• Android, Pandora and GCW-Zero ports!

    by  • October 18, 2013 • 7 Comments

    Solarus 1.1 now officially supports three new mobile systems! You have been waiting for a long time for the Android version. Thanks to Sam101, our games are now officially ported to Android. This Android port is in beta-testing though. There are a lot of different phone models so we need your feedback to know...

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    Solarus 1.1 released!

    by  • October 13, 2013 • 8 Comments

    The new version of Solarus is available now! The main change of Solarus 1.1 is that there are no more hardcoded menus in the engine: the dialog box and the game-over menu are now fully scripted in your quest with the Lua API. There are a lot of other new features and improvements, as well...

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    Customizable game-over menu!

    by  • August 19, 2013 • 1 Comment

    The last built-in menu is not built-in anymore in Solarus 1.1! Now, when the life of the player reaches zero, an event game:on_game_over_started() is called. The game is suspended and you can show whatever you want. You can make a dialog that lets the player chose between “Continue” or “Save and quit”. Or you...

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    Solarus Wiki

    by  • August 14, 2013 • 0 Comments

    Christopho began to make video tutorials about how to make a game with Solarus. However, these tutorials are, for the moment, only in French. To help the community to get the basis of Solarus, a Wiki where everyone can contribute has been set up. We use Dokuwiki, a free and open-source file-based wiki engine....

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    Ice, low walls and other improvements about grounds

    by  • August 7, 2013 • 0 Comments

    Two new types of grounds (or terrains) are now implemented in Solarus 1.1, as well as improvements in the detection of the ground. Ice ground: tiles that make the hero slide, with some sort of inertia. Low walls: obstacles that can only be traversed by projectiles like thrown items, the boomerang, arrows and flying...

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    Solarus Forums

    by  • August 5, 2013 • 0 Comments

    Since the Solarus 1.0 release, several people suggested that we create a forum. Here it is! http://forum.solarus-games.org/ We hope that the forum will be very useful for people who use the Solarus engine. You will be able to talk about developing your own games, get help, share knowledge, scripts and game resources. It will also...

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    New entity type: separators

    by  • July 27, 2013 • 3 Comments

    I have finished another new feature for Solarus 1.1: you can now separate a map in different regions. When you are in a region, you cannot see adjacent regions. And when you touch the limit of the region, the camera scrolls to the region on the other side. You can use this feature to...

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    Customizable dialogs!

    by  • July 24, 2013 • 0 Comments

    This is a very important new feature of Solarus 1.1. The dialog box system is now fully scriptable using the Lua API! It means that you can now make any feature you want to your dialogs, like changing the font, the color, the text alignment, adding images or sprites, making questions with multiple possible...

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    New format of project_db.dat

    by  • July 14, 2013 • 0 Comments

    Since Solarus 0.9.0, the format of most data files is being changed to be more readable, easier to parse and more homogeneous. In Solarus 1.0, good progress has been made in this direction, especially with the new format of maps. Three formats of data files remain to be changed: the strings.dat language file, the...

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    Maps have now a default destination entity

    by  • July 5, 2013 • 0 Comments

    Here is a small improvement that will ease the life of quest creators in Solarus 1.1, the future version of the engine. You will be able to set a destination entity as the default one of the map. It means that whenever a teletransporter (or some Lua code) sends the hero to a map without...

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