Thanks a lot!
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.
#62
Your projects / Re: Solarus - ZL project
November 16, 2017, 10:48:49 PM
ENEMY:
- An enemy named "horned slime" with one eye from Diarandor's scripts and designs
The zip file contain the slightly modified script. So if there are errors, this is my fault.
sources:
http://forum.solarus-games.org/index.php/topic,707.msg3696.html#msg3696
https://github.com/solarus-games/solarus-sample-quest/tree/dev/data
https://diarandor.deviantart.com/art/Slime-Green-v1-0-598758544
Thanks Diarandor!
- A bloody version for the "enemy_killed" animation
- An enemy named "horned slime" with one eye from Diarandor's scripts and designs
The zip file contain the slightly modified script. So if there are errors, this is my fault.
sources:
http://forum.solarus-games.org/index.php/topic,707.msg3696.html#msg3696
https://github.com/solarus-games/solarus-sample-quest/tree/dev/data
https://diarandor.deviantart.com/art/Slime-Green-v1-0-598758544
Thanks Diarandor!
- A bloody version for the "enemy_killed" animation
#63
Your scripts / Re: Fractals !
November 03, 2017, 07:13:58 PM
Indeed, it is an interesting concept. Thank you for having added images.
I tested the first script; ouch! "time elapsed :95.834s" to display the result.
I tested the first script; ouch! "time elapsed :95.834s" to display the result.
#64
Your scripts / Re: Fractals !
September 19, 2017, 07:43:54 PM
PhoenixII54> Please, could you add two screenshots for these effects?
#65
Game art & music / Re: Ancient Stone Tablets?
September 19, 2017, 07:28:25 PM
It is actually possible but with tenacity.
#66
General discussion / Re: PC Gamer article
September 19, 2017, 07:18:07 PM
I hope there will have no problem with Nintendo reading the comments on PC Gamers. I thought the article was understandable but apparently not for all...
Solarus engine and its editor don't contain Nintendo's resources, so there is no risk normally. Only the fan games contain them. That is why I think it is good to move away from official Zelda world.
Solarus engine and its editor don't contain Nintendo's resources, so there is no risk normally. Only the fan games contain them. That is why I think it is good to move away from official Zelda world.
#67
Development / Re: Multiple ground sprites?
September 04, 2017, 09:49:41 PMQuoteIt will be doable with Solarus 1.6 with the new feature of custom grounds.Trop fort! Merci. Thank you to the team.
#68
Development / Re: Multiple ground sprites?
August 30, 2017, 11:19:26 AM
I am interested in this question. If I understand, you want to know how to have different animations for the hero when he walks on the same kind of grounds in a same map.
#69
Game art & music / Re: Building a Library of Images for Everyone
August 07, 2017, 05:17:03 PM
Good job but these textures are not very easy to use in Solarus. Why don't you make some pixel art textures?
#70
General discussion / Re: What do you prefer for a shield?
July 19, 2017, 12:27:05 AM
I cannot change my vote, is it normal?
#71
Game art & music / Re: Original art
July 16, 2017, 01:15:57 PM
Good job! I can't wait to test this.
#72
Development / Re: How to add an "opening" animation for chests?
June 18, 2017, 01:10:07 PM
Thank you MetalZelda, I did not understand where to put those scripts and I did not realize that there was no need to create an entity from the editor.
Even if I managed to make it work, I found some problems.
Error: In on_interaction: [string "entities/chest/chest.lua"]:44: bad argument #1 to is_open (string expected, got nil))
This one is not a problem.
Even if I managed to make it work, I found some problems.
- If there is no treasure_savegame_variable, then there are these error messages:
Error: In on_interaction: [string "entities/chest/chest.lua"]:44: bad argument #1 to is_open (string expected, got nil))
- If there is a treasure_savegame_variable but no treasure, then there is the following error message
This one is not a problem.
- If there is no delay for "opening" animation in "delay between frames", then nothing happens: no error message, no treasure, "hero:unfreeze()" does not start.
- hero:freeze() and hero:unfreeze() seem not to be necessary.
#73
Bugs & Feature requests / Re: (suggestion) color palettes and palette swapping?
June 14, 2017, 08:14:42 PM
Thanks to the team, it will be a tremendous improvement.
I believe he's talking about a colorful array of donuts, ... apalette pallet of donuts
I believe he's talking about a colorful array of donuts, ... a
#74
Development / Re: How to add an "opening" animation for chests?
May 12, 2017, 11:30:56 AM
Thanks for the time spent. I just needed advice, not a brainstorming.
I would like to use the editor to create the chest normally; maybe it could be disabled and replaced by an entity during the opening and at the end enabled to appear when completely opened. I will try to write a script even I lost my poor level in lua.
I would like to use the editor to create the chest normally; maybe it could be disabled and replaced by an entity during the opening and at the end enabled to appear when completely opened. I will try to write a script even I lost my poor level in lua.
#75
Development / Re: How to add an "opening" animation for chests?
May 07, 2017, 11:09:37 PM
@Zefk > I had already tried to change the number of frames for the "open" animation. Yes, " the chest sprite vanishes with more than one frame."
@MetalZelda > OK, I also think I have to go through custom entity
http://www.solarus-games.org/doc/latest/lua_api_chest.html#lua_api_chest_on_opened is when the chest is already opened. It is above all to choose the treasure.
Thanks for your help!
@MetalZelda > OK, I also think I have to go through custom entity
http://www.solarus-games.org/doc/latest/lua_api_chest.html#lua_api_chest_on_opened is when the chest is already opened. It is above all to choose the treasure.
Thanks for your help!