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Zelda: A Link to the Past resource pack updated

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The Solarus resource pack of Legend of Zelda: A Link to the Past is regularly updated even if I don’t always annouce it. Lots of elements are still missing (most importantly, enemies!) but every update improves it step by step!

Today I just added a lot of non-playing character sprites. There are now more than 50 NPC sprites available! I believe we now have most character sprites from Legend of Zelda: A Link to the Past.

I use this resource pack a lot in my Solarus video tutorials. If you did not know yet, I made a brand new tutorial playlist because the old one was a bit outdated. The new tutorial playlist is updated every Saturday with two videos!

Follow me on Twitter (@ChristophoZS) to know about new tutorials and get more news about Solarus. Feel free to ask on the Solarus forums if you have any question when updating your quest or following a tutorial!

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Git repositories ownership change

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https://github.com/solarus-games

Previously, the Git repositories were owned by christopho, our team leader. Please note that now, they have been transfered to solarus-games official Github account. Update your links according to the new adresse if needed.

 

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Bugfix release 1.5.2 and improved sample quest!

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A new bugfix release of Solarus, Solarus Quest Editor and of the Sample Quest was just published!

A few annoying bugs were fixed.

Additionally, we added a lot of content to the official Sample Quest, including enemies, NPCs, musics and sounds (thanks Diarandor!). And there is also now an experimental clickable HUD (thanks Vlag!). The sample quest can now be playable without keyboard.

Finally, Solarus Quest Editor and the Solarus launcher GUI are now available in Spanish (thanks Diarandor)!

Changes in Solarus 1.5.1

  • Launcher: add Spanish translation (thanks Diarandor!).
  • Launcher: start the selected quest with Return or double-click (#949).
  • Launcher: fix registering quest at quest install time (#948).
  • Fix crash when a carried bomb explodes (#953).
  • Fix crash when a scrolling teletransporter is incorrectly placed (#977).
  • Fix crash when an entity has a wrong savegame variable type (#1008).
  • Fix memory leak when creating lots of surfaces (#962).
  • Fix cleanup of the quest files at exit.
  • Fix error in sol.main.load_settings() when the file does not exist.
  • Fix ground ignored after hero:unfreeze() or back to solid ground (#827).
  • Fix entity:get_name() returning nil after the entity is removed (#954).
  • Improve error messages of surface creations and conversions.
  • Chests: set an initial value “entities/chest” to the sprite field.

Changes in Solarus Quest Editor 1.5.1

  • Add Spanish translation (thanks Diarandor!).
  • Update maps when renaming musics, enemies and custom entities (#222).
  • Fix resizing the console when a sprite editor is open (#215).
  • Fix quest reopened even if it was closed in previous session (#220).
  • Fix renaming .it and .spc musics.
  • Fix typos in the dialogs and strings editors (#231).
  • Fix typo in French translation (#240).
  • Map editor: fix update teletransporters checkbox in tile edit dialog (#221).
  • Map editor: fix setting destructible objects non liftable (#247).
  • Map editor: save all only if necessary when renaming a destination (#219).
  • Map editor: fix tileset view scrollbar position lost sometimes (#229).
  • Map editor: fix escape accepting resize/move instead of cancelling it (#217).
  • Tileset editor: fix selected pattern view after refreshing the image (#218).
  • Text editor: fix freeze when indenting selected lines sometimes.
  • Text editor: don’t indent empty lines.
  • Initial quest: put the solarus logo script in scripts/menus/ (#216).
  • Initial quest: fix wrong hero sprite after game-over.

Changes in Solarus Sample Quest 1.5.1

The official sample quest is growing bigger, it now deserves its own git repository.

  • Add enemies, NPCs, musics and sounds (thanks Diarandor!).
  • Add a clickable HUD (thanks Vlag!).
  • Put the solarus logo script in scripts/menus/.
  • Fix wrong hero sprite after game-over.

Enjoy!

Update: Solarus Quest Editor was updated to a new version 1.5.2 to fix an annoying issue of nested folders created when you attempt to create a new quest inside the initial quest itself.

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Solarus official Gitter

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We created an official Gitter chat for things about Solarus. For the moment, there is only one room, the default one. Gitter is a popular chat whose benefit is being tighly linked to Github, and where you can write directly in markdown. If necessary, we will create more rooms for each projects.

