Commit graph

7 commits

Author SHA1 Message Date
rodent
b7922190f4 Solarus 1.3.1 (2014-08-25)
_________________________________

Bug fixes for the 1.3 release.

Solarus Quest Editor changes
----------------------------

* Fix opening an empty sprite (#581).
* Sort resources in the quest tree by natural order (#579).

_______________________________

Solarus 1.3.0 (2014-08-21)
_______________________________

The sprite editor release!

Engine changes
--------------

* Fix a crash when creating a timer from game:on_started() (#575).
* Fix hero:save_solid_ground having no effect on water/lava/prickles (#567).

Lua API changes
---------------

Changes that do not introduce incompatibilities:

* Add mouse functions and events.
* Add a method sprite:get_animation_set_id() (#552).
* Add a method sprite:has_animation() (#525).
* Add a method sprite:get_num_directions().
* Add a method hero:get_solid_ground_position() (#572).
* Add a method switch:get_sprite().
* Allow to customize the sprite and sound of switches (#553).
* Add a method enemy:get_treasure() (#501).
* Fix the write directory not having priority over the data dir since 1.1.
* Fix pickable/destructible:get_treasure() returning wrong types.
* Fix custom entity collision detection when the other is not moving (#551).
* Allow to call map methods even when the map is not running.

Data files format changes
-------------------------

You can use the script
editor/resources/tools/data_files_conversion/1.2_to_1.3/update_quest.lua
to automatically update your data files.
Don't forget to make a backup first.

* Maps: New properties sprite, sound for switches (#553).
* Maps: The subtype of switches is now a string.
* Tilesets: The id of a tile pattern is now a string (#559).

Solarus Quest Editor changes
----------------------------

* Add a sprite editor (#135). By Maxs.
* Add a zoom level of 400%. By Maxs.
* Add keyboard/mouse zoom features to sprites and tilesets. By Maxs.
* Add Lua syntax coloring (#470). By Maxs.
* Add a close button on tabs (#439). By Maxs.
* Rework the quest tree to show the file hierarchy and Lua scripts. By Maxs.
* Add specific icons for each resource type in the quest tree.
* Move the entity checkboxes to the map view settings panel. By Maxs.
* Allow to change the id of a tile pattern in the tileset editor (#559).
* Don't initially maximize the editor window.
* Fix converting quests to several versions in one go.
2014-08-29 02:12:31 +00:00
rodent
b26cfa1df5 Bug fixes for the 1.2 release.
Engine changes
--------------

* Fix entity:is_in_same_region() giving wrong results
* Fix custom_entity:set_can_traverse() giving opposite results.
* Fix custom_entity:on_interaction() not always called.
* Fix custom_entity sprite collision issues with some entities
* Fix a crash in enemy:restart() when the enemy is dying
* Fix hero:set_tunic_sprite_id() resetting the direction to right
* Fix timer:get_remaining_time() always returning 0
* Fix declaring global variables from a map script
* Fix the hero sometimes moving while no keys are pressed
* Fix on_joypad events not always working
* Add an error when a hero sprite animation is missing

Solarus Quest Editor changes
----------------------------

* Fix corrupted image in quest created by Quest > New quest
* Fix tiles created on invisible layer
* Fix crash when an NPC sprite does not have 4 directions
2014-08-07 02:18:57 +00:00
rodent
d422e0a4cf Updated to latest release, 1.2.0. Requires LuaJIT2 and the SDL2 verions of
the SDL packages. From ChangeLog:

