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11
General discussion / Re: Export game to a specific platform?
« Last post by leon on August 21, 2021, 01:29:23 AM »
hello,

thanks  for  your answer!

So, the .solarus format is kind of rom file? Like the  .smg format for mega drive emulators?
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Your projects / Re: Minish Cap Maps in Solarus
« Last post by Max on August 19, 2021, 04:17:19 AM »
Oops, sorry to double post, I'm just going through all the unanswered posts on the forum backwards and didn't realize the question about the " bugged out texture in the Castor Wild tileset" was the same topic hahaha

The tilesets in this pack look entirely unfinished and kind unusable in their current state. It looks like someone just overlaid a 16x16 grid, and made everything traversable. There's also tons of "tiles" over the transparent, unused parts of the png. I guess if you're using this though, you probably deleted the tilesets and redid them from the source .png file though?

But if you're asking about the pink, I have a guess for what that is. Because that's the exact shade of pink that everyone used to use back in the RPG Maker 2000 days hahahaha.
Back in those days, RPG Maker didn't read transparency in files. So you'd choose one color to be the "transparent" color, and RPG Maker would treat and tiles that contained that color as if that color was transparent. So you'd need to choose a color that wasn't contained anywhere in the actual tiles, because if you used like white for example, any tiles that were white (snow, highlights, etc) would have "holes" where the white was. Or if you used a shade of green, you'd risk parts of your trees going transparent or something. It might have also been limited to 256 colors? Can't remember. But anyway, basically everyone settled on that shade of pink to be used as the transparent color, since it's basically never used in actual tiles. I'm guessing that was carried on out of habit and used as a placeholder for transparency.

But then looking closer, there's all kinds of weird stuff going on. Some of the tiles have like, a pink overlay, or there's some places where water tiles look to have turned grey somehow. So I think in addition to using the pink for a placeholder, there was also some recoloring mistakes. The tilesets also look like they have a bunch of garbage tiles that were leftover from ripping the graphics from the GBA cart. Like all those little boxes in the Hyrule Town tileset. So these were never cleaned up from the initial ripped graphics, and there could have been some problems during that process that corrupted some of the tiles as well.

TL;DR, I'm guessing that the pink in the tileset was used as a placeholder for transparency, or was left from old Minish Cap rips and wasn't removed. And then it looks like when the tiles were ripped it didn't work perfectly, or there were some mistakes when recoloring. But I don't know how you're using these tilesets anyway because as they are in the repo I just downloaded, they totally need to be redone.

Side note, if you are redoing these or want to and could use help, hit me up. Preferably on the discord server so I'll actually see it haha
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General discussion / Re: Export game to a specific platform?
« Last post by Max on August 19, 2021, 03:56:05 AM »
Hi!
There's a lot of different platforms, so there are different methods to do what you probably want.
The simplest method for PC (which I think you're targeting since you said exe) is to use the solarus-run.exe. That exe looks for a folder called data in the same folder the exe is in, or a zipped data folder called whatever with a .solarus extension. You can rename the solarus-run.exe file to something like "MyGame.exe" and it'll run the data for your game.

If you want just one file you can pass along for windows, you'd probably need to create an installer. Clicking that would basically just put the solarus-run.exe and data folder somewhere and create a shortcut, so the same thing just a little obfuscated lol. I don't know how to do that 'cause it's a little complicated. And I've found that using the other setup seems to work just fine for distributing your game. If you want to look at a game I have on itch.io that uses this, you could look at Yarntown:
https://maxatrillionator.itch.io/yarntown
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Your projects / Re: Minish Cap Maps in Solarus
« Last post by Max on August 19, 2021, 03:51:12 AM »
I think Children of Solarus handles that in the main.lua:

Code: [Select]
-- Event called when the player pressed a keyboard key.
function sol.main:on_key_pressed(key, modifiers)

  local handled = false
  if key == "f5" then
    -- F5: change the video mode.
    sol.video.switch_mode()
    handled = true
  elseif key == "f11" or
    (key == "return" and (modifiers.alt or modifiers.control)) then
    -- F11 or Ctrl + return or Alt + Return: switch fullscreen.
    sol.video.set_fullscreen(not sol.video.is_fullscreen())
    handled = true
  elseif key == "f4" and modifiers.alt then
    -- Alt + F4: stop the program.
    sol.main.exit()
    handled = true
  elseif key == "escape" and sol.main.game == nil then
    -- Escape in title screens: stop the program.
    sol.main.exit()
    handled = true
  end

  return handled
end

The specific bit is (edited a little bit to simplify):
Code: [Select]
if key == "f11" then
  sol.video.set_fullscreen(not sol.video.is_fullscreen())
end

Basically, this code defines a function called sol.main.on_key_pressed(x). This is a special function- the engine will call this whenever a keyboard key is pressed, and the engine will pass an argument of which key that was (the function I just wrote has the "x" in the parenthesis, that's a variable which will store the key the engine passes along.) I don't know your familiarity with coding, so this might be overexplaining, but.

So then the code has a conditional: if (something) then (do something else) end
So if x == "f11" (as in, if the argument the engine passed, the key pressed, is the f11 key)
then toggle fullscreen.


By the way, just 'cause I noticed nobody had answered you for like 4 days, if you aren't aware of the Solarus discord server, that's a lot more active than the forums. You'll likely get quicker responses there : )
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General discussion / Export game to a specific platform?
« Last post by leon on August 14, 2021, 09:28:06 PM »
hello,

Is it possible to export game to a especĂ­fic platform?
For instance:  export in the .exe format instead .solarus?
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Your projects / Re: Minish Cap Maps in Solarus
« Last post by Dianthus on August 14, 2021, 09:27:34 AM »
Hi guys.. I am new to coding. I want to add a feature for fullscreen by clicking F11. Its currently not present in Minish Cap Resource Pack. How do i add it in the Lua script? I was looking for the code for it in children of solarus, but cant find it.

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General discussion / Re: mit license files - where to put?
« Last post by oclero on August 06, 2021, 12:00:59 PM »
These files should be at the root folder of your project.
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Your projects / Re: Minish Cap Maps in Solarus
« Last post by PhoenixII54 on August 05, 2021, 11:08:46 PM »
The max number of loadable map elements is purely Lua interpreter limit (confirmed by running the big map through Zerobrane), so unless the team writes a manual map loader from scratch (which is unlikely, as there is not a large demand as the time of writing, bsically there are only you and Adrian, as well as the one who wanted to remake Zelda II, though i can't remember how he manages the map(s?), who make "mega maps" ), or Lua gets more constants memory size in its VM (again, unlikely i fear), you'll have to take that hard limit in account.

That said, in your case, the overworld map of Minish cap is small enough to not be an issue, if i refer to your stats, especially since you will have many tiles larger than just 16*16, which inherently reduces the elts count, so... go! Go! GOOOOOO!
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Your projects / Re: Minish Cap Maps in Solarus
« Last post by Dianthus on August 05, 2021, 08:27:22 AM »
Making regular backups sound like a good idea. I doubt i will get close to that limit though. Minish Cap maps arent that huge! :)

Hyrule Field
2208/16=138 blocks
2448/16=153 blocks

153*138=21114 blocks

I need to place a few hundred destructibles too. But I still far under that 65534 limit  :D

Btw. I got some bugged out texture in the Castor Wild tileset. Am i the only who having this problem? :/


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Your projects / Re: Minish Cap Maps in Solarus
« Last post by brlmnd on August 04, 2021, 07:37:32 PM »
It was me PhoenixII54, do you think the editor will be updated in the next release? To support more elements.
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