I attached an image.

#29
Your scripts / A List of Scripts around the Forum
January 09, 2017, 01:19:53 AM
About:
This was on the, "The Solarus Resource Help Project," but that post reached its limit. I hope no one minds me dropping the scripts scattered around the forum here. I will add to this list as I find new scripts.

Scripts:
Example menu script information by llamazing: Here

NPC movement paths and obstacle detection: Here

Solarus Tower Defence Style by Kibos1er! Preview and Download

Changing the hero sprite. Here

Platformer or Side Scrolling functionality by wrightmat! New fully working version with ladder functionality for Solarus 1.5: Here or sample

Old version of Platformer or Side Scrolling functionality by wrightmat! Here and Zutokaza's test  - As I can see there are bugs to work out because of new updates to the Solarus Engine probably.

A project by MetalZelda! Has a lot of good scripts. Here

A project by Wrightmat! Has a lot of excellent scripts. Here

A clever hack for disabling the charged sword attack. Here and a new usage example: Here
-My old usage example includes multi event setup: Here

ARPG game Scripts by Christopho and his team! Here
-Click the game and at the bottom will be the source code that can be used as a template.

Controlling the Hero with an AI Script: Here

Companion Script: Here

Blend modes: Here

Work in progress for a General Ally script: Here

Fog script and map name display: Here

An article on programming video game gravity. Here

A debug script: Here

Change state Super Saiyan example: Here

Line of sight enemy hero detection: Here

Level up code: Here

Scripts to allow custom jump over custom teletransporters: Here

Variable in dialog: Here

Displaying text on the screen to a certain position: Here

Grab place values of a variable: Here

Grab char in a string: Here

Clicking the screen with your mouse: Here

Get mouse coordinates and click an image around the screen: here

Dragging an image with the mouse cursor: Here

Menu example by llamzing: Here

Module example by llamazing and others: Here

Displaying text on the screen: Here

Adding text to a txt file: Here and Here

Adding multiple lines of text to a txt file and remove them: Here

Adding text and values to a save file: Here

Fade in/out example: Here

Overwriting an array list of string text drawn arrays: Here

Custom sword item script: Here

Animated sprites for dialogs (custom dialog script): Here

Tech Demo using Cythera style interactive dialogs: Here

Diarandor's Rain Script: Here (He plans to update it, so..you might have to search for the new one until I update this post.)

Change sword variant: Here

Custom entity switch: Here

Moving camera: Here

Color commands for Christopho's dialog_box.lua: Here

Requiring an item when talking to a NPC: Here

Creating a custom entity with script: Here

Circle movement: Here

Zolarus Chripora Script Pack - Pseudocode like code in progress
#30
Game art & music / Random Free Art
December 31, 2016, 10:42:07 AM
Pixel art: Switches, crystals, crystal blocks, and star sparkles (CC0)

I made these just now. I needed them for the book project. Free to use under CC0. The dat files are in the zip.

Edit: Fixed some errors.

Alternative Download:
entities
#31
General discussion / Merry Christmas!
December 26, 2016, 12:13:49 AM
Have a great day everyone! Merry Christmas!
#32
Development / Question on "blend"
December 22, 2016, 12:05:41 AM
I am a bit confused. The mode "blend" looks no different than any other image.


Code ( lua) Select
   
    --This drawable object is alpha-blended onto the destination surface
    blend_red_img:draw(screen,100,200)
    blend_red_img:set_blend_mode("blend")

    blend_green_img:draw(screen,100,200)
    blend_green_img:set_blend_mode("blend")

    blend_blue_img:draw(screen,100,200)
    blend_blue_img:set_blend_mode("blend")


It looks like this: (Unless the alpha is at 255)



I thought it was suppose to be like this:
#33
The mouse contol function seems to make the alttp dialog box script not work.