Engine changes
--------------

* Upgrade to SDL 2 (#262). Thanks Vlag.
* Accelerate video operations in GPU if available. Expect huge speedups.
* Add the hq2x, hq3 and hq4x pixel filter algorithms as new video modes.
* Make the window resizable (#338).
* Use LuaJIT if available instead of vanilla Lua for better performance.
* New map entity type: custom entities, fully scripted (#323).
* Conveyor belts are now called streams and can be non-blocking (#288).
* Collision rules of streams (conveyor belts) are now like holes.
* Rewrite the main loop with a constant timestep (#351).
* Show a dialog box in case of fatal error.
* The "wide" video modes do not exist anymore. SDL2 does the job now.
* Fix enemy:on_hurt() that was wrongly called when immobilized.
* Fix life and money exceeding the max when the max changes (#355).
* Make stairs sounds optional (#364).
* Make more checks in sprite files to avoid crashes (#357).
* Fix RandomMovement speed that was not taken into account (#361).
* Set the default speed of StraightMovement to 32 instead of 0 (#343).
* The size of all map entities must be a multiple of 8 (#358).
* Thrown entities (pots, bombs...) can now fall to a lower layer (#349).
* Running into a crystal or a solid switch now activates it (#193).
* The hero can now jump over distant crystal blocks (#42).
* The shield no longer protects while using the sword or carrying (#192).
* Fix collisions detected on disabled entities (#455).
* Fix pixel collisions coordinates when sprites move (#372).
* Fix a slowness when loading maps (#374).
* Fix crash when accessing a map not active anymore (#371).
* Fix crash when changing the movement of the hero (#392).
* Fix crash when calling hero:start_treasure() with wrong parameters (#391).
* Fix crash when calling game:has/get/set_ability() with wrong name (#408).
* Fix a crash when creating two entities with the same name (#370).
* Fix issues with unobtainable treasures.
* Fix the starting location wrongly saved with special destinations (#375).
* Fix map:set_tileset() sometimes moving the hero near the map border (#400).
* Fix enemies stuck on blocks (#360).
* Fix enemies stuck on crystal blocks (#41).
* Fix human NPCs not automatically showing "walking" when moving (#336).
* Fix the hero leaving the grabbing state even while the game is suspended.
* Fix low walls in dynamic tiles behaving like normal walls.
* Fix wrong collisions of right-up and left-down diagonal jumpers.
* Fix jumpers that could be traversed sideways (#481).
* Fix blocks no longer stopping when aligned on the grid since Solarus 0.9.3.
* Fix entities not always shown when they have no optimization distance.
* Call hero:on_removed() and stop hero timers when stopping the game (#421).
* Don't die if the map or destination saved no longer exists (#301).
* Don't die if a map has no destination. Show an error and go to 0,0 instead.
* Don't die if hero:teleport() attempts to go to a non-existing place.
* Don't die if attempting to start a game without map.
* Don't die if attempting to start a non-existing dialog.

Data files format changes
-------------------------

You can use the script tools/data_files_conversion/1.1_to_1.2/update_quest.lua
to automatically update your data files.
Don't forget to make a backup first.

* Languages: New syntax of strings.dat easier to read and parse (#170).
* Maps: The world property is now optional (#128).
* Maps: Destructibles no longer have subtypes, they are customizable (#270).
* Maps: Rename entity shop_item to shop_treasure.
* Maps: Rename entity conveyor_belt to stream with new features (#288).
* Maps: Teletransporters transition property is now a string (#402).
* Maps: Walls have a new property "stops_projectiles".
* Sounds: Running into a wall now plays a sound other than "explosion" (#297).

Lua API changes
---------------

Changes that introduce incompatibilities:

