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Messages - Diarandor

#646
Wow, I did not know that. It has to be huge... :o
#647
Yes. It can be downloaded from the website of Solarus: http://www.solarus-games.org/development/resource-packs/
#648
Your projects / Re: Sprites Sizes
August 22, 2016, 03:05:04 AM
Yes, you can. Sprites can have any size.

PS: You don't say it, but I guess your purpose is to use bigger sprites for the hero, isn't it? In that case, you should not mix up the size of the sprite and the size of an entity, they are different things. Sizes of entities must be multiples of 8. However, the sprite of the hero can only be 16x16 at present, so if you use a very big sprite you may have problems because of the small size of the hero (it would have a weird effect against walls), so take this into account.
#649
You should use google whenever you don't know how to do something. It is practically omniscient :D.
Anyway, to upload a file go to your repo -> "Code" tab -> "upload files" tab, there you will see in big letters "Drag files here... blablabla".
#650
I think it is possible to upload files with drag-and-drop, so it should not be that hard for you to upload the file there. (That was not possible some time ago, but they added that feature recently, one year ago or so if I am not wrong.)
#651
No, you are wrong. Normal accounts on github are free (zero-price).
#652
Development / Re: How to create my own hero state ?
August 15, 2016, 09:48:58 PM
The reason why it is necessary to use another tunic sprite is that in order to start an animation of the hero you need to freeze him with hero:freeze(), and while the hero is frozen you cannot walk or control him, which would not allow to you to move him with the new animation. So in your case, change the tunic sprite and you have finished.

In a different situation when you make a cutscene where you do not control the hero and you need to start some animation on him, then freezing the hero and starting the animation would be the best solution since a new sprite would not be needed in this case.

Note that when the hero is not frozen, the engine automatically upadates the stopped and walking animations to the default ones, so you cannot use a custom walking animation this way (well, there is a way to do it but you do not need it, and it is more complicated because requires using scripts).
#653
Nope, Children of Solarus is not the sample quest. As you say,  Children of Solarus will be the remake of MoS with free art. The sample quest is distributed with the engine (it can be found in the same github repo as Solarus).
#654
Actually, most of my art is not yet in the Children of Solarus project, but in the sample quest and my deviantart website.
#655
Development / Re: How to create my own hero state ?
August 13, 2016, 09:14:52 PM
Yes, it is possible to change the default stopped and walking animations (and all the other animations). I know two possible ways to do this:
1-Change the tunic sprite of the hero. This is the easy way and you should do it this way.
2-Use a script to fix the new animations. This way is much more complicated and probably not the good one for your purposes, although it has the advantage of keeping the same sprite (which can be useful for other purposes to avoid using too many sprites).
#656
Development / Re: Editing default values
August 13, 2016, 08:16:02 AM
There are functions to add or remove built-in abilities. Check the functions game:get/set_ability in the API, etc.
#657
Game art & music / Re: Original art
August 13, 2016, 08:13:12 AM
Yes, the sound was a bit low, sorry about that. It should not be a problem since the ogg file has normal volume. I will add it to the sample quest someday soon. (If someone wants it just ask for it by email.)
#658
Development / Re: Editing default values
August 13, 2016, 05:52:55 AM
Hi! All your problems can be solved with certain functions that you will find in the Lua API of Solarus with all the explanations you need.

For the keys you can use game:set_command_keyboard_binding(command, key).

To change the default walking speed for all the game you can do it in your game_manager script (or maybe in your main script), probably inside the event game:on_started(), by using hero:set_walking_speed(speed).

Items are not necessarily obtained as pickables. The "item" entities are just an abstraction that can be used for many purposes. You can use item:get/set_savegame_variable functions to set/get the variable where you save the possession state and then use game:get_value(variable) to know its value, etc.
#659
Game art & music / Re: Original art
August 12, 2016, 09:56:20 PM
New version of the Castle Theme (v1.1):
https://www.youtube.com/watch?v=8YENp5fudYQ&feature=youtu.be
Now it's completely free since only purely synthesized instruments are used (the DPCM channel is not used now).
#660
As the error says "integer expected, got nil",
so write something like "item:add_amount(1)".

EDIT: when I wrote above:
QuoteYou can also use the function "item:add_amount(amount)",
which should be equivalent to "item:add_amount(item:get_amount() + 1)".
I wanted to say:
You can also use the function "item:add_amount(amount)",
which should be equivalent to "item:set_amount(item:get_amount() + 1)".

Sorry for the mistakes, it's quite late and we are all tired...  :-\