Solarus official Gitter

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Zelda Mercuris Chess is out !

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The incredible just happened.

Today we are able to offer you, and waaaaaay before the announced release date of 2023, the final version of our new Zelda game: Mercuris Chess !

This is not without some emotion and proudness that we give you the opportunity to download our creation from now.

 

 

Download Zelda Mercuris Chess (full game)

Caution:
French only, Windows only (for the moment)

This ultimate version was made with long development nights, intense mapping, lots of coffee and Schoko-bons. We hope that you will enjoy this new 2D adventure which will make you travel through marvelous lands, wander complex dungeons and perhaps evoke some memories.

Some of you may have guessed that a release was close, since Christopho published regularly screenshots of the game on his Twitter account since the begining of the year. Tell us, if you were right !

Don’t hesitate to give us your appreciation in the comments or on the forum about this new adventure that closes years and years of work and passion.

Last but not least, we have to pay hommage to the whole Solarus Team who worked relentlessly on this crazy project. We can be proud of what we accomplished, guys ! Thank you all for the Game Jam memories, and congratulations for finishing this project.

See you and have fun !

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Situation Review for Solarus projects

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This summer, the Solarus Team has been working hard on multiple projects in parallel. On the French website, The Legend of Zelda: Mercuris’ Chest is the one we talk the most, although screenshots are rarer these days. However, this is not the only project that makes progess currently. It is now the time to unravel what we want to achieve in the near future. You might follow Chris on his Twitter account or Youtube streamings. If so, you already know some news.

The Legend of Zelda: Mercuris’ Chest

This is Solarus Team’s flagship. It is an ambitious project, with a deep story, a huge overworld and lots of dungeons. The story is written, the mapping is progressing. Newlink created a lot of new sprites and tiles for this project, including a custom Link. Here is a screenshot of a very important village in the game, but we can’t tell you more!

The Legend of Zelda: Oni-Link Begins Solarus Edition

Following Return of the Hylian Solarus Edition, this is the remake of Vincent Jouillat’s second game. Lately, we have progressed a lot on this remake, during live-streaming nights. We can estimate that 40% is done. Although all the enemy sprites, NPC sprites, and Oni-Link sprites are done, there is still a lot of mapping to do. We had the secret hope of releasing it on August 12th (Vincent’s games birthdays) but we choose to not rush it and take time, without giving up the other projects.

The Legend of Zelda: Link’s Awakening – A Link to the Dream

It is a remake of Link’s Awakening in A Link to the Past graphical style. This project was stopped a few years ago, but since a few weeks a born again from its ashes. It looks very promising.

This is Binbin’s project (Zeldaforce webmaster). He is almost a member of the Solarus Team, actually he is the author of our French speaking website, so we can say he’s in the team! The Solarus Team is helping him to get this project done as soon as possible.

You will find more information (French-speaking) on his website.

Children of Solarus

For once, let’s take a break from The Legend of Zelda series, and let’s take a look at what is our security belt against obvious copyright issues. As you may know, using A Link to the Past assets is not allowed, neither making and distributing your own The Legend of Zelda game. So Diarandor works hard to create 100% free assets (Creative Commons): graphics and sound/music, without any reference to The Legend of Zelda series. The result is Children of Solarus, a 100% free and open-source version of Mystery of Solarus DX.

This screenshot is not from the game, but from a test project used by Diarandor to develop graphics and scripts. The game will have several changes and enhancements from Mystery of Solarus DX. Diarandor is currently working on the outside overworld tileset. As soon as this is ready for mapping, Chris will begin making the maps and will live-stream it.

Solarus Quest Editor

Solarus Quest Editor Logo

If you see more and more projects using Solarus, that is because each Solarus iteration brings a lot of new features, and Solarus Quest Editor becomes easier and easier to use. We are working on the next Solarus version (Solarus 1.6), whose main new feature will be a functionality that mappers dream of: autotiles! This functionality enabled automatic generation of walls around a room, for example. RPG Maker users should already know this feature well.

The goal is to make dungeon creation very easy: just draw the ground, and corresponding borders and walls are automatically added.