* Video mode names have changed: no more wide, fullscreen ou windowed names.
* sol.video.switch_mode() no longer changes the fullscreen flag.
* surface:set_transparency_color() no longer exists. Use surface:clear().
* sol.audio.play_music("none") is replaced by sol.audio.play_music(nil).
* on_key_pressed() and on_character_pressed() are now both called (#344).
* Destructible objects no longer show hardcoded dialogs (#270).
* map:create_destructible() has no hardcoded subtypes anymore (#270).
* map:create_teletransporter(): the transition is now a string (#402).
* map:create_shop_item() is replaced by map:create_shop_treasure().
* map:create_conveyor_belt() is replaced by map:create_stream() (#288).
* The state "conveyor belt" no longer exists in hero:get_state() (#288).
* The built-in strength of the sword has changed (#426).
* Bosses are not initially disabled anymore (#448).
* Call enemy:on_hurt() before enemy:on_dying() (#325).
* enemy:on_hurt() no longer takes a life_lost parameter (#426).
* The built-in defense of the tunic has changed (#428).
* enemy:get/set_magic_damage() no longer exists (#428).
* hero:start_hurt() no longer takes a magic parameter (#428).
* hero:start_hurt() now hurts the hero even when enemies cannot.
* Enemies have now a default size of 16x16 and origin of 8,13 (#354).
* The size of enemies must be a multiple of 8 (#358).
* item:on_pickable_movement_changed replaced by pickable:on_movement_changed.
* pickable:get_treasure() now returns the item instead of the item's name.
* Timers: returning true in the callback now repeats the timer (#152).
* sol.timer.start() now always returns the timer, even if its delay is zero.

Changes that do not introduce incompatibilities:

* New Lua type and methods for custom map entities.
* New API of destructible objects, fully customizable now (#270).
* Colors now take an optional alpha value as fourth component.
* New functions sol.video.get/set/reset_window_size().
* New method surface:clear().
* Add loop and callback features to sol.audio.play_music() (#280).
* New function sol.main.get_metatable(), allows to implement shared behaviors.
* The lifetime of a menu can now be another menu.
* New method menu:is_started().
* Attempt to stop a menu already stopped is no longer an error.
* New method map:get_hero() (#362).
* map:get_world() can now return nil because the world is now optional (#128).
* map:create_wall() accepts a new property "stops_projectiles".
* Entity names are now auto-incremented to simplify their creation.
* New method entity:get_game() (#363).
* New methods entity:bring_to_front() and entity:bring_to_back() (#273).
* entity:test_obstacles() now takes an optional layer parameter.
* New methods enemy:get_attack_consequence(), get_attack_consequence_sprite().
* The event entity:on_created() is now called for all types of entities.
* New event enemy:on_hurt_by_sword() to customize the sword strength (#426).
* New event enemy:on_attacking_hero() to customize attacks (#356).
* New event enemy:on_hurting_hero() to customize hurting the hero (#428).
* New event hero:on_hurt() to customize the defense of the equipment (#428).
* hero:start_hurt() now takes an optional entity and sprite (#417).
* New methods hero:is/set_invincible() and hero:is/set_blinking() (#418).
* New methods hero:get/set_animation() to set custom animations (#155).
* New methods hero:get/set_sword_sound_id() to change the sword sound (#155).
* New methods to set custom tunic, sword and shield sprites (#155).
* New event sensor:on_left() (#339).
* New event block:on_moving() (#334).
* New functions to get/set the properties of teletransporters (#403).
* New functions to get/set the properties of blocks.
* New methods to simulate game commands, by mrunderhill (#382).
* New event sensor:on_left() (#339).
* New event block:on_moving() (#334).
* New event teletransporter:on_activated() (#312).
* New event destination:on_activated() (#312).
* movement:on_position_changed() now takes x and y parameters (#342).
* Fix movement:start() raising an error if the optional callback is nil.
* Fix random_movement:get_max_radius() that was not working.
* Check the parameter sign in game:add/remove life/money/magic (#416).
* Check the parameter sign in item:add/remove_amount.
* Fix timer:is_suspended_with_map() that was not working.
* Fix crash when calling timer:set_suspended_with_map() without game started.
* New methods timer:get/set_remaining_time.
* New function sol.main.get_elapsed_time() to get the simulated time (#424).
* New function sol.input.get_key_modifiers() to get the key modifiers state.

