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21
Bugs & Feature requests / Re: Problem running yarntown
« Last post by Max on August 04, 2021, 07:09:37 PM »
When something like this happens, it's generally an incompatibility with your system, so Dianthus you probably wouldn't be able to replicate it. There's a number of things I know of that might cause a symptom like this.

- Your system doesn't support hardware acceleration.
    - Fix: you'll need to use to Solarus launcher, which has an option to "Force Software Rendering"
- Could be using the 64 bit version when you need to use the 32 bit version
- Need to update graphics drivers perhaps
- Your system doesn't support OpenGL

There could be other causes, but those are the ones I'm aware of.
22
Development / Re: Different HUD
« Last post by Max on August 04, 2021, 06:50:33 PM »
Hi!
Yeah, a HUD with numbers would actually probably be much easier than hearts, haha, and you would write a script for this, just as you already have a script that displays health as hearts. The Solarus engine doesn't display any HUD, all of that is done via game scripts. If you're not really familiar with how scripting in Solarus works and stuff, I'd recommend waiting to change the HUD until once you're more experienced, as that's more abstract than other concepts like map entities.

Here's an example of a bar-style health HUD element, if that's useful:
https://gitlab.com/maxmraz/yarntown/-/blob/master/data/scripts/hud/health_bar.lua
23
Bugs & Feature requests / Re: USB game controller not working correctly.
« Last post by Max on August 04, 2021, 06:45:18 PM »
Hi!
So you could add code like this somewhere in your game where it will run, like the game manager if you're using one, or something like that
Code: [Select]
function game:on_joypad_button_pressed(button)
  print("Pressed button:", button)
end

function game:on_joypad_button_released(button)
  print("Released button:", button)
end

function game:on_joypad_axis_moved(axis, state)
  print("Axis moved:", axis, state)
end

--etc...

See https://www.solarus-games.org/doc/latest/lua_api_game.html#lua_api_game_on_joypad_button_pressed and below events for the details of all joypad inputs.
This will let you see what the engine is seeing- you can compare this to what you're actually pushing, to see if the problem is that the engine is getting the wrong inputs, or if the game is processing them incorrectly.


Also, this is maybe obvious, but your controller could also maybe be broken. You did say it's an old game controller, maybe the most obvious thing is to try a different one and see if the problem is just with the controller.

Also, feel free to post on the Solarus discord, the forums aren't nearly as active : )
24
Your projects / Re: Minish Cap Maps in Solarus
« Last post by PhoenixII54 on August 04, 2021, 09:22:15 AM »
Just a quick warning: big maps can not have more than 65534 elements (tiles and entities) on it (+the base properties, that makes 65535) due to Lua interpreting each entry as a constant (someone had the case on Discord and i had to spit the files into two smaller parts for him to be able to open them again). So be careful, make regular backups (and prefer making muliple smaller maps while still possible).

Otherwise, good luck with your repro, can't wait to see the final result!
25
Your projects / Re: Minish Cap Maps in Solarus
« Last post by Dianthus on August 04, 2021, 08:31:45 AM »
Thx I am gonna try looking it through :)
26
Bugs & Feature requests / Re: Problem running yarntown
« Last post by Dianthus on August 03, 2021, 09:48:38 PM »
Or maybe a screenshot of it? I cant replicate the bug you are talking about :/
27
Your projects / Re: Minish Cap Maps in Solarus
« Last post by brlmnd on August 03, 2021, 08:45:46 PM »
In this archive, I have MC resources, most from the original game. It might help you in the process.

https://www.dropbox.com/s/0utzkxsbzrzj029/MC%20Resources.rar?dl=0
28
Your projects / Re: Minish Cap Maps in Solarus
« Last post by brlmnd on August 03, 2021, 08:31:47 PM »
Awesome work!
29
Your projects / Re: Minish Cap Maps in Solarus
« Last post by Dianthus on August 03, 2021, 01:10:15 PM »
Soon done with Hyrule fields



I am stuck on what do with the water with animations. I struggle to understand how the animations work when comparing Minish Cap ingame and the tileset. Specifically the water edges next to the dirt/grass walls consist of probably two animations, but they dont match any of the tiles in can find.

And I have no idea how to do that grass and, bushes and small trees for now. They are destructibles i figure, with some programmed droprate of rupees, hearts and stuff which i dont know.
30
Bugs & Feature requests / Re: Problem running yarntown
« Last post by Dianthus on August 03, 2021, 01:02:22 PM »
I cant replicate what you are talking about. Do you have a bug report from solarus of some sort? :O
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