A new Solarus website and tutorial

As you might have seen, this current website is a bit bulky and old. Moreover, the written tutorials (originally made by Renkineko) are also old and sometimes deprecated. We want to give Solarus a more professional looking website. The wiki will be dropped, in favor of a Grav-like tutorial, made with Grav, just like the new website. The benefit of using Grav over WordPress is easy versioning of pages, because it is based on a markdown file-system instead of a database.

English translation for XD 2: Mercuris Chess

On April 1st, we released the sequel to MoS XD. However, it is still only available in French. In order to translate it to other languages, we need English first. It’ll be a tough task because a lot of jokes are references to French pop culture (cult movies for instance). There are lots of dialogs by funny NPCs all around the overworld. If you can help us, don’t hesitate! Come over chat with us on Gitter.

 

And… that’s all for today!

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Solarus Press Kit

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As you may have noticed, Solarus recently got some spotlight thanks to several websites. PC Gamer made a interview of Christopho and talked about Solarus in a really good article.

Since several websites may want to talk about Solarus, we made a press kit so it’s easy for them to gather logos, Editor screenshots and more. It’s here.

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Children of Solarus (1st fortnightly screenshot)

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The Solarus Team is gonna show you the progress on our first 100% original free game, Children of Solarus, with a new screenshot each two weeks. The mapping is still a bit experimental, so that in the final game there may be many changes, improvements and surprises with respect to what you see in our images. [Warning! Spoilers ahead!] This is the first screenshot, showing a secret dungeon, hidden (or not so hidden?) close to the village:

We have been working on improved weapons, like a new scripted shield that can be used directly (like the shield in Link’s Awakening or Minish Cap). The image shows the first shield of the game, the wooden shield, carried by our legendary hero Eldran. Stay tuned for more forthcoming news!

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Children of Solarus (2nd fortnightly screenshot)

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Ahoy there! The Solarus Team has a second screenshot for you, from the project Children of Solarus. This time we show some houses of the village. Yup, those annoying birds that you can see in the image are cluckos! (As you may have guessed, cluckos will play a similar role in our games as cuccos do in Zelda games, although cluckos will be cooler and more stupid.) This small village is still under construction by the team, and more details will be added eventually, including the maps inside of houses. More incoming news for you in two weeks!

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Special screenshot: sample map of house tileset

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Greetings, fellows! Today we have a special screenshot which shows a sample map made with our new inner house tileset. Similar house maps will appear in our project Children of Solarus. This new tileset, still under development, includes many color variants for walls, tables, chairs, skulls, and other random and useless stuff!!! Stay tuned for incoming news.

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Children of Solarus (3rd fortnightly screenshot)

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Ahoy there! Today, our new screenshot of the project Children of Solarus shows a delightful house, and a very suspicious clucko wandering around (who would not want to kill it???!!!). Stay tuned for a new screenshot in two weeks!

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Children of Solarus (4th fortnightly screenshot)

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Ahoy there again! Today we have our worst screenshot until now of the project Children of Solarus. But do not worry, because the next ones may have tasty surprises! 😀

Our screenshot shows Eldran jumping with the new custom jump, which is much better than the built-in jump used in MoS-DX. Some annoying pink flowers and a mysterious wooden house can be seen.

Challenge: Can you guess what is written in the signpost in morse code? 🙂

We are coming back in 2 weeks with more news. Stay tuned!

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Children of Solarus (5th fortnightly screenshot)

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Ahoy there! In this colorful screenshot of the project “Children of Solarus” we show part of the castle, still unfinished and yet splendid. 😀

Stay tuned for the next screenshot in two weeks!

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English release for Zelda XD2: Mercuris Chess

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Who said it was too late? It’s never too late!

Exactly one year after the original release of the sequel to our first parodic game, we are proud to finally offer an to the English speakers the opportunity to play our game in an all-English version. The translation wasn’t easy : the original French release contains multiple references to French-speaking culture (Comic groups Les Nuls, Les Inconnus, cult movies like Cité de la peur and OSS 117 à Rio, and of course the beloved cult TV show Kaamelott).

As a direct sequel (the story begins only months after the first episode), the overworld is expanded, the story is extended and the funny tone is kept, if not bettered!

Click here to download the game

The game is longer than the first episode: it has 2 dungeons, and lots of side-quests and secrets everywhere, and also features silly PNJs all around the overworld. Be sure to speak to every one to not miss a joke! The estimated game duration is 7-12h of playing.

We hope that you will enjoy our little game. Have fun!