Solarus Quest Editor changes
----------------------------

* The editor is now built with Maven (#365).
* Multiple entities can now be resized at the same time (#405).
* Copy-pasting entities now pastes them at the cursor (#404).
* The map view can now be dragged using the middle mouse button (#413).
* Zoom in/out in the map view using the middle mouse wheel (rekcah1986).
* Add buttons to edit or refresh the tileset from the map view (#425).
* The tileset view can now be dragged using the middle mouse button (#427).
* Selecting a tile now highlights its pattern in the tileset view (#290).
* Ctrl/Shift+click even on an entity now starts a selection rectangle (#410).
* Tile patterns can now be moved in the tileset editor (#422).
* The id and name of a new resource and now asked in a single dialog (#321).
* Show the old value in the dialog to change an id/name (#468) (rekcah1986).
* The order of resources in the quest tree can now be changed (#319).
* Increase the stepsize when scrolling the map view.
* Center the dialog of editing an entity (#443).
* Add a scroller to dialogs that are too high (#437) (rekcah1986).
* Show the map or tileset name in the "do you want to save" dialog.
* Show quest name and resource ids in the tree view (thanks rekcah1986).
* Don't place new tiles below other entities if there are some (#461).
* Fix hidden entities getting selected when clicked (#460).
* Fix selecting entities losing their order when changing the layer.
* Fix NullPointerException when canceling the Open Project dialog.
* Fix freeze if tiles don't exist when changing the tileset of a map.
* Fix the tree not refreshing when deleting a resource (#335).
* Fix the tileset editor not always showing the save dialog on closing.
* Fix the num_columns property of sprites wrongly parsed.
* Fix wrong displaying of right-up and left-down diagonal jumpers.
* Switches, crystals and crystal blocks now show their actual sprite (#376).
2014-05-18 20:22:19 +00:00
rodent
29e9853be7 Updated to latest release, 1.1.1. From ChangeLog:
* Fix a libmodplug compilation problem due to wrong sndfile.h (#324).
* Fix teletransporters activated while coming back from falling (#346).
* Fix a crash when changing the hero state in block:on_moved (#340).
* Fix enemy death detection when falling into hole, lava or water (#350).
2013-12-31 13:17:00 +00:00
rodent
6a3ca1db79 Updated to latest stable, 1.1.0. Set LUA_VERSION_REQD=51, as the default,
52, doesn't work. Needs -lreadline and something else. Will look into this
later. From ChangeLog:

Engine changes
--------------

* Add a very short sample quest with free graphics and musics (#232, #318).
* Allow scripted dialog boxes (#184).
* Allow a scripted game-over menu (#261).
* Replace the old built-in dialog box by a very minimal one.
* Remove the old built-in game-over menu.
* Remove the old built-in dark rooms displaying (#205).
* New entity: separators to visually separate some regions in a map (#177).
* New type of ground: ice (#182).
* New type of ground: low walls (#117).
* Blocks and thrown items can now fall into holes, lava and water (#191).
* Kill enemies that fall into holes, lava and water (#190).
* Allow quest makers and users to set the size of the playing area.
* Allow maps to have a default destination entity (#231).
* A game can now start without specifying an initial map and destination.
* Stairs inside a single floor can now go from any layer to a next one (#178).
* Fix map menus not receiving on_command_pressed/released() events.
* Fix camera callbacks never called when already on the target (#308).
* Fix a crash when adding a new menu during a menu:on_finished() event.
* Fix a crash when calling hero:start_victory() without sword.
* Fix an error when loading sounds (#236). Sounds were working anyway.
* Fix a possible memory error when playing sounds.
* Fix blocks that continue to follow the hero after picking a treasure (#284).
* Fix on_obtained() that was not called for non-brandished treasures (#295).
* Jumpers can no longer be activated the opposite way when in water.
* Jumpers are now activated after a slight delay (#253).
* Sensors no longer automatically reset the hero's movement (#292).
* Correctly detect the ground below the hero or any point.
* Don't die if there is a syntax error in dialogs.dat.
* Show a better error message if trying to play a Solarus 0.9 quest (#260).
* Remove built-in debug keys. This can be done from Lua now.
* Remove the preprocessor constant SOLARUS_DEBUG_KEYS.
* Call on_draw() before drawing menus.
* Fix .it musics looping when they should not.
* Log all errors in error.txt (#287).
* The quest archive can now also be named data.solarus.zip (#293).

