Solarus 1.0.4 released, fixed crashes in ZSXD

And… Solarus 1.0.4 is out!

Two crashes in ZSXD remained despite all my tests, and the customization screen of joypad commands was also broken.

Changes in Solarus 1.0.4

  • 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.

Changes in Zelda Mystery of Solarus DX 1.6.2

  •  Fix two line errors in English dialogs.

Changes in Zelda Mystery of Solarus XD 1.6.2

  • Fix a crash due to a missing text in the French options pause menu.
  • Fix a crash due to an invalid treasure in a pot of crazy house 1F.
  • Fix a typo in the French inventory pause menu.

Please continue to report any bugs. I expect more bugs to be found because this upgrade of both quest to Solarus 1.0 is really a heavy change for them.

Solarus 1.0.3 released, no more blocked blocks

Due to Murphy’s law, I introduced an important bug at the very end of my tests, just before releasing Solarus 1.0.2. This bug made you fail to push blocks completely (the last pixel of the movement was not done). So here is a new patch release (1.0.3) that just fixes this bug. You really want to upgrade.

There are no changes in our games (ZSDX and ZSXD) but they get a new version number (1.6.1) because on some systems, the engine is included with the game.

Changes in Solarus 1.0.3

  • Fix blocks not completely moved since 1.0.2.

Sorry about that and thanks for your feedback.

(I really should make unit tests one day!)

Solarus 1.0.2 released, ZSDX and ZSXD upgraded to the new engine

An update of Solarus 1.0, Zelda Mystery of Solarus DX and Zelda Mystery of Solarus XD is available!

This update fixes a bunch of bugs of previous versions. It is recommended to upgrade.

Because it is a patch release (1.0.1 to 1.0.2), there is no change in the format of data files or in the Lua API, everything remains compatible.

And our games Zelda Mystery of Solarus DX and Zelda Mystery of Solarus XD are now fully working with Solarus 1.0. They are both released in a new version 1.6. There is also a new title screen from Neovyse (thanks!) and the English translation of both games has been greatly improved (thanks ibara!).

We have worked hard to upgrade both games to the new Lua API (thanks for your help pdewacht!). This does not change much things for the players, but if you are developping a quest with Solarus, you might be interested in reusing and modifying some of our scripts, like the HUD, the pause menu, the title screen or some enemies. The Lua scripting API of Solarus 1.0 allows to customize all of this!

Changes in Solarus 1.0.2

  • 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.

Changes in Solarus Quest Editor 1.0.2

  • Allow to create map entities from the quest tree (#208).
  • Fix a typo in the bomb flower sprite (#214).
  • Fix a possible NullPointerException when opening an invalid map.

Documentation changes

  • Add the syntax specification of maps and tilesets.

Changes in Zelda Mystery of Solarus DX 1.6

  • Improve the English translation.
  • New title screen from Neovyse (#45).
  • Fix a typo in French dialogs.
  • Fix a door bug that could get the hero stuck in empty rooms.
  • Fix saving the state of Billy’s door.
  • Dungeon 1: keep the final door open when coming back in the boss room.
  • Dungeon 7 2F: save the nort-west torches.
  • Savegames menu: the joypad was not working to delete a savegame.
  • Dungeon 10 B1: fix a cauldron the hero could walk on (#20).
  • Rupee house: don’t let the player to get the piece of heart with the sword.
  • Dungeon 6 2F: move crystal blocks to avoid a possible breach.
  • Outside world B3: fix a minor tile error (#12).
  • Dungeon 8 B1: fix a minor tile error (#2).
  • Dungeon 8 B3: fix a minor tile error.

Changes in Zelda Mystery of Solarus XD 1.6

  • Improve the English translation.
  • Fix the hero stuck after jumping on a block in dungeon 2.
  • Fix all missing empty lines in dialogs.
  • Add the Solarus engine logo at startup.