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Children of Solarus (6th screenshot)

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Ahoy there! Here you have our 6th screenshot of the project Children of Solarus, which shows part of the castle map. From now on, we will post only 1 screenshot per month. Stay tuned for more incoming news!

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Solarus has moved to Gitlab

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With the recent purchase of Github by Microsoft, the Solarus Team has decided to leave Github. We choose its alternative Gitlab, which we already know because we used it to secretly develop our last mini-game Mercuris Chess, in April last year.

All the projects are still on Github for the moment, but in a read-only state. If you want to contribute, the code is now here on Gitlab : https://gitlab.com/solarus-games.

Be sure nothing will change, since Gitlab is almost identical. Development will work exactly as before.

See you soon!

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Solarus Chat has moved to Discord

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We were previously using Gitter to chat. However, it has multiple issues so we decided to move to Discord. You can now join the server to chat with us, ask questions, and help development.

 

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Solarus 1.6 released

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Merry Christmas everyone!

Today, we are proud to announce the release of Solarus 1.6! This release is even bigger than the previous one, seriously. This has been possible thanks to many talented and devoted people who have joined the team.

Here are the big features in Solarus 1.6:

  • OpenGL backend and support for GLSL shaders (by Stdgregwar and Vlag)
  • Support for external script editor of your choice. Zerobrane integration: autocompletion, debug breakpoints, stack inspection (by Stdgregwar)
  • Multiple improvements in map editor, including the much-requested contour generator, tile replacement and support for multiple tilesets
  • Multiple improvements in tileset editor, including multiple selection, custom frame count for animated tile patterns
  • Multiple improvements in sprite editor
  • Data import from other quests
  • Beautiful new free tilesets (Zoria by DragonDePlatino, Ocean’s Heart by Max Mraz)
  • Free pixel fonts (by Wekhter)
  • Custom hero states in Lua to allow advanced customization of the hero
  • Tons of new features in the Lua API

Last but not least: Solarus 1.6 is fully compatible with Solarus 1.5 quests. You have no work to do to upgrade your project to Solarus 1.6.

Let’s discover everything in action in this trailer!

Changelog

You want to know the whole list of new features and bugfixes? I assume you have a lot of time. Ready?

Changes in Solarus 1.6

Engine changes

  • Solarus 1.5 quests are still supported by Solarus 1.6.
  • Add support of OpenGL shaders (#394) by stdgregwar, Vlag and Christopho.
  • Improve the performance of loading images.
  • Maps can now use multiple tilesets (#1174).
  • Animated tile patterns can now have any frame number and delay (#683).
  • Fix crash when using coroutines (#1269) by stdgregwar.
  • Treasure dialogs are now optional (#1076).
  • Allow entities to have a non-multiple of 8 size (#1294).
  • Don’t center the hero on non-blocking streams (#1063).
  • Allow pickables to follow streams (#1139).
  • Blocks can now be moved multiple times (#967).
  • Fix enemies unable to move on non-blocking streams.
  • Fix streams stopping when using the sword several times.
  • Fix non-blocking stream turns after going south (#648).
  • Fix stairs activating when the hero is not exactly aligned.
  • Fix sol.timer.start() not detecting invalid context parameter.
  • Fix timer:set_suspended_with_map() for entity timers (#1158, #1236).
  • Fix random movement giving the same path for all entities on Mac (#1083).
  • Fix circle_movement:get_direction4() not working (#1163).
  • Fix precision issue with circle_movement angular speed (#1116).
  • Fix path_movement:get_path() and pixel_movement:get_trajectory() (#1136).
  • Fix straight_movement:set_max_distance() incorrect on tables (#1075).
  • Fix straight_movement:set_speed() not handling errors correctly.
  • Fix possible crash when reloading very old savegame files (#1064).
  • Fix crash when loading a map with tiles whose pattern does not exist (#1299).
  • Fix crash when a sprite PNG file is missing.
  • Fix crash when calling entity:test_obstacles() on an unloaded map.
  • Fix crash when opening a chest with a missing treasure dialog (#1089).
  • Fix crash when scrolling to the same map (#924) by stdgregwar.
  • Fix crash when scrolling to an invalid layer (#1015).
  • Fix entity:get_ground_below() from map:on_started() after scrolling (#925).
  • Fix crash when calling map:get_hero() after the map is finished (#1228).
  • Fix hero:on_movement_changed() not called (#1095).
  • Fix hero shield sprite directions in animation sword (#1185).
  • Fix facing entity randomly chosen when the hero faces multiple ones (#1042).
  • Fix disabling teletransporters during their on_activated() event (#1266).
  • Fix blocks not falling into water or lava (#1214).
  • Fix enemy:on_restarted() called twice (#1179).
  • Fix removed entity still drawn during scrolling transition (#1193).
  • Fix item:on_ability_used() not called for sword knowledge ability (#1171).
  • Fix sprite parameters order in custom entity collision callback (#1162).
  • Fix sol.file.exists() returning false for directories.
  • Fix scripts failing to load if a directory exists with the same name (#1100).
  • Fix mouse API not working when the mouse is outside the window (#1018).
  • Fix joypad deadzone issue (#672) by strycore.
  • Fix compilation error with Clang 3.9 in SNES_SPC.
  • Fix possible compilation error when HAVE_UNISTD_H has no value (#1084).
  • Fix loading quests in non UTF-8 filesystems.
  • Add support of .otf fonts.
  • Improve Lua error messages.
  • CLI can accept an archive’s path as argument.
  • Replaced SDL renderer by a custom GL backend, by stdgregwar.

