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Messages - Spikira

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1
Development / Re: sprites is a directory
« on: February 11, 2022, 02:51:01 AM »

2
Your projects / Re: Ocean's Heart
« on: January 14, 2022, 07:43:19 AM »

3
Development / Re: Hero Run/Dash/Sprint
« on: January 14, 2022, 07:41:24 AM »
Oh, you're making a increase walking speed kinda dash instead? OK. But if you want something akin to rolling in Minish Cap the link is here: https://forum.solarus-games.org/en/index.php/topic,1161.msg6851.html#msg6851

4
Development / Re: Hero Run/Dash/Sprint
« on: January 06, 2022, 05:22:12 AM »
There's a built in run function similar to the Zelda series. Just call 'game:set_ability("run", 1)' to enable running similar to that by holding the Action Button. If you want it on an item or something else, I believe it's 'hero:start_running()'.

5
Bugs & Feature requests / Re: Resizable Streams
« on: November 09, 2021, 04:33:37 AM »
Thanks for the solutions. I'll try resizing through scripts and if that doesn't work, I'll try the custom entity method instead.

6
Bugs & Feature requests / Resizable Streams
« on: November 02, 2021, 11:48:56 AM »
Please add the ability to resize Stream entities, unless there is a way to do it already that I have missed.

7
General discussion / Re: General Lua and game coding advice?
« on: October 25, 2021, 11:57:00 AM »
I found Solarus to be pretty easy to use. The engine handles basic stuff like movement and sprite rendering, so replicating ALTTP will be the easy part.

As for a battle system, I've experimented with making one. Its relatively easy stuff. I recommend reading the API docs though: https://solarus-games.org/doc/latest/index.html

There are also resource packs with built in scripts for dialog and such on the main site: https://solarus-games.org/en/development/resource-packs

Good luck with your Romancing Final Secret to the Past of Evermore Legend project.

8
Its enemy:on_dead(), not enemy:on_killed().

Also, a for loop would be most effective actually.

9
sol.timer.start(map, 500, function()
  if not map:has_entities([enemy_name]) then
    [door_name]:open()
    [chest_name]:set_enabled()
  end
return true
end)


remember to name the entities in the actual map, not just the breed
should be smth like this: enemy_1, enemy_2, etc.

also chest should be set as not enabled whether through script or declared in map file

10
Your projects / Gradius-like Prototype
« on: August 24, 2021, 09:11:55 AM »
I made this prototype for a gradius-like/space shooter. Feel free to use it:
https://drive.google.com/file/d/1RrKfovU9Ka8mflt1m5mImWVlf6nUlSpj/view?usp=sharing

EDIT:
Made a few bugfixes.

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