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Messages - Dianthus

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Development / Re: Action RPG Planning
« on: September 16, 2020, 03:06:12 PM »
wow cool a coding class. I wish i had that when i was in middle school

I personally think solarus is a little much a middle class, unless you keep it really simple. I dont think they can make any complex enemies with actual sprites and stuff? Maybe just make it really simple with basic maps.

I personally create smaller maps than i can combine. Its simpler for planning. Typically 32x32 or 64 areas than i match within a larger map. Though it also depends on how large your objects are. How big is a tree or house on your map? 2x2 or 4x4 blocks?

Your projects / Re: The Legend of Zelda - Tower of the Triforce
« on: September 15, 2020, 09:49:38 AM »
wow that looks cool. I havent even gotten to the programming of my project, hope its simple. how big is your map? my overworld is intended to be 640x576 blocks wide.

Bugs & Feature requests / Bug report in 1.6.4 and feature request
« on: September 10, 2020, 10:24:50 PM »
Hi I have a new bug i think, in 1.6.4, i havent seen before. When i click f11 for full resolution it bugs out like this, where it dont fill out the whole screen vertically even though there is space for it.

Besides that I would really like a zoom out level of 800 %. I use alot of giant maps than could use that extra out zoom level.

ahhh, I can see that now. I am not native in english either :D

I have personally never used more than 0 and 1 layers, which is basically just for when the hero is behind some part of a tree or a house. I use a very top perspective like in link to the past. I am new to solarus too though, I began 5 months ago.

I dont know what you mean with creating pieces of maps and trees, and mountains. Do mean maps or do you mean tilesets of stuff? All the tiles I am making for my game is free to use. If you mean maps i would look at some of the games on solarus download page, you can open them in solarus and look at their maps. Ocean heart have some really good stuff, max is pretty good at creating interesting map areas.

If you want i can upload some of my tilesets, though I am not good a drawing yet. It still looks pretty basic :P

Your projects / Re: The Legend of Zelda - Tower of the Triforce
« on: September 07, 2020, 07:45:53 PM »
I love the progress you have made on your project. I cant wait to play through it, i have already finished most of the games on solarus website. I really like the art style of those screenshots, is it like a shader you use or is it high resolution textures of zalttp?

I would like to update people on the progress of my game too. Maybe i will begin post some pictures of my main map progress or some new tiles i have made. Just sort of weird making a thread when my progress on my game is so little. I am like 10% done with tileset, 5% with mapping and 0% with coding   ::)

Btw. have you considered a wider resolution for you game? mine is 416x240 like max ocean heart, and it works very well with a greater vision and dungeon designs for me.

True, basically areas of 128x128 or 64x128 64x64 blocks. Those sized actually work very well. My games map consist of those sized primarily.

if you use the zelda a link to the past tiles to play with you probably need a bigger resolution than screens of 16:9 blocks. zaltp used trees that are 4x4 and link is more than one block big. I would probably go for resolution of 416:240 then.

question 1: I havent done any sounds work yet, but i thought solarus used .ogg fileformat? Edit: apparently link to a the past used .it files. Never seen that before.

As i can read up on google, you can convert .it sounds  to mp3 files by simply recording the .it files sound, but you cant go the other way around, i cant find a converter that can at least. Why you want it in .it files? .ogg works fine for sounds in solarus. 

question 3: Size of the map depends on alot of things. How big are the characters and objects? In links awakening Link is 1x1 block big, a bush is 1x1, and tree is 2x2. The resolution is 10x8 blocks of 16px, so 160/128px. Minish instead used a link that is like 1.5 blocks tall and trees are 4x4 big and a bigger resolution. How big do you like objects to be? If you want something like links awakening a resolution of 16x9 blocks would be a good for a full screen resolution of 256/144px. That way each area could consist of a 16/9 block area separate by scrollers. That way you get areas like in links awakening, which was what you wanted right?

The map could then be made up of say like 12 by 8 of 16x9 areas.

you really need to spend some time in solarus and trying to build some maps with the tileset for fx zelda link to the past or links  awakening to get a feeling for how big everything is. How big should a house be in your game? 7x5 or 12x8 blocks? i spend a month with solarus before i began with a large map project. I just with programming in Lua. I would begin with basics of solarus before all this stuff.

I have read what you said and i have looked at the files, but i am sort of confused about how I can help you. I dont really catch it from what you wrote.

Development / Re: Outward separator problem with interaction
« on: August 27, 2020, 02:57:55 PM »
Hi Peter, I have considered that, the problem basically is that my map of 640x576 basically is build around mutiple map areas thare not totally square, I for example have a castle town in the middle of the field hub of my map, which adds four L shaped corners, so I need to find some way to do non-square map areas.

Besides with the current progress of my project i wont be finished in like 4-5 years, so lets see if I ever get to actually deal with it  :D

Your projects / Re: Ocean's Heart
« on: August 25, 2020, 03:42:28 PM »
its was/is for the source code of the game on github.

diegopau; I personally stopped caring as much about aspect ratio and getting the game to take up the whole screen as many laptops, screens and smartphones are currently shifting away from the 16:9 aspect ratio anyway. The new Dell XPS 13 and 15 both got 16:10 screens and so does some new lenovo laptops, most androids and iphones are taller aspect ratios now. You cant really please all this different screen formats with a pixel art game.

I dont even know what Max does with a potential android release for ocean heart? Cant get around some black bars on those 21:9 aspect phones  ::)

Your projects / Re: Ocean's Heart
« on: August 25, 2020, 01:13:48 PM »
The download link for ocean heart game page no longer works from:

I was trying to dowmload the newest version and noticed it  :)

Development / Re: Outward separator problem with interaction
« on: August 13, 2020, 12:08:53 PM »
Okay.. So apparently the way the engine thing works is that i can only have a L-shaped outward corner if the hero can not be within the view area of it? I tried adding a 416:240 mountain around the corner so hero cant get in contact with separators and it does solve the problem, as the snap thing the separators course when the hero goes down the other separator cant be on screen.

I guess i need to have a lot of weird mountains on my map i guess xD. I probably need to find another solution of some sort.

Edit: I have given up trying to find some solution for it for now. My guess is when i get to the programming part of my game (I am currrently learning Lua), I will find some solution for it.

Development / Re: Outward separator problem with interaction
« on: August 09, 2020, 02:47:08 PM »
Thx.. I worked alot on my rustic-cartoon style : )

Sry for slow reponse. I am testing some technical stuff regarding doing L-shaped corners. I will be back with a response in a week or two! There should be some way of doing this, cause i have seen 3d games doing this kind of stuff with camera movement.

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