This function is the issue. The alttp dialog box works without it.
Code ( lua) Select
  function game:on_started()
    -- HUD menu.
    local hud = require("scripts/menus/hud")
    sol.menu.start(game, hud)
    hud:create(game)

    -- Mouse control.
    local mouse_control = require("scripts/menus/mouse_control")
    sol.menu.start(game, mouse_control)
    mouse_control:create(game, hud)

    local hero = game:get_hero()
    hero:set_tunic_sprite_id("main_heroes/eldran")
  end


Full code:
Code ( lua) Select
require("scripts/menus/alttp_dialog_box")
local game_manager = {}

-- Starts the game from the given savegame file,
-- initializing it if necessary.
function game_manager:start_game()

  local exists = sol.game.exists("save1.dat")
  local game = sol.game.load("save1.dat")
  if not exists then
    -- Initialize a new savegame.
    game:set_max_life(12)
    game:set_life(game:get_max_life())
    game:set_ability("lift", 2)
    game:set_ability("sword", 1)
    game:set_starting_location("first_map") -- Starting location.
  end

  function game:on_started()
    -- HUD menu.
    local hud = require("scripts/menus/hud")
    sol.menu.start(game, hud)
    hud:create(game)

    -- Mouse control.
    local mouse_control = require("scripts/menus/mouse_control")
    sol.menu.start(game, mouse_control)
    mouse_control:create(game, hud)

    local hero = game:get_hero()
    hero:set_tunic_sprite_id("main_heroes/eldran")
  end
  game:start()
 
  local hero = game:get_hero()
  hero:set_tunic_sprite_id("main_heroes/eldran")
end

return game_manager
#34
Your projects / Inventory Sneak Peek
December 09, 2016, 06:17:32 PM
This is an inventory I am working on. I plan to add 15 sections for different types of equipment (weapons, heal items, etc) and the ability to change item places.

Preview: (Lag from missing frames to speed up gif, not a script problem)


#35
About:
This is a time system script I did yesterday. I would not call it advanced, but it is pretty good.

Download demo:
Time System
Time System Day Night Cycle


Features:
1.Use bitmaps(png,etc) for clock
2.Use of sol.text_suface for font packages (Any Solarus compatible font package you want)
3.Able can change months, seasons, and days. EX: Pumpkin day!
4.The ability to easily change the text and coordinates of the text in the, "CHANGE SETTINGS AREA:".
5.Able to change the speed. Change time.timer = 1000 (1 second) to a lower number
6.Easy to change! Go down to the comment, "CHANGE SETTINGS AREA:" at the beginning of the script.
7.A RGB color reference comment list at the end of the script
8.The ability to easily change the font in, "CHANGE SETTINGS AREA:."
9.Easily change the font color in, "CHANGE SETTINGS AREA:." Uses RGB color, so check the reference list at the end of the script.
10.Easily change the font size in, "CHANGE SETTINGS AREA:."
11.Day night cycle

YouTube Preview:
Time System

Gif Preview:

#36
Your projects / Time System sneak peek
December 03, 2016, 07:23:54 AM
This is my time system that I worked on today. It is almost done!

#37
About:
My script crashes Solarus when playing music. Everything is fine on the first page, but on the second page it crashes, but not always. Sometimes some of the music slots work and other times it just crashes. The script is almost done, but this is a problem...

I tried a variety of tests. It could be a Solarus bug, wine issue, or my script.

Crash in gif:


Demo Project Link:
Download

Jam Station Script:
Code ( lua) Select
---------------------------------------------------------------------------------------------------------
--Tell the script it is a map and to use game functions
local game = ...

--A table because I like tables and it prevents upvalue errors
local jam = {
     
      y_pos = {},
      x_pos = {},
      y_font_pos = {},
      x_font_pos,
      y_pos_wheel = 0,
      scroll_distance,
      page_wheel_down_cal,
 
      bg = {},
      bg_hover = {},

      m_r_bg_img = sol.surface.create("jam_station/bg/M_R_bg.png"),
      text_bg_img = sol.surface.create("jam_station/bg/text_bg.png"),
      text_bg_hover_img = sol.surface.create("jam_station/bg/text_bg_hover.png"),
       
