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Your projects / Re: Minish Cap Maps in Solarus
« Last post by Dianthus on August 21, 2021, 04:51:27 PM »
Ups, yeah i didnt mean to upload that house tile from KingMob, i was testing stuff on how to do layers and walls on houses. I didnt see I forgot it in the hyrule field tileset. I just tried to remove it, but my pull request dont seem to work now? I cant upload new files  ???

The tiles seemed somewhat useable, but yeah i can see the water animations are totally broken. Gonna try to figure out how it all matches up together, though i cant find anything that resemples an order. Lots of tiles are also missing in the hyrule town all the scultures on top of house where not there.
Your projects / Re: Minish Cap Maps in Solarus
« Last post by Max on August 21, 2021, 04:27:46 PM »
The new stuff looks good! I'm glad you're already planning a 5+ year timeframe, since this is a very big project indeed : )

So I mean, I certainly won't make you start over and use different tilesets haha, but the "tilesets" in the Minish Cap resource pack were totally unfinished, and I'm guessing they were not meant to be used until someone deleted the "tiles" that were present and made new ones. But if you've made changes and consider them usable to your standards, then go ahead! However, I will say that if the tilesets were set up properly, I would not expect it to take very long to re-create Minish Cap's Hyrule Field. Maybe a couple weeks if you just spend a few evenings on the project?

With the tilesets as they are, I do not see any way to get the water to animate. For one thing, I can't tell if there even are animation frames in these tilesets. Second, to have animated tiles in Solarus tilesets, each frame of the animation needs to be adjacent to the other frames.

For example, in the attached image, the frames for the cliff are next to each other vertically, that's how the animation is laid out. The little wave is animated horizontally.

If you can find all the frames of animation for Minish Cap water, then you'll have to arrange them in rows or columns like this, then set up the animations. You'll have to find all the animation frames yourself (I don't think they're all in the "tilesets" in the resource pack), then arrange them properly, then set up the animations in the tileset editor.

Good luck reaching King Mob! I don't think anyone's ever been able to. As a side note, I don't think we should have his tiles in the tileset, as they're not really the same as using Nintendo tiles, it's weird for Solarus to be providing them on their website (I don't think it was done intentionally).
General discussion / Re: Export game to a specific platform?
« Last post by Max on August 21, 2021, 04:11:56 PM »
I'm not super familiar with Mega Drive but I think so, yeah!

The Solarus launcher will display and allow you to launch and play various .solarus files, so maybe thinking of it like a rom file isn't too far off : )

Except secretly, it's just a compressed file with everything unencrypted, and it's easy to get inside and see what's going on haha
Your projects / Re: Minish Cap Maps in Solarus
« Last post by Dianthus on August 21, 2021, 01:14:58 PM »
Sry for long response back Max. You wrote alot so i struggled with what to do respond.

No I have not made any new tilesets i just worked directly from what i downloaded and began editting the tiles and added missing ones if neeeded. I hope that is not a problem, i am soon done with hyrule fields and hope i dont want to start over   :o

Thx for the code for fullscreen. I didnt even know that could be in the main file. I havent looked there at all.

I need help though with getting the water animation to work i have no idea how it works based on the tiles in the resourse pack. I can probably fix the pink stuff myself, i can find the tiles through other .png files online and fix it gradually. Interesting reason why its pink, i thought it was just a glitch of some sort  :)

The project have changed abit though. I decided to do a Minish Cap DX project instead, where i add two need dungeons to the game and new areas. Basically i add new areas south of the map.

Here is some of the new areas on the map down south of hyrule:

To the left i add a desert area and dungeon, and down the river i add a waterfall and water dungeon.

So its a much larger project now consisting of remaking old areas and adding new stuff, though i got time. I am using tiles from four swords and hopefully i can get permission from KingMob to use some of his unique tiles and the Echoes of Aurelia guys. This is intended to be my large project i can work in the next 5+ years in the community  :P.
General discussion / Re: mit license files - where to put?
« Last post by leon on August 21, 2021, 01:30:50 AM »

Thank you, one of video lessons explain tha.... sort of... but now I understand!

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

thanks  for  your answer!

So, the .solarus format is kind of rom file? Like the  .smg format for mega drive emulators?
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
General discussion / Re: Export game to a specific platform?
« Last post by Max on August 19, 2021, 03:56:05 AM »
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 that uses this, you could look at Yarntown:
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.
    handled = true
  elseif key == "f11" or
    (key == "return" and (modifiers.alt or modifiers.control)) then
    -- F11 or Ctrl + return or Alt + Return: switch fullscreen.
    handled = true
  elseif key == "f4" and modifiers.alt then
    -- Alt + F4: stop the program.
    handled = true
  elseif key == "escape" and == nil then
    -- Escape in title screens: stop the program.
    handled = true

  return handled

The specific bit is (edited a little bit to simplify):
Code: [Select]
if key == "f11" then

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 : )
General discussion / Export game to a specific platform?
« Last post by leon on August 14, 2021, 09:28:06 PM »

Is it possible to export game to a especĂ­fic platform?
For instance:  export in the .exe format instead .solarus?
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