Lua API changes

This release adds new features and deprecates a few ones but does not introduce any incompatibility.

New features

  • Add a shader API.
  • Add a custom hero state API.
  • Add an event sol.video:on_draw(screen) to draw to the scaled screen (#1216).
  • Add a function sol.main.get_quest_version() (#1058) by Nate-Devv.
  • Add a function sol.main.get_game() (#1212).
  • Add functions to get and set the resource elements (#959, #630).
  • Add methods game:simulate_key_pressed/released() by Vlag (#1034).
  • Add abilities push, grab and pull to game:get/set_ability() (#788).
  • Add a method item:is_being_used() by alexander-b (#879).
  • Add methods entity:set_size() to all entities (#121, #528).
  • Add methods entity:set_origin() to all entities.
  • Add methods entity:create/remove_sprite() to all entities (#852).
  • Add methods entity:is/set_drawn_in_y_order() to all entities (#1098, #1173).
  • Add methods entity:get/set_weight() to all entities to lift them (#1227).
  • Add methods entity:get_property() and entity:set_property() (#1094).
  • Add methods entity:get_properties() and entity:set_properties() (#1144).
  • Add methods entity:get_layer() and entity:set_layer().
  • Add a method entity:get_controlling_stream() (#1204).
  • Add optional sprite parameters to entity:overlaps() (#1159).
  • Add methods entity:get/set_draw_override() (#1260).
  • Add events entity:on_pre/post_draw(camera) to all entities (#1260).
  • Add parameter camera to event entity:on_pre/post_draw() (#1260).
  • Add events entity:on_enabled/disabled() to all entities (#898).
  • Add event entity:on_suspended() to all entities (#1261).
  • Add a method hero:get_carried_object().
  • Add a method hero:start_grabbing() (#1303).
  • Add a method hero:start_attack_loading() (#1291).
  • Add an event hero:on_state_changing() (#1247).
  • Add an event camera:on_state_changing().
  • Add a method camera:get_surface() (#1265).
  • Add an event camera:on_state_changing().
  • Add methods dynamic_tile:get/set_tileset() (#1175).
  • Add methods door:open(), door:close() and door:set_open() (#1007).
  • Add methods stairs:get_direction() and stairs:is_inner() (#1037).
  • destructible:on_lifting() now gives a carried object parameter.
  • Add method carried_object:get_carrier().
  • Add methods carried_object:get/set_damage_on_enemies().
  • Add methods carried_object:get/set_destruction_sound().
  • Add events carried_object:on_lifted/thrown/breaking() (#1233).
  • Add property max_moves in map:create_block() replacing maximum_moves (#967).
  • Add methods block:get/set_max_moves() replacing block:get/set_maximum_moves().
  • Add optional callback parameter to enemy:set_attack_consequence() (#1062).
  • Add method enemy:is_immobilized() (#1092).
  • Add methods enemy:get/set_attacking_collision_mode() (#1066).
  • Add methods enemy:get/set_dying_sprite_id() (#955).
  • Add methods custom_entity:is/set_tiled() (#1105).
  • Add methods custom_entity:get/set_follow_streams() (#1221).
  • Add methods drawable:get/set_rotation() and get/set_scaling() by stdgregwar.
  • Add methods get/set_opacity() to sprite and text_surface (#702) by stdgregwar.
  • Add methods sprite:is_animation_started() and sprite:stop_animation() (#1264).
  • Add a method sprite:get_frame_src_xy() (#1093).
  • Add a method sprite:get_ignore_suspend().
  • sprite:get_num_frames() can now optionally take an animation and direction.
  • sprite:get_frame_delay() can now optionally take an animation.
  • sprite:get_size() can now optionally take an animation and direction.
  • sprite:get_origin() can now optionally take an animation and direction.
  • Add a method surface:get_pixels() (#452).
  • Add a method surface:set_pixels() (#466) by stdgregwar.
  • Add methods surface:gl_bind_as_target/texture() by stdgregwar.
  • Add method movement:is_suspended().
  • Add methods movement:get/set_ignore_suspend() (#858).
  • Add method get_angle() to more movement types (#1122) by stdgregwar.
  • Add method circle_movement:get_center() (#1091).
  • Add methods circle_movement:get/set_angle_from_center() in radians (#1116).
  • Add methods circle_movement:get/set_angular_speed() in radians (#1116).
  • Add methods sol.menu.bring_to_front/back() (#1107).
  • Repeated timers can now change their next delay by returning a number (#983).
  • Automatically set the language when there is only one in the quest (#1006).
  • Add functions sol.file.is_dir() and sol.file.list_dir() (#971).
  • Add finger functions to sol.input and finger events by Vlag.
  • Add methods get/set_color_modulation() by stdgregwar.
  • Add function sol.text_surface.get_predicted_size() by stdgregwar.