Data files format changes
-------------------------

You can use the script tools/data_files_conversion/1.0_to_1.1/update_quest.lua
to automatically update your data files.
Don't forget to make a backup first.

* Sprites: New syntax easier to read and parse (#168).
* project_db.dat: New syntax easier to read and parse (#169).
* quest.dat: Allow to specify a range of supported quest sizes.
* Maps: Add the property "default" to destinations.
* Maps: Make optional the property "destination" of teletransporters.
* Tilesets: The ground value of diagonal walls with water has changed.
* Tilesets: New ground values "ice" and "low_wall".
* dialogs.dat: Allow any property in dialogs. dialog_id and text are mandatory.
* languages.dat no longer exists. Languages are in project_db.dat now (#265).

Lua API changes
---------------

Changes that introduce incompatibilities:

* map:is_dialog_enabled() is replaced by game:is_dialog_enabled().
* map:start_dialog() is replaced by game:start_dialog().
* Remove map:draw_dialog_box(), no longer needed.
* Remove map:set_dialog_style(): replace it in your own dialog box system.
* Remove map:set_dialog_position(): replace it in your own dialog box system.
* Remove map:set_dialog_variable(): use the info param of game:start_dialog().
* Make map:get_entities() returns an iterator instead of an array (#249).
* Replace map:set_pause_enabled() by game:set_pause_allowed().
* Make the enemy:create_enemy() more like map:create_enemy() (#215).
* Remove sol.language.get_default_language(), useless and misleading (#265).
* Remove sol.main.is_debug_enabled().
* Remove map:get_light() and map:set_light() (#205).
* In game:get/set_ability(), ability "get_back_from_death" no longer exists.
* Empty chests no longer show a dialog if there is no on:empty() event (#274).

Changes that do not introduce incompatibilities:

* game:get/set_starting_location(): map and destination can now be nil.
* hero:teleport(): make destination optional (maps now have a default one).
* map:create_teletransporter(): make destination optional.
* Add a function sol.video.get_quest_size().
* Make map:get_camera_position() also return the size of the visible area.
* Add a method entity:is_in_same_region(entity).
* Add a method entity:get_center_position().
* Add methods entity:get_direction4_to(), entity:get_direction8_to() (#150).
* Add a method game:get_hero().
* Add methods hero:get/set_walking_speed() (#206).
* Add hero:get_state() and hero:on_state_changed() (#207).
* Add events separator:on_activating() and separator:on_activated() (#272).
* Add methods enemy:is/set_traversable() (#147).
* Add a method enemy:immobilize() (#160).
* Add on_position_changed() to all entities, not only enemies (#298).
* Add on_obstacle_reached() to all entities, not only enemies (#298).
* Add on_movement_changed() to all entities, not only enemies (#298).
* Add on_movement_finished() to all entities, not only enemies/NPCs (#298).
* target_movement:set_target(entity) now accepts an x,y offset (#154).
* Add a method game:is_pause_allowed().
* Add a method map:get_ground() (#141).
* Add a method map:get_music() (#306).
* Add an optional parameter on_top to sol.menu.start.
* Add sprite:on_animation_changed() and sprite:on_direction_changed() (#153).
* Add a function sol.input.is_key_pressed().
* Add a function sol.input.is_joypad_button_pressed().
* Add a function sol.input.get_joypad_axis_state().
* Add a function sol.input.get_joypad_hat_direction().
* Add functions sol.input.is/set_joypad_enabled() (#175).
* Add a function sol.audio.get_music() (#146).
* Add a function sol.audio.get_music_format().
* Add a function sol.audio.get_music_num_channels().
* Add functions sol.audio.get/set_music_channel_volume() for .it files (#250).
* Add functions sol.audio.get/set_music_tempo() for .it files (#250).
* Return nil if the string is not found in sol.language.get_string().
* sol.language.get_dialog() is now implemented.
* Add a function game:stop_dialog(status) to close the scripted dialog box.
* Add an event game:on_dialog_started(dialog, info).
* Add an event game:on_dialog_finished(dialog).
* Add functions game:start_game_over() and game:stop_game_over (#261).
* Add events game:on_game_over_started(), game:on_game_over_finished (#261).
* Add sol.file functions: open(), exists(), remove(), mkdir() (#267).

