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Messages - Diarandor

#31
Bugs & Feature requests / Re: Some Ideas so I Can Help
January 05, 2019, 09:40:00 AM
About the jumpers, you can open an issue to allow resizing jumpers, so that the jumpers width that you see in the Editor corresponds with their jumping distance of the jumper properties. Also, the jumpers could be shown as semitransparent, to allow seing what is below. Another option is to enlarge the jumper in that way only when the cursor is moved above the jumper. I thought that there was an issue for this, but I cannot find it.
#32
Game art & music / Re: Original art
January 04, 2019, 07:37:16 PM
Quote from: wrightmat on January 03, 2019, 05:09:33 PM
Those spiders are way too good and I hate them. *shudders*  ;D
Thanks for the feedback! I will keep drawing nasty things... :P
#33
Game art & music / Re: Original art
January 03, 2019, 04:27:12 AM
We now have spiders too: https://youtu.be/nrCSjff-4k8
#34
Development / Re: Weird Stairs Issue
January 01, 2019, 09:09:28 PM
Quote from: Christopho on January 01, 2019, 04:26:37 PM
The old behavior was a bug. But did you try to make a single stairs entity with a size of 48x16? (You need to do it from a script)
I guess it will be possible to resize stairs in future versions of solarus, right?

If he needs to resize the stairs from scripts, the best way is probably to define the size using custom properties in the editor, and re-define the event "stairs_metatable:on_created()" to use those custom properties to resize the stairs when they are given.
Or even better, maybe he should use custom entities that auto-replace themselves with stairs of the same size, so that he can resize them and see their size in the editor.
#35
Development / Re: Weird Stairs Issue
December 31, 2018, 12:38:29 AM
We should have mentioned the tutorial of @ffomega related to this (in the Bridges section):
http://absolute-hyrule-tutorials.solarus-games.org/
#36
Development / Re: Weird Stairs Issue
December 27, 2018, 11:29:33 AM
The functions entity.get/set_layer are new in v1.6, so it is normal that you didn't know that one.
#37
Development / Re: Making the gameplay faster
December 05, 2018, 07:51:59 PM
For the sword, just change the frame delay of the animation.
For the grass, as a workaround you can detect the ground below using events and change the walking speed, or use custom states when Solarus 1.6 is released (this is advanced stuff), or just wait for custom grounds when Solarus 1.7 is released around 2023.
#38
Development / Re: Lua promises
December 04, 2018, 04:59:38 PM
And customs states, multiple tilesets, more customization for dynamic tiles (frame number and speed), customization for the hero sprites,...
#39
I think that it was because they used the palette from the european version, which I think is a bit different. But I am not sure.
#40
General discussion / Re: How loud should sounds be?
November 05, 2018, 11:15:51 AM
IMO, the only important thing is that all your sounds have the same volume (with respect to the other sounds and to the musics).
Also, you can add a menu to change the global volume.
#41
General discussion / Re: Need Help With Enemy Scripting
October 28, 2018, 09:03:38 PM
Some ideas:
1. I would use a straight movement from left to right and viceversa, instead. You can use some event to restart the movement when an obstacle is reached.
2. I think that setting the enemy traversable could fix the problem.
#42
Did you look at some finished castle map in the fangames of the website? You may find good examples there.
#43
Your projects / Re: Ocean's Heart
October 16, 2018, 11:16:27 AM
Quote from: Max on October 16, 2018, 04:55:01 AM
Thanks! I'm not planning on licensing all the graphics, but I am going to release quite a few after I release the game.

Actually, this terminology is wrong. All works have a license, even when you don't choose it (laws nonsensical stuff). The correct is to say that you are not planning to license all as free (as in freedom), but only some of them (the rest would have a non-free license chosen by Max).
#44
Development / Re: User properties (key, value) ??
October 15, 2018, 08:48:24 PM
Exactly, it is new stuff, and very useful.

This allows you to initialize as many variables as you want from the Editor (or from the scripts), and get or modify their values in your scripts with the corresponding getter/setter functions, all in a very clean way. Customization is the future!