Deprecated functions

  • Built-in video mode functions: use shaders instead.
  • Property maximum_moves of map:create_block(): use max_moves instead.
  • block:get/set_maximum_moves(): use get/set_max_moves() instead.
  • Angles in degrees in circle movement: use functions with radians instead.

Data files format changes

  • Maps: add support of custom properties for entities (#1094).
  • Maps: add property enabled_at_start to all entities (#1101).
  • Maps: add property tileset to tiles and dynamic tiles (#1174).
  • Maps: add property max_moves to blocks to allow multiple limited moves (#967).
  • Maps: property maximum_moves of blocks is now deprecated and optional (#967).
  • Maps: add properties origin_x, origin_y to custom entities.
  • Maps: add property tiled to custom entities (#1105).
  • Tilesets: add support of border sets (autotiles) (#1069).
  • Tilesets: add support of custom frame number and delay (#683).
  • Make the tileset entities image optional (#884).

Changes in Solarus Quest Editor 1.6.0

Solarus Quest Editor Logo

  • Allow to import files from other quests (#4).
  • Quest tree: show all .png and .dat files (#260).
  • Quest tree: show all language files, map files and tileset files.
  • Quest tree: allow to set the author and license information of files.
  • Quest tree: automatically select the currently open file (#336).
  • Quest tree: allow to update sprites when renaming a .png file (#420).
  • Quest tree: allow to open folders with the system explorer (#316).
  • Quest tree: allow to select multiple files.
  • Quest tree: allow to delete multiple files and directories (#354).
  • Allow to view PNG files (#335).
  • Map/tileset editor: allow to generate borders automatically (autotiles).
  • Map editor: add support of custom properties for entities by Maxs (#327).
  • Map editor: allow to use multiple tilesets in the same map.
  • Map editor: allow to change the pattern of existing tiles (#280).
  • Map editor: allow to change the pattern of all similar tiles at once (#329).
  • Map editor: allow to change the origin of custom entities.
  • Map editor: allow to initially enable or disable any entity.
  • Map editor: allow to export the view as a PNG file (#81).
  • Map editor: allow to lock layers (#94).
  • Map editor: show the layer under the cursor in the status bar (#91).
  • Map editor: add shortcuts to show/hide negative layers too.
  • Map editor: keep the selection after adding entities with ctrl or shift.
  • Map editor: add a shortcut to open the tileset by Akadream (#241).
  • Map editor: don’t reload the tileset if it is already open elsewhere (#350).
  • Map editor: automatically reload the tileset when it has changed (#362, #375).
  • Tileset editor: allow to change the frame number and delay of patterns.
  • Tileset editor: allow to duplicate tile patterns (#188).
  • Tileset editor: allow to move several patterns at once (#171).
  • Sprite editor: allow to reorder directions by Maxs (#144).
  • Sprite editor: allow to change the frame number graphically by Maxs (#147).
  • Sprite editor: the default origin is now 8,13 as usual in Solarus (#307).
  • Sprite editor: fix precision issues when creating or moving directions.
  • Sprite editor: fix scrollbars reset when adding directions by Maxs (#277).
  • Dialog editor: show the line and column number.
  • Script editor: allow a replace option to the find dialog by Akadream (#3).
  • Allow to select map/tileset/sprite/etc. ids to copy-paste them (#170).
  • Lua console: provide variables game, map, entities and function tp (#268).
  • Clear the console when a quest is started (#230).
  • Fix resource declaration not updated when renaming a directory (#337).
  • Fix crash when opening quest in non-UTF8 filesystems (#373).
  • Fix error message when opening a read-only quest (#264).
  • Fix memory not released when closing an editor (#306).
  • Initial quest: add some shaders (#320).
  • Text editor: allow to set an external editor to be used instead of thebuilt-in one (#398)

