QuoteFor selecting colors I just sweep through the color selector in roughly a kinda y=-2^x shape, with a bit of hue shifting towards cooler or warmer colors for shadows/highlights.
Sort of like this curve, Max?
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Show posts MenuQuoteFor selecting colors I just sweep through the color selector in roughly a kinda y=-2^x shape, with a bit of hue shifting towards cooler or warmer colors for shadows/highlights.
-- Sample code printing out text for the menu.
function demo_screen:load_resources()
-- Code here...
self.menu_text = sol.text_surface.create({
font = font
})
-- More code here...
end
-- Drawing function for main demo.
-- This function is a sub-function for the main drawing function.
function demo_screen:on_draw_main_demo()
self.surface:clear()
-- Text for select title.
self.menu_text:set_text_key("demo_screen.select")
self.menu_text:draw(self.surface,
box_width / 2 - 24, self.box_position.y + 24)
-- Text for choices.
for i = 1, #self.choices-1 do
self.menu_text:set_text_key(self.choices[i])
self.menu_text:draw(self.surface, self.box_position.x + 24, (i-1) * 24 + 100)
end
-- More code here...
end
-- Main drawing function.
function demo_screen:on_draw(screen)
-- Code here...
self:on_draw_main_demo()
local width, height = screen:get_size()
self.surface:draw(screen, width / 2 - 160, height / 2 - 120)
end
Error: Invalid tile pattern '169: a tile pattern with a diagonal wall must be square
Error: Invalid tile pattern '171: a tile pattern with a diagonal wall must be square
dialog{
id = "beavers.eater.1",
text = [[
$|\[500\].$|\[1000\].$|\[1000\].$|\[1000\]I was hungry.
]]
,
}
QuoteError: In timer callback: [string "scripts/maps/cutscene.lua"]:252: bad argument #2 to start_treasure (integer expected, got function))
function map:cutscene()
-- Some other code here...
.set_direction(hero,0)
.dont_wait_for.hero_animation("walking")
.movement(
{
type = "target",
entity = hero,
properties = {
speed = 80,
target = {124,200},
smooth = true,
ignore_obstacles = true
}
})
.dont_wait_for.hero_animation("stopped")
.wait(500)
.hero_start_treasure("prison_key", 1, "prison_key_get") -- This is where an error is triggered.
.exec(game:set_value("main_story", 2))
-- More code below...