Recent Posts

Pages: 1 ... 8 9 [10]
Bugs & Feature requests / Re: Resizable Streams
« Last post by Max on November 06, 2021, 01:20:57 AM »
Have you tried using
Code: [Select]
From the map script or something? It'd be pretty annoying to use that way, but I'm curious if it'd work.

The other workaround is on of course just placing a bunch of 16x16 streams, I haven't run into any issues with that. What's your use case?
Bugs & Feature requests / Resizable Streams
« Last post by Spikira 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.
General discussion / Re: Why I Can't Change Profile Picture On Steam?
« Last post by Eugeneturner on October 30, 2021, 12:40:50 PM »
Thanks for replying, and I'm sorry for posting here. Again I want to say thanks for your suggestion. I think this is the best process you shared for Changing the Steam profile picture.  But I already solved the problem after searching on Google and found this article like you. There are various processes are mentioned in it. After applying the first process, the issue is fixed.
General discussion / Re: General Lua and game coding advice?
« Last post by Max on October 29, 2021, 04:42:28 PM »
You're probably in a good place if you've done a few years of CS classes, you'll be able to understand the logic of how things work. Lua is pretty straightforward. If you're familiar with Javascript or Python, it's pretty much the same with different syntax.

I'd recommend going through Christopho's tutorials and following along, they're kind of the required reading for Solarus:

There's two playlists. The 1.5 one is older, but I don't really think much of it has become outdated, so if there's something that isn't covered in the 1.6 playlists, the 1.5 ones should probably be fine.
General discussion / Re: Why I Can't Change Profile Picture On Steam?
« Last post by Max on October 29, 2021, 04:32:34 PM »
Hi - welcome. I'm not sure if you're in the forum you think you are, this website is about games developed with the Solarus engine, only one of which is even on Steam haha. But I googled what you asked?:,upload%20a%20new%20profile%20picture.

If that doesn't work, you might try the Steam forums instead.
General discussion / Why I Can't Change Profile Picture On Steam?
« Last post by Eugeneturner on October 29, 2021, 12:07:16 PM »
Hello everyone. How are you? This is my first post in this forum. I am posting this for a need. After several attempts, I am unable to change the profile picture of my Steam accounts! Although, I am not an expert on this matter. Can anyone provide any suggestions? Any help will be appreciated.
General discussion / Re: General Lua and game coding advice?
« Last post by Spikira 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:

There are also resource packs with built in scripts for dialog and such on the main site:

Good luck with your Romancing Final Secret to the Past of Evermore Legend project.
General discussion / General Lua and game coding advice?
« Last post by MysticLord on October 13, 2021, 06:12:00 PM »
I went to a community college for 3 years where I took almost all the CS and CS-adjacent classes, and I work in freelance web/mobile development. I have a bit of romhacking background, but I've never made any games.

Do you have any advice for me to get up to speed with Lua, or game programming in general?

My goal is to build something with elements of Secret of Evermore, ALTTP, Romancing SaGa 3, and Final Fantasy 6. Field navigation/interaction and mob-dodging like the former two, and JRPG-style battles like the latter two. I originally wanted to make a FF6 ripoff, but there's nothing to do outside of battle so it puts me to sleep.
Its enemy:on_dead(), not enemy:on_killed().

Also, a for loop would be most effective actually.
Development / Re: how do you activate a function when all the enemies on a map are killed
« Last post by Max on October 07, 2021, 04:57:30 PM »
You can also define the function that's called when enemies are killed. Assuming the enemies are named "chest_enemy_1", "chest_enemy_2", etc, then

Code: [Select]
function chest_enemy_1:on_killed()
  if not map:has_entities("chest_enemy") then

You'll have to define that for all the chest enemies since you don't know which will be killed first. You can copy the code, or use a for loop, if you know those. Like

Code: [Select]
for x in map:get_entities("chest_enemy") do
  function x:on_killed()
    --check if other enemies exist

I don't remember offhand if the function should be on_killed or on_dead, so check the API docs
Pages: 1 ... 8 9 [10]