Recent Posts

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71
Game art & music / Re: Snow flakes
« Last post by kabaiakh on July 21, 2022, 12:36:06 AM »
Be reassured, I ain't no ser spammer.
For demonstrating purpose, I made use of CSS to overlay images.

Thank you for your exlpainations, this thread won't rot unanswered.
I'm working on a conversion into something that can be displayed here.
72
Your projects / Re: Minish Cap Maps in Solarus
« Last post by Max on July 20, 2022, 02:07:09 AM »
Looks really cool! Nice work : )

Most people don't post here that often haha, so you're in good company. Almost all Solarus activity is on the discord. Although there's probably some usefulness to having forums, since they work as searchable archives of scripts and stuff that are posted.

I don't think you'll be able to use the tilesets for animated water, if they still are like they were when I last looked at them. You'll probably need to set up new water yourself. Maybe check the Spriter's Resource for tiles? Something I've done at times is looked at Youtube videos of Minish Cap, paused them, and stepped through from by frame (usng the < and > keys) to check each frame of an animation. Maybe you can recreate Minish Cap's tiles that way. Good luck!
73
Game art & music / Re: Snow flakes
« Last post by Max on July 20, 2022, 02:00:47 AM »
Hi! The forum get some suspicious spam posts sometimes and this looks a lot like one! Sorry if it's not.

However, you ought to explain more what your link is pointed to and what you want feedback about.
74
Game art & music / Snow flakes
« Last post by kabaiakh on July 19, 2022, 09:01:21 PM »
Hi.

I've recently finished some work of mine and I thought some of you might be interested in.
AFAIC, I would appreciate feedbacks: understandability and/or prior existence of the technique, optimisations for weight at run time within the Solarus engine, incorrect spelling ...

Enjoy ! ;–)

https://kabaiakh.pagesperso-orange.fr/solarus-vetero/
75
Your projects / Re: Minish Cap Maps in Solarus
« Last post by Dianthus on July 17, 2022, 05:41:03 PM »
Hi guys. Just wanted to post that i am still around and working on the project. I just dont post that often. I am trying to finish minish woods. Still no idea how to do the water. Cant figure out the animations.

76
Game art & music / Re: Legend Of Zelda Link's Awakening tile set
« Last post by suffixdreadful on June 18, 2022, 06:21:33 AM »
The old and aging animatronics are joined by a new cast of characters
77
Development / How to buy items
« Last post by CopperKatana on June 13, 2022, 02:02:59 AM »
Hello, I am trying to program a shop in my game. But I think I'm not quite understanding  how to implement buying things. I watched the official tutorial on Shops and there was a dialog called _shops.question, which says something like:

Price is $v rupees.
$? Buy
$? Don't Buy

And the engine should fill in the item's price in the $v part, and recognize the "Buy/Don't Buy" part as selectable options. While the price of the item is properly displayed in my game, these options are just displayed as text with the $? symbols. The engine does not recognize them as choices.
How can I make it so that these are choices, and how do I control what effect each choice has?
78
General discussion / My new YouTube channel, 100% fangames content
« Last post by Zeldo on June 04, 2022, 09:49:04 AM »
Hello everybody :)

I created a new YouTube channel ! It's ZeldoGames and you'll find some fangames content and my personnal creations on it.
Here's the link to the channel: https://www.youtube.com/channel/UCogiQaYMY_EvxR0TCUsxgbw

The videos are in French but I added English subtitles for you ;)

Thank you :D
79
Hopefully that helps if you haven't already fixed it.  :D

Nope, I never fixed it.  I've been addressing other aspects of the project while waiting for potential feedback/input about this.

Anyway, I've found a workaround that will hopefully do what you want:

Change the line:

Code: [Select]
function jumper_found():to
Code: [Select]
function jumper_found(self, object):
self will be the custom_entity, and object will be the same as your object variable - you won't need to assign it, just delete the 'object = get_facing_entity()' line.

I worked this out from reading the docs on set_can_traverse, it mentions that the function you assign can take 2 parameters, the entity and the one you're colliding with.

Hopefully that helps if you haven't already fixed it.  :D

Thanks for the workaround!  This method seems to be working.  I will know for sure once I start adding other interactions for other entity types using a similar method.
80
Hopefully you've fixed this already, but I've had a look and I'm getting the same problem with get_facing_entity just returning the same entity each time.

I'm just a beginner with Solarus but it definitely looks like a bug?

However, when my custom entity collides with a chest, my function isn't triggering, only jumpers - so that might be a problem with part of your code that isn't shown.

You might want to post the problem with get_facing_entity on the gitlab as an Issue, I don't expect that to happen.

Anyway, I've found a workaround that will hopefully do what you want:

Change the line:

Code: [Select]
function jumper_found():to
Code: [Select]
function jumper_found(self, object):
self will be the custom_entity, and object will be the same as your object variable - you won't need to assign it, just delete the 'object = get_facing_entity()' line.

I worked this out from reading the docs on set_can_traverse, it mentions that the function you assign can take 2 parameters, the entity and the one you're colliding with.

Hopefully that helps if you haven't already fixed it.  :D
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