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Messages - Diarandor

#706
Development / Re: Hole into teletransporter
June 17, 2016, 06:17:32 PM
There is a very very small possibility that some event defined in some of my scripts that you use is breaking that behavior. I am not sure, though.
#707
Quote from: Renkineko on June 14, 2016, 07:51:47 AM
@Diarandor: As the writer of the walkthrough of ZMoSDX, I don't see why we need "a solution against walkthroughs"? oO

Yeah, you are right  :-X. I thought that @YoshiMario preferred games without walkthroughs, so I gave just a few ideas for that purpose. I personally like walkthroughs and use them a lot, so I am not against them, and I want to play Solarus games that have walkthroughs too, so do not worry. ;D
#708
A good solution against walkthroughs is making some randomness for the plot. Not necessarily procedurally generated dungeons or maps (as in Lenna's Inception). For instance, in the Oracle games for the gameboy the companion and a small part of the world may change on each new play. The order of the dungeons could be changed a bit randomly, and player choices could affect a bit to the overworld (and the end of the story), or other things like that can be done. Of course, all of this means additional work if we allow the story and maps to have "parallel branches".
#709
General discussion / Re: License Help for beginners
June 13, 2016, 03:25:50 AM
Yes, of course, the creator (or copyright holder) can do whatever he wants with licenses. I was talking from the point of view of other people which are not the creators.

It is hard to know if other people do it correctly or not. Anyway, in previous licenses (GPL v1 and v2, and CC-BY-SA before version 4.0) things were a bit different, so maybe the best way to do it was different, who knows... But that does not matter to us, so forget about that. :P
#710
General discussion / Re: License Help for beginners
June 13, 2016, 12:33:38 AM
More interesting links here.

A compatibility analysis of CC-BY-SA 4.0 and GPL v3:
https://wiki.creativecommons.org/wiki/ShareAlike_compatibility_analysis:_GPL

More about the CC-BY-SA 4.0 compatibility with GPL v3:
https://wiki.creativecommons.org/wiki/ShareAlike_compatibility:_GPLv3
https://creativecommons.org/compatiblelicenses/

In the links above they explain the one-way compatibility mechanism of CC-BY-SA 4.0 with GPLv3, which (as they state) is not for general use.

My conclusion/interpretation of all of that (which could be wrong, so please correct me in that case) is that:
1) CC-BY-SA 4.0 art can be used when creating GPL v3 software (i.e., when a compiled program is created), and it becomes GPL v3 in that process. I think it is not possible to directly change the license from CC-BY-SA 4.0 into GPL v3 unless a compiled software is being created, and the change of license into GPL v3 only is applied to the image as part of the software and not to the original art files (or modifications).
2) There is no way back from GPL v3 into CC-BY-SA 4.0 because this is a one-way process.
#711
It is quite interesting that people think puzzles and battles have similar importance, so the best recipe for dungeons could be to make dungeons to be one half of puzzles and the other half consisting of battles, where battles and puzzles alternate. This is more or less what official Zelda games do, so this pull does not say something new...  :(

In my opinion, a lot of variety of puzzles is needed. Apart from key-door puzzles (or weapon-obstacle puzzles, which are in essence the same), it is cool to find from time to time some intelligent and original puzzles. I don't mean complex or annoying puzzles like a sokoban-like puzzle with too many blocks or things like that (those are quite boring). I mean a bit of innovation, although this is quite hard to do and one needs to be very creative.

I agree with @the_bread that one of the coolest things is when battles and puzzles are mixed, but this is usually done only for dungeon bosses; so maybe adding more number and variety of bosses and minibosses could improve the game (althought that means more work for the art part). Also, it is not good to see that almost always the bosses have to be killed with the weapon of that level (there are some exceptions where you need an item from a previous level or an item that is bought at some shop), which maybe should be changed to give more challenge.

I also agree that the story is very important to keep the player focused on the game, but the exploration seems to be the most important characteristic for a Zelda-like game. IMHO, adding many many mysteries and secrets to the overworld maps is one of the important things that give quality to the exploration part (and they force the completist players to backtrack if they want to find all the secrets and easter eggs). Also, too big and empty maps are usually boring for the exploration, but secrets and mysteries contribute to fill them with more fun.

For those who are bored, this is a funny video comparing OoT and ALTTP, where some gameplay elements are analyzed:
https://www.youtube.com/watch?v=XOC3vixnj_0
#712
I was thinking that if you use hero:set_position(...) with a sensor (instead of hero:teleport(...) or using a teleporter), to change the layer, maybe there is no reset issue for the sword and carried entities.

I cannot test it this week since I am too busy at work.

Edit: another advantage of using sensors is that you do not have width restrictions (due to the non-resizable destinations). So I encourage you to try it. The code for the map script should be something similar to this code (just adapt it to make it work, I am not with my computer so I cannot test it):

local map = ...
function up_sensor_name:on_activated()
  local h = map:get_hero()
  local x, y, layer = h:get_position()
  local sx, sy, slayer = self:get_position()
  if layer == slayer then
    h:set_position(x, y, layer + 1)
  end
end

(and similar code for the sensor that sends you to a lower layer).
#713
I have not tested it, but probably there will not be problems when changing layers with a custom sword or custom carried entities (if an animation fix is used).
#714
Well... to change layer, it can be done by teleporting the hero when some sensor is activated (a normal teleporter works too, but it works better with a sensor since you do not need a destination).
#715
This may be useful for others (especially for kids).

You should explain in a more advanced lesson, step by step, how to make a bridge over a river, where the hero can go above and under the bridge (some people have problems to make this kind of stuff because of the tricky change of layers).
#716
Game art & music / Re: Original art
May 26, 2016, 02:20:43 PM
I will draw the sprite of the deer someday. Our hero may need it. ;D
#717
Game art & music / Re: Original art
May 26, 2016, 12:25:55 AM
@Neovyse: I guess that another of the good things is that the new (and cooler) version of the hero is very close to your drawing (isn't it?  ;D), so all will fit perfectly now).
http://oclero.deviantart.com/art/Heros-chevauchant-un-cerf-380074615

Should I modify all the other animations with your style? or will be you who does it?
#718
Game art & music / Re: Original art
May 25, 2016, 11:25:29 PM
Don't improve the princess yet. I want to improve the leg movement before, so better to wait until then. (I also intend to add all the weapon animations for her, someday.)
#719
Game art & music / Re: Original art
May 25, 2016, 06:43:00 PM
Whenever you modify any sprite, make sure you use the last version, which is the best one. (The one you used is the last one, and all the others in the sample quest are the last versions too, so it is ok.)
#720
Game art & music / Re: Original art
May 25, 2016, 06:03:42 PM
Wow!!! This is awesome!!!! :D
You are right about the colors. I still have a lot to learn...
We should use the improved versions for our projects.

Edit: yes, that yellow line is missing. But just symmetry of the right direction will do it.