Changes in Solarus Launcher

  • Show the path and the compatibility format of each quest (#1129).
  • Lua console: provide variables game, map, entities and tp function.
  • Clear the console when a quest is started.
  • FileDialog now expects a file, either quest.dat or an archive (.solarus, .zip)

Changes in Zelda Mystery of Solarus DX 1.12.0

  • Upgrade to Solarus 1.6.
  • Add the Solarus team logo.
  • Change the sound of the Solarus logo.
  • Fix typos in French dialogs (thanks Renkineko).

Changes in Zelda Mystery of Solarus XD 1.12.0

  • Upgrade to Solarus 1.6.
  • Add the Solarus team logo.
  • Change the sound of the Solarus logo.
  • Slightly improve English dialogs

Changes in Zelda Return of the Hylian SE 1.2.0

  • Upgrade to Solarus 1.6.
  • Add Solarus Team logo.
  • Change the sound of the Solarus logo.
  • Dungeon 6: make medusa puzzle easier (#97).
  • Fix using joypad hat in menus.
  • Fix accents displaying in Spanish (#100).
  • Fix fire traversing torches after they get lit (#104).
  • Fix minor torch alignment errors (#103).
  • Fix minor tile issues.

Changes in Zelda XD2 Mercuris Chess 1.1.0

  • Upgrade to Solarus 1.6.
  • Add Spanish translation by Minefran12 (#22).
  • Fix English language not set by default (#129).

We hope you’ll enjoy this release. Have fun playing our games or creating ones with Solarus! Merry Christmas!

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Solarus on Snap Store and Ubuntu Software Center

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Solarus is finally available on Snap Store and Ubuntu Software Center. Installing Solarus has never been easier! Thanks to Alex Gleason.

On Ubuntu

Search for Solarus in the Software Center and install it from here.

Click on Install.

 

On other Linux distros

Get it from the Snap Store

First, ensure you have snapd installed. If not, install it with your package manager. It should be something like:

sudo apt install snapd

Then, install Solarus.

sudo snap install solarus

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Video Ad for Chase Bliss Audio

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We are proud to annouce that a video advertisment was made with (almost only) Solarus. It’s an ad that parodies Zelda, and promotes Dark World, the new guitar pedal by Chase Bliss Audio. The pedal was released on the 19th of September 2018.

The video

Credits:

The context

Joel Korte, Chase Bliss Audio creator was looking for someone who could create a Zelda theme trailer for their new guitar pedal, Dark World, named in honor to the second worldmap of our beloved game A Link to the Past, the best SNES game by a huge margin, and maybe the best video game ever made too (at least for us at Solarus, but if you follow us, you may have noticed we really like this game more than anything, right ?).

Gil Assayas, who made the beautiful trailer music, contacted us first. Since I was free at the moment, I agreed to work on the project. We began to talk about this at the end of September. I was busy at the time, so I told Joel and Gil that I would begin to work on the video at the end of October. This would have given me 2 to 3 weeks, which would have been rather comfortable. However, the other projects I work on took me more time than planned, and eventually I had only 6-7 days to make to entire video! Very short, indeed. We lowered our ambitions without diluting the initial concept, and in the end I had just enough time to finish before the trailer release date!

