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Topics - CopperKatana

#1
Development / How to buy items
June 13, 2022, 02:02:59 AM
Hello, I am trying to program a shop in my game. But I think I'm not quite understanding  how to implement buying things. I watched the official tutorial on Shops and there was a dialog called _shops.question, which says something like:

Price is $v rupees.
$? Buy
$? Don't Buy

And the engine should fill in the item's price in the $v part, and recognize the "Buy/Don't Buy" part as selectable options. While the price of the item is properly displayed in my game, these options are just displayed as text with the $? symbols. The engine does not recognize them as choices.
How can I make it so that these are choices, and how do I control what effect each choice has?
#2
Your projects / Golden Axe Warrior in Solarus
July 27, 2019, 07:12:11 PM
Hello everyone, recently I've changed my name from Blueblue3D to CopperKatana. But that's not what this post is about. I've been working on a recreation of Golden Axe Warrior in the Solarus engine. It's still very basic, and there remains a lot of work to be done before this could be considered a full game. But I've gotten it to the point where it at least looks a lot like the original game, so I want to post it here to get some feedback and gauge interest in this project.

The video I shared at the bottom of this post sums up what I've done and what needs to be done. The enemies don't have anything more than the default behavior, so that's the next thing I'm focusing on.

I've been interested in expanding Solarus fangame resources beyond the Zelda games, so I thought a simple 8-bit Zelda clone would be a good starting point. Someday this could be a full resource pack, but it's still in the very early stages of development. Even if it never gets that far, maybe it will at least get people talking about other Zelda-like games in Solarus, like Secret of Mana, Soleil, or Ys.

Please feel free to critique or suggest anything. You can see it in action here: https://www.youtube.com/watch?v=BfZxwHcxAuI&feature=youtu.be
#3
Hello, I seem to be having a mysterious issue with Solarus. Whenever I die in a game and respawn, my HUD disappears and will not return. That, and anytime my character has low health and it tries to play the low health sound, I get this error:

Error: In timer callback: scripts/hud/hearts.lua:105: attempt to index global 'audio_manager' (a nil value)

What I find very strange is that this is the case for all Solarus games I have on my computer. It isn't just my own game with some messed up script. I'm having the same issues with the Sample Quest and my other projects, but interestingly, not with the Mystery of Solarus dev quest. The sample quest actually has its own issue, which is that when you die and respawn, not only does the HUD disappear, but the music stops too.

Does this sound like an issue anyone might be familiar with? I'm a bit perplexed.
#4
Your scripts / Disable diagonal movement
July 21, 2019, 03:18:35 AM
Hello, I've been working on a Solarus recreation of Golden Axe Warrior from the Sega Master System. In that game, you can only move in four directions, just like in Zelda 1. I don't know of any way to disable diagonal movement or lock movement to four directions natively, so I wrote a script which does it for me.


require("scripts/multi_events")


local game_meta = sol.main.get_metatable("game")

function game_meta:on_command_pressed(command)
  if command == "right" then
    if self:is_command_pressed("up") then
      self:simulate_command_released("up")

    end   
    if self:is_command_pressed("down") then
      self:simulate_command_released("down")   
    end   
  end
 
  if command == "left" then
    if self:is_command_pressed("up") then
      self:simulate_command_released("up")   
    end   
    if self:is_command_pressed("down") then
      self:simulate_command_released("down")   
    end   
  end

  if command == "up" then
    if self:is_command_pressed("left") then
      self:simulate_command_released("left")   
    end   
    if self:is_command_pressed("right") then
      self:simulate_command_released("right")   
    end   
  end
  if command == "down" then
      if self:is_command_pressed("left") then
      self:simulate_command_released("left")   
    end   
    if self:is_command_pressed("right") then
      self:simulate_command_released("right")   
    end   
  end
 
  --Optionally, this disables the spin attack (or anything which would come after a normal attack)
  if command == "attack" then
    self:simulate_command_released("attack")
  end
end


It's not pretty or elegant, but it has held up to my tests thus far and results in a game that plays much more similarly to Zelda 1.
#5
Development / How to configure game window
July 16, 2019, 09:14:06 PM
Hello, I'm trying to do a Solarus recreation of Golden Axe Warrior on the Sega Master System, a Zelda clone that has since been considered a hidden gem of the system.
I am trying to adjust various aspects of the display such that it closely resembles the setup of the original game. You can see my project in Solarus and a screenshot of the original game at the imgur link on the bottom.
In the original game, the map only takes up part of the screen, and the rest of the screen is colored black. I would like to replicate this if possible. What scripts or files should I edit to achieve this?

https://imgur.com/a/bGcLKX6
#6
I'm interested in contributing the community and I think it would be cool to (over a period of time) create a new resource pack for Solarus based on a game other than A Link to the Past. I'm not sure what game might be a good choice, though, so I'd like to hear what people might suggest. Obvious choices are other Zelda games, but I think it would be more interesting for me personally to move outside of the Zelda sphere. Such a game would of course need to have similar gameplay to a Zelda top-down game, but it should also be a game that people would be interested in making fan games out of.