Solarus Quest Editor changes
----------------------------

* Add a GUI to upgrade automatically quest files to the latest format (#247).
* Remove the initial prompt dialog to open a quest (#264).
* Replace non-free images by new icons (#245).
* Add tooltips to the add entity toolbar.
* Simplify the add entity toolbar by showing only one icon per entity type.
* Survive when images cannot be found (#256).
* Create more content when creating a new quest (#258, #279).
* Improve error messages.
* Fix a crash when creating a destructible without tileset selected (#283).
* Fix the sprite field disabled in the NPC properties dialog (#303).
2013-11-02 17:09:26 +00:00
rodent
7f6b599856 Updated to latest release. No big changes pkgsrc-wise. From ChangeLog:
solarus-1.0.4 (2013-06-26)

Bug fixes for the 1.0 release.

Solarus changes:

* Don't die if a script tries so show a missing string (#237).
* Don't die if a treasure has a variant unexistent in the item sprite.
* Fix customization of joypad commands.

solarus-1.0.3 (2013-06-25)

Bug fixes for the 1.0 release.

Solarus changes:

* Fix blocks not completely moved since Solarus 1.0.2.

solarus-1.0.2 (2013-06-22)

Bug fixes for the 1.0 release.

Solarus changes:

* Fix a crash when a treasure callback changes the hero's state (#224).
* Fix a crash when a victory callback changes the hero's state.
* Fix a crash due to invalid sprite frame when animation is changed (#26).
* Fix an assertion error with FollowMovement of pickables.
* Fix the fullscreen mode not working on Mac OS X 10.7+ (#213, #220).
* Fix pickable treasures that could be obtained twice sometimes.
* Fix fade-in/fade-out effects on sprites that did not work (#221).
* Fix sol.audio.play_music() that failed with "none" or "same" (#201).
* Fix item:set_sound_when_brandish() that did not work.
* Fix diagonal movement that could bypass sensors since Solarus 1.0.1.
* Fix circle movement not working after entity:set_enabled(true).
* Fix detection of movement finished for NPCs.
* Fix memory issues with menus (#210).
* Fix handling of nil parameter in boolean setters (#225).
* Fix hangling the default language.
* Correctly suspend timers when set_suspended_with_map is called.
* When a sprite is suspended, suspend its transitions (#226).
* Don't die if a music or a sound cannot be found.
* Don't die if an image cannot be found.
* Don't die if running a savegame without starting location specified.
* Don't die if a script refers to a non-existing equipment item.
* Don't die if the self parameter is missing when calling a method (#219).
* Fix dangling pointers after removing some kind of entities.

Solarus Quest Editor changes:

* Editor: allow to create map entities from the quest tree (#208).
* Editor: fix a typo in the bomb flower sprite (#214).
* Editor: fix a possible NullPointerException when opening an invalid map.

Documentation changes:

* Documentation: add the syntax specification of maps and tilesets.
2013-07-07 17:41:31 +00:00
rodent
e9456c27bb Import solarus-1.0.1 as games/solarus.
Solarus is an open-source Zelda-like 2D game engine licensed under GPL. It
is written in C++ and runs quests scripted in Lua.
2013-07-02 11:52:27 +00:00