The execution

Since the time frame was very short, the quickest way to startup the project was duplicating our current project, A Link to the Dream, the incoming Solarus-made Link’s Awakening remake. The Solarus engine is well advanced and already allows you to create Action-RPG à la A Link to the Past, also called Zelda-like, almost out of the box. So, with a complete and functional engine entirely dedicated to making Zelda-like games, all I had to do was making assets for a game, and record me playing it in a video. I used the development version of Solarus, which was 1.6 at the time, and not publicy available yet.

Gil Assayas had already made a beautiful rendition of the famous Dark World music theme from A Link to the Past. His music was used as the breadcrump trail to build the scenes of the video. I began with the beginning of the video, then the end, then filled up until no more time was left.

What I had to do:

  1. Fork the project in Git
  2. Drawing pixel art for logos, the pedal, custom entities (Aseprite)
  3. Drawing Joel’s character animated sprite (Aseprite)
  4. Scripting in Lua (code) the logo, title screen and other non-playable scenes (Solarus)
  5. Making maps (Solarus)
  6. Record everything into videos (OBS)
  7. Cut and edit (Adobe After Effects)

The Gitlab project

I simply forked our current Zelda project into my own repository. This is accessible on GitLab at the address https://gitlab.com/oclero/darkworld, for those interested. The project already contains much code and assets. It was solid foundations to build upon. I only modified what was necessary. The game is playable. Just open it with Solarus.

 

Yes, the game is playable. Try it yourself if you want.

Logos

I began with Chase Bliss Audio, and coded an animation a bit like the old Game Boy startup screen. It was quite easy to make.

Chase Bliss logo in pixel art.

Next, I made the ending screen, with the Dark World logo, and a pixel art rendition of the guitar pedal. Drawing the pedal was rather hard and long: one day. Animating everything with Lua code is easier and quicker.

The pedal’s sprite in pixel art.

Dark World logo in pixel art.

Next is the recreation of A Link to the Past famous title screen. I looked for the original pictures of the background, and changed the colors to fit the Dark World colors. I was working at the time of a basic recreation of the ALTTP logo with Solarus to add it to our ALTTP resource pack, so it was the perfect time to finish the work. The animation of the water was made with a shader, a new feature in Solarus 1.6.

Title screen.

Sprites

Joel wanted to avoid to use Link’s sprite because, of course, copyright issues. So he sent me pictures of himself as a basis to create a little character that looks like him. Sprites in ALTTP are 24*24 pixels. Making a few pixels look like him was hard but I am quite proud of the result, very Nintendo-esque and cartoony.

Link’s sprite has dozen of animation cycles (walking, swimming, fighting, etc.) so to save time, I only drew the necessary ones:

  • Walking (left, top, right, bottom directions)
  • Stopped (when the character is not moving)
  • Brandishing (when the character brandishes the item he gets at the end)

Joel’s walking animation.

Maps

Solarus Quest Editor makes this an easy task, though quite long. Placing tiles is very simple and intuitive with or map editor. However, getting a nice looking map is harder since it has to look ‘natural’: i.e. no symmetries, no horizontal or vertical lines of trees, etc. It must not feel artificial. I created some custom tiles for the dungeon entrance: statues with guitars, guitar heads, amp stacks. Initally, I planned to made a more detailed entrance but time was running out.

Dungeon entrance full map.

Forest map, without the fog effect (added with Solarus).

Recording screen

Simple: I just recorded myself playing the game. The game’s resolution is the HD resolution (1920*1080 pixels) divided by 4, so I recorded only the game window, in the highest quality available. I could have written a script to make the hero automatically move, but it would have been longer to directly record myself. I made a few attempts to get the perfect take though.

Editing

There is almost no editing since everything is done with Solarus: transitions, scenes, etc. I just used the video and enlarged it to HD and added Gil’s marvelous music on it. A simpler app than After Effects would have been equivalent in this process, since no VFX are added.

Conclusion

And that’s all! Actually it is a full week of word, from 9am to 12pm, non-stop, to be in time. It was nice to work with people who share love for The Legend of Zelda series.

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