Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - GregoryMcGregerson

#16
I was working on this myself but at the time there was no OGG looping. Not sure if that made it into 1.5 yet or not.
#17
I like to think anything is possible with lua. :) I'm sure that a status HUD like in the pictures would work. If you play Mystery of Solarus DX you will see the standard Zelda stuff - health, keys, rupees, etc.

And a game can look like anything you want as long as you have the assets. The only problem right now is that the hero is a set size and you can't make it any larger. Which means no real high resolutions graphics just yet. Unless that changed in 1.4 and I'm unaware of it...
#19
Not sure if this has been asked for in the past but the engine needs to have more options for animated bg tiles. From looking at the files of Zelda games the animations vary quite a bit. Some games have 3 frames others have 4 and one even has 8 frames! The delay on these are also different depending on the game. I've used sprites in the past to get around this but the engine doesn't load the sprite animation unless it's in view which is not always in sync with the rest of the sprites. It's pretty weird. Anyways I think this would be a nice feature to expand on.
#20
Development / Re: [Question] Enemies
April 16, 2015, 04:24:25 AM
I'm not sure why they're not included in the alttp resource pack but you can find them in the Mystery of Solarus DX repository. https://github.com/christopho/zsdx
#21
Development / frames per second technical question
January 27, 2015, 07:12:39 PM
Something I've been wondering for awhile. Does Solarus recognize decimal points in frame delay? For example 16.67ms which is one frame in 60fps. The animation editor does not allow such a number but it can be put into the dat file manually. Does it actually work in-game or is it rounded down to 16? Thanks so much.
#22
Bugs & Feature requests / feature request: OGG looping
January 25, 2015, 11:57:39 AM
I think it would be great if OGG files could loop after playing the intro of a song using the same method as RPG Maker in which metadata tags are used to mark PCM sample points for beginning and ending of loops. Here's an explanation on how this works when creating OGG files for RPG Maker. http://forums.rpgmakerweb.com/index.php?/topic/10987-make-looping-bgm-part-1-ogg-vorbis/
ZDoom also has this feature which is documented here with their source code. http://zdoom.org/Changelog/2424/files

Here's a loopable OGG with proper metadata tags. The engine would need to know how to read the metadata and start the loop at the correct PCM sample point when it hits the loop end tag.
BGM_DUNGEON_CASTLE.ogg

"LOOP_START" & "LOOP_END" would be the preferred tag names for this feature as seen in the attached image.