      scroll = {},

      scrolling_wheel_img = sol.surface.create("jam_station/scrollbar/scrolling_bar.png"),
      scroll_bar_arrows_img = sol.surface.create("jam_station/scrollbar/scroll_bg_bar_arrows.png"),

      volume ={},

      b_0_percent_img = sol.surface.create("jam_station/volume/0_percent.png"),
      b_25_percent_img = sol.surface.create("jam_station/volume/25_percent.png"),
      b_50_percent_img = sol.surface.create("jam_station/volume/50_percent.png"),
      b_75_percent_img = sol.surface.create("jam_station/volume/75_percent.png"),
      b_100_percent_img = sol.surface.create("jam_station/volume/100_percent.png"),
      percent_bg_img = sol.surface.create("jam_station/volume/percent_bg.png"),

      audio_slot_1 = {},
      audio_slot_2 = {},
      audio_slot_3 = {},
      audio_slot_4 = {},
      audio_slot_5 = {},
      audio_slot_6 = {},
      audio_slot_7 = {},
      audio_slot_8 = {},
      page = {},
      next = 0,
      audio_name = {},
      font,
      font_size,
      color_type,
      audio_text = {},
}

-----------------------
--CHANGE SETTINGS AREA:
-----------------------

--Number of text spots or slots
local text_num = 7

--Audio amount starting at 0, so 1 is actully 2 sorta
local audio_amount = 1

--Drawing basic images on stript start
jam.volume[1] = true
jam.volume[2] = true
jam.scroll[1] = true
jam.scroll[2] = true

--max distance the scroll wheel can go down
jam.scroll_distance = 344

--Divide the distance with pages
jam.page_wheel_down_cal = 1

--Change the font package
--Leave it nil to use the Solarus team made bitmap font. (At least in this demo or if you have it in your project.)
--name_list.font = nil
jam.font = "minecraftia"

--Change font size
jam.font_size = 12

--Change color. It was set to snow white (Not white 255,255,255, but snow white 255,250,250. Yeah, they are different.)
--Check in of script for some RGB color values.
jam.color_type = {188,143,143} --139,0,139

-----------------------------
--END OF CHANGE SETTINGS AREA
-----------------------------

function sol.main:on_draw(screen)

--Text properties and name string loading
for rep = 0,text_num do
     jam.audio_text[rep] = sol.text_surface.create({
      font = jam.font,
      text = jam.audio_name[rep],
      font_size = jam.font_size,
      color = jam.color_type,
    })
end

--Clear or reset 0-7
jam.audio_name = {}

--show this text on pae 1
if jam.page[0] == true then
jam.page[1] = false
jam.audio_name[0] = "Klgo Journey Path"
jam.audio_name[1] = "Beautiful Sadness"
jam.audio_name[2] = "Darkness"
jam.audio_name[3] = "Dark Void"
jam.audio_name[4] = "Dungeon Enemy of Blues"
jam.audio_name[5] = "Dungeon of Crepelody"
jam.audio_name[6] = "Klgo Journey Menu"
jam.audio_name[7] = "Mystic Flute"
end

--Show this text on page 2
if jam.page[1] == true then
jam.page[0] = false
jam.audio_name[0] = "Open Chest"
jam.audio_name[1] = "The Unknown Danger"
jam.audio_name[2] = "You are Chosen"
jam.audio_name[3] = "Bonus Piano"
jam.audio_name[4] = "Random sound effect_1"
jam.audio_name[5] = "Random sound effect_2"
jam.audio_name[6] = "Random sound effect_3"
jam.audio_name[7] = "Random sound effect_4"
end

--Testing
print("0 is",jam.audio_name[0])
print("0 is",jam.audio_name[1])
print("0 is",jam.audio_name[2])
print("0 is",jam.audio_name[3])
print("0 is",jam.audio_name[4])
print("0 is",jam.audio_name[5])
print("0 is",jam.audio_name[6])
print("0 is",jam.audio_name[7])

--Background image
  if jam.bg[1] == true then
    jam.m_r_bg_img:draw(screen)
  end

