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Topics - Diarandor

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46
General discussion / Need some advice for a free game
« on: June 13, 2015, 12:37:42 AM »
Hi,

I am creating a game with Solarus (which is still at a very early stage). I would like the game to be free (free as in freedom), but I need some advice (I am new to these things). Do you recommend me to use github to store all the data files?

I am creating all resources such as sounds, music and sprites for the game, so I am afraid of loosing my work if someone steals registers these resources (in case this is possible for a free game that uses them). Would it be safe if I just put all the data on github? Or must I do something more to make these other resources (not the code) to be free (as in freedom) too?

PS: of course, I know that if the game is free and open-source anyone could use my resources for a game (and even sell them), I don't mind that. The point is that I want to avoid someone to register these resources as his property, which would make me loose the right of using them in my game. (I want these resources to be free, so anyone can use them.)

Thanks in advance!

47
Development / Problem when scripting platforms or wind
« on: March 16, 2015, 11:37:28 PM »
Hi, I have the following problem (it is quite a bit hard to explain), and it could be a bug.
I made scripts for platforms and wind that move the hero changing his coordinates.

-For the platforms, I change the coordinates of the hero using the event on_position_changed of the platform (the platform is moved with a movement of the engine). The problem appears when the hero is carrying an object (a pot for example) and the camera is moving following the hero at the same time (to test this the map must be big). Sometimes, the sprite of item that is being carried is showed like vibrating (from left to right to left, etc, if the direction of the movement is horizontal). This only happens sometimes (and the camera must be moving to make this happen). Maybe the sprite of the carried item is not refreshed in the correct time, or something like that... (I tested a script of wind, using the same method and the same happens, obviously.)

-I made another script of wind using a different method: the position of the hero is changed using a timer with a loop. In this case, when the camera is moving after the hero, the carried item is moved smoothly, but the sprite of the hero appears like vibrating (the same problem as above but in the sprite of the hero in this case). The same happens when I apply the movement to other custom entities that are not the hero (I emphasize that the camera must be moving to make this happen).

Obviously, my aim is to make the movement smooth for the hero, carried items, and other entities where I apply the movement, when the camera is moving, if this is possible. Do you have the same problem? (Maybe I am doing something wrong) Could this be a bug of the engine? I would like to find a solution for this... or I will be forced to use small maps when I use this kind of entities.

Thanks in advance for your help!

48
Bugs & Feature requests / Misprint in Lua API - Enemy
« on: February 25, 2015, 07:18:08 AM »
There is a misprint in the Lua API of "enemy" (here: http://www.solarus-games.org/doc/latest/lua_api_enemy.html)
in the last lines of the example of the Overview, it should be written m:start(self) instead of  self:start_movement(m).
I suppose that was the old syntax. That misprint could give problems for beginners of solarus.

49
Hi! I have the following problem:

The animation for  the sprite "carrying_walking" that I am using has 8 frames. But the carried object bounces each 3 frames (this was the behaviour in ALTTP), so  the animations are not synchronized. (I would like to keep the number of frames to keep quality of the animation.)

Could this be made more customizable in future versions of solarus?
I suggest using a variable in the engine to set the number of bounces on each loop, which should be 1 by default (in my case I would need to set it to 2 times for each loop since in the walking animation the hero moves both legs on each loop).

Thanks a lot!

50
Development / Question: mirrors and reflections
« on: February 03, 2015, 08:49:13 PM »
Would it be possible (in the current or future versions of solarus) to program scripts for mirrors showing a reflected image of what is next to them, or water reflecting the image of what is above?

(It's just out of curiosity. I don't need these entities for the game I'm working on, but it would be cool if possible.)

51
Development / I need some help to customize the command "action".
« on: December 14, 2014, 03:26:47 AM »
Hi! I was trying to execute a function (for example, to open a menu in the game) when the "action" button is pressed, but only in case the hero is not performing another action (talking, lifting,...). To do that, I tried to use the function:

function game:on_command_pressed(command)
  if command == "action" and game:get_command_effect("action") == nil then
     ---- ...my function...
  end
end

The problem is that this does not work when interacting with custom entities because the function game:get_command_effect("action") returns nil, and I think it is not possible to assign a command effect when the hero is close to a custom entity before the "action" command is pressed (maybe I'm wrong).

Could you help me to solve this problem?
Thanks in advance!

52
Development / Help with light and darkness
« on: September 20, 2014, 03:28:31 AM »
Hi,

I would like to know if it is possible to program dark rooms where there are several sources of light (including the hero, some moving enemies, and torches on walls). Outside the illuminated areas there would be opaque darkness. Is it possible to do this? And how?

Thanks for your help!!!

53
Bugs & Feature requests / Problem after using hero:set_tunic_sprite_id()
« on: September 13, 2014, 07:20:34 PM »
Hi! I have the following problem:

After changing the hero's sprite with the function hero:set_tunic_sprite_id("tunic_name"), the hero is not hurt when colliding with an enemy. I realized that this only happens when the name of the tunic is not of the form "tunicX". Could this be a bug?

Thanks in advance for your help!

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