--Text, hover slot image, and background slot images
for i = 0,text_num do
  if jam.bg[2] == true then
    jam.text_bg_img:draw(screen, jam.x_pos[i], jam.y_pos[i])
    jam.audio_text[i]:draw(screen,jam.x_font_pos,jam.y_font_pos[i])
  end
end

for i = 0,text_num do
  if jam.bg_hover[i] == true then
    jam.text_bg_hover_img:draw(screen, jam.x_pos[i], jam.y_pos[i])
    jam.audio_text[i]:draw(screen,jam.x_font_pos,jam.y_font_pos[i])
  end
end

--Scroll bar
  if jam.scroll[1] == true then
    jam.scroll_bar_arrows_img:draw(screen)
  end

  if jam.scroll[2] == true then
    jam.scrolling_wheel_img:draw(screen,0,jam.y_pos_wheel)
  end

--Volume images
  if jam.volume[1] == true then
    jam.percent_bg_img:draw(screen)
  end

  if jam.volume[2] == true then
    jam.b_100_percent_img:draw(screen)
  end

  if jam.volume[3] == true then
    jam.b_75_percent_img:draw(screen)
  end

  if jam.volume[4] == true then
    jam.b_50_percent_img:draw(screen)
  end

  if jam.volume[5] == true then
    jam.b_25_percent_img:draw(screen)
  end

  if jam.volume[6] == true then
    jam.b_0_percent_img:draw(screen)
  end

--Page is true or false depending on up or down arrows.
for rep = 0, audio_amount do
  if jam.next == rep then
    jam.page[rep + 1] = false
    jam.page[rep] = true
    jam.page[rep - 1] = false
  end
end

end --end of draw function

--Image and text coordinate changes and drawing background or UI mostly
for i = 0,text_num do
   jam.bg[i] = true
   jam.x_pos[i] = 0
   jam.y_pos[i] = i * 50

   jam.x_font_pos = 150
   jam.y_font_pos[i] = i * 50 + 50
end

function sol.main:on_key_pressed(key)
---will be used to close everything
end--end of key press function

function sol.main:on_mouse_pressed(button,x,y)

--Volume control
--volume 100%
  if button == "left" then
    if (x > 466 and x < 492) and (y > 61 and y < 134) then
      print("left pressed")
      jam.volume[1] = true
      jam.volume[2] = true
      jam.volume[3] = false
      jam.volume[4] = false
      jam.volume[5] = false
      jam.volume[6] = false
      sol.audio.set_music_volume(100)
    end
--volume 75%
    if (x > 466 and x < 492) and (y > 135 and y < 246) then
      print("left pressed")
      jam.volume[2] = false
      jam.volume[3] = true
      jam.volume[4] = false
      jam.volume[5] = false
      jam.volume[6] = false
      sol.audio.set_music_volume(75)
    end
--volume 50%
    if (x > 466 and x < 492) and (y > 247 and y < 360) then
      print("left pressed")
      jam.volume[2] = false
      jam.volume[3] = false
      jam.volume[4] = true
      jam.volume[5] = false
      jam.volume[6] = false
      sol.audio.set_music_volume(50)
    end
--volume 25%
    if (x > 466 and x < 492) and (y > 360 and y < 430) then
      print("left pressed")
      jam.volume[2] = false
      jam.volume[3] = false
      jam.volume[4] = false
      jam.volume[5] = true
      jam.volume[6] = false
      sol.audio.set_music_volume(25)
    end
--volume 0%
    if (x > 466 and x < 492) and (y > 431 and y < 451) then
      print("left pressed")
      jam.volume[2] = false
      jam.volume[3] = false
      jam.volume[4] = false
      jam.volume[5] = false
      jam.volume[6] = true
      sol.audio.set_music_volume(0)
    end

--Up arrow
    if (x > 437 and x < 458) and (y > 18 and y < 40) then
      print("up pressed")
--Distance calculations for the scroll wheel
      if jam.y_pos_wheel > 0 then
        jam.y_pos_wheel = jam.y_pos_wheel - jam.scroll_distance/jam.page_wheel_down_cal
--Calculations for the page
        jam.next = jam.next - 1
      end
    end
--down arrow
    if (x > 437 and x < 458) and (y > 441 and y < 463) then
      print("down pressed")
--Distance calculations for the scroll wheel
      if jam.y_pos_wheel <= jam.scroll_distance then
        jam.y_pos_wheel = jam.y_pos_wheel + jam.scroll_distance/jam.page_wheel_down_cal
--Calculations for the page
        jam.next = jam.next + 1
--Sets the image for the scroll wheel. Do not want it to go off the screen.
        if jam.y_pos_wheel > 344 then
          jam.y_pos_wheel = 344
        end
      end
    end

for rep = 0, audio_amount do
--Pages
if jam.page[rep] == true then
--spot 1
    if (x > 133 and x < 425) and (y > 41 and y < 69) then
--Slots true or false depending on the page
      jam.audio_slot_1[rep + 1] = false
      jam.audio_slot_1[rep] = true
      jam.audio_slot_1[rep - 1] = false
--Play music in the first slot depending on which page
      if jam.audio_slot_1[rep] == true then
        sol.audio.play_music("zane_kukta_music/slot_1/"..rep)
      end
--Hover image true
      jam.bg_hover[0] = true
    else
--Hover image false
      jam.bg_hover[0] = false
    end

--spot 2
    if (x > 133 and x < 425) and (y > 91 and y < 119) then
--Slots true or false depending on the page
      jam.audio_slot_2[rep + 1] = false
      jam.audio_slot_2[rep] = true
      jam.audio_slot_2[rep - 1] = false
--Play music in the first slot depending on which page
      if jam.audio_slot_2[rep] == true then
        sol.audio.play_music("zane_kukta_music/slot_2/"..rep)
      end
--Hover image true
      jam.bg_hover[1] = true
    else
--Hover image false
      jam.bg_hover[1] = false
    end

--spot 3
    if (x > 133 and x < 425) and (y > 141 and y < 171) then
--Slots true or false depending on the page
      jam.audio_slot_3[rep + 1] = false
      jam.audio_slot_3[rep] = true
      jam.audio_slot_3[rep - 1] = false
--Play music in the first slot depending on which page
      if jam.audio_slot_3[rep] == true then
        sol.audio.play_music("zane_kukta_music/slot_3/"..rep)
      end
--Hover image true
      jam.bg_hover[2] = true
    else
--Hover image false
      jam.bg_hover[2] = false
    end

--spot 4
    if (x > 133 and x < 425) and (y > 191 and y < 220) then
--Slots true or false depending on the page
      jam.audio_slot_4[rep + 1] = false
      jam.audio_slot_4[rep] = true
      jam.audio_slot_4[rep - 1] = false
--Play music in the first slot depending on which page
      if jam.audio_slot_4[rep] == true then
        sol.audio.play_music("zane_kukta_music/slot_4/"..rep)
      end
--Hover image true
      jam.bg_hover[3] = true
    else
--Hover image false
      jam.bg_hover[3] = false
    end

--spot 5
    if (x > 133 and x < 425) and (y > 241 and y < 270) then
--Slots true or false depending on the page
      jam.audio_slot_5[rep + 1] = false
      jam.audio_slot_5[rep] = true
      jam.audio_slot_5[rep - 1] = false
--Play music in the first slot depending on which page
      if jam.audio_slot_5[rep] == true then
        sol.audio.play_music("zane_kukta_music/slot_5/"..rep)
      end
--Hover image true
      jam.bg_hover[4] = true
    else
--Hover image false
      jam.bg_hover[4] = false
    end

--spot 6
    if (x > 133 and x < 425) and (y > 291 and y < 320) then
--Slots true or false depending on the page
      jam.audio_slot_6[rep + 1] = false
      jam.audio_slot_6[rep] = true
      jam.audio_slot_6[rep - 1] = false
--Play music in the first slot depending on which page
      if jam.audio_slot_6[rep] == true then
        sol.audio.play_music("zane_kukta_music/slot_6/"..rep)
      end
--Hover image true
      jam.bg_hover[5] = true
    else
--Hover image false
      jam.bg_hover[5] = false
    end

--spot 7
    if (x > 133 and x < 425) and (y > 342 and y < 368) then
--Slots true or false depending on the page
      jam.audio_slot_7[rep + 1] = false
      jam.audio_slot_7[rep] = true
      jam.audio_slot_7[rep - 1] = false
--Play music in the first slot depending on which page
      if jam.audio_slot_7[rep] == true then
        sol.audio.play_music("zane_kukta_music/slot_7/"..rep)
      end
--Hover image true
      jam.bg_hover[6] = true
    else
--Hover image false
      jam.bg_hover[6] = false
    end

--spot 8
    if (x > 133 and x < 425) and (y > 391 and y < 419) then
--Slots true or false depending on the page
      jam.audio_slot_8[rep + 1] = false
      jam.audio_slot_8[rep] = true
      jam.audio_slot_8[rep - 1] = false
--Play music in the first slot depending on which page
      if jam.audio_slot_8[rep] == true then
        sol.audio.play_music("zane_kukta_music/slot_8/"..rep)
      end
--Hover image true
      jam.bg_hover[7] = true
    else
--Hover image false
      jam.bg_hover[7] = false
    end
  end -- end of if left button
end-- end of page
end -- end of for loop
end -- end of mouse press function
#38
Your scripts / Gallery Script
November 19, 2016, 12:37:18 AM
About:
This is a script where you can show pictures by clicking the screen with your mouse cursor. You can lock thumbnails and images as well.

Demo Download:
Gallery Script

Features:
1.Use bitmaps(png,etc)
2.Limitless pages and the ability to set page amounts.
3.Able to lock images and thumbnails
4.Easy to change! Go down to the comment, "CHANGE SETTINGS AREA:" at the beginning of the script.

YouTube Preview:
Gallery Script

Gif Preview:
#39
Your scripts / Pick Name Script
November 17, 2016, 01:25:49 AM
About:
This script is about picking a name for the hero. Pick a name, any name!

Download Demo:
Pick Name Script

Features:
1.Use bitmaps(png,etc).
2.Use of sol.text_suface for font packages (Any Solarus compatible font package you want)
3.Ability to change the number of boxes, text to show, and change the spacing between each line of text and/or box.
4.The ability to easily change the text in the, "CHANGE SETTINGS AREA:".
5.Easy to change! Go down to the comment, "CHANGE SETTINGS AREA:" at the beginning of the script.
6.A RGB color reference comment list at the end of the script
7.The ability to easily change the font in, "CHANGE SETTINGS AREA:."
8.Easily change the font color in, "CHANGE SETTINGS AREA:." Uses RGB color, so check the reference list at the end of the script.
9.Easily change the font size in, "CHANGE SETTINGS AREA:."

YouTube Preview:
Pick Name Script

Gif Preview:


Next Script:
I will be finishing and releasing my gallery script. Honestly...it could easily be modified for visual novel usage.
#40
Your scripts / Character Input Script
November 16, 2016, 02:40:05 PM
About:
This script allows the payer to input names using a textbox.

Download Demo:
Character Input Script

Features:
1.Use bitmaps(png,etc) for alphabet
2.Use of sol.text_suface for font packages (Any Solarus compatible font package you want)
3.Input text for characters names or anything you want.
4.Backspace. You are able to delete.
5.Move in all directions and loop around.
6.The ability to position or change coordinates of the input string. x/y-axis
7.Easy to change! Go down to the comment, "CHANGE SETTINGS AREA:" at the beginning of the script.
8.A RGB color reference comment list at the end of the script
9.The ability to easily change the font in, "CHANGE SETTINGS AREA:."
10.Easily change the font color in, "CHANGE SETTINGS AREA:." Uses RGB color, so check the reference list at the end of the script.
11.Easily change the font size in, "CHANGE SETTINGS AREA:."

YouTube Preview:
Character Input Script

Gif Preview:


Next Script:
I will be working on releasing my name picking list script.