A new design to celebrate Solarus 1.0.x

As you may have seen, Solarus 1.0.1 has just been released. The project is becoming quite big, as it incorporates an engine, 2 games (3 games soon) and a quest editor. With the aim of increasing the project’s visibility, an official logo has been made. We hope it will remind you vintage 90’s video games companies logos. You can freely use it (both png and pixel-art) for your project as it is under Creative Commons license, and download the full pack of logos in EPS and PNG formats on the Solarus logo page.

Solarus Engine logo to use on light backgrounds (click for full size)

Solarus Engine logo with black background (click for full size)

Solarus Engine logo in pixel-art, for title screens

Solarus Engine logo in pixel-art, for title screensSolarus Engine logo for title screens

Consequently, the design for this blog has also been remade to match the logo’s style. It uses the Presswork WordPress theme which is a great theme if you want to build up quite fast and easily a blog. The pages have also been remade with more illustrations to improve navigation and readability.

Changes

  • New WordPress theme : Presswork
  • Responsive design
  • Colors and design match the new logo style
  • Illustrations, logos and artworks
  • Christopho’s tweets (at the bottom of the page)
  • Page to download Solarus logo

We hope you’ll like it. And now, here is a small bonus :

Animated title screen for Solarus logo

Solarus 1.0.1 released

 

An update of Solarus 1.0 is available!

This update fixes a bunch of bugs of previous versions (some of them were very old!), and improves the documentation as well as the quest editor. It is recommended to upgrade.

Because it is a patch release (1.0.0 to 1.0.1), there is no change in the format of data files or in the Lua API, everything remains compatible.

Changes in Solarus

  • Fix the Mac OS X port.
  • Fix jump movement accross two maps ending up in a wall (#189).
  • Fix a possible crash in TextSurface.
  • Fix the hero disappearing a short time after using the sword (#35).
  • Fix the boomerang failing to bring back pickables sometimes (#187).
  • Fix parallax scrolling tiles not always displayed (#167).
  • Fix the setting joypad_enabled that had no effect (#163).
  • Fix doors not working when they require equipment items.
  • Fix a possible compilation warning in Surface.cpp.
  • Fix creating a transition from the callback of a previous one.
  • Fix crystal blocks animated late when coming from a teletransporter (#61).
  • Fix arrows that got stopped when outside the screen (#73).
  • Fix diagonal movement that failed in narrow passages (#39).
  • Don’t die if a script makes an error with a sprite (#151).
  • Don’t die if a script makes an error with an enemy attack consequence.
  • Allow enemies to lose 0 life points when attacked (#137).
  • Pixel-precise collisions can now also be performed on 32-bit images.

Changes in Solarus Quest Editor

  • Add the possibility to show or hide each type of entity (#60).
  • Keep the map coordinates shown when changing the zoom (#183).
  • Fix the map view not updated correctly when changing the zoom (#174).
  • Show the correct sprite of destructible objects (#77).
  • Show an appropriate error message if the LuaJ jar is missing (#173).
  • Fix the title bar string (#176).

Documentation changes

Enjoy!

The German release!

As promised in my previous post, I have just released new versions of Zelda Mystery of Solarus DX, Zelda Mystery of Solarus XD and Solarus!

These updates still use the old 0.9 branch of Solarus because I haven’t finished to convert both games yet to Solarus 1.0. And you have waited long enough for the German release and for important bug fixes, especially the bug of blocks that only made half moves.

Solarus 0.9.3 changes:

  • The game screen size can now be set at compilation time.
  • Change the savegames directory on Mac OS X.
  • Improve the support of Mac OS X, Android, Pandora, Caanoo and other platforms.
  • Fix the compilation with Visual C++.
  • Fix blocks making sometimes only a half move (#33).
  • Fix pixel-precise collisions not always correct (#53).
  • Fix the end of target movement on slow machines (#34).
  • Fix the hero being freezed when using the hookshot on bomb flowers (#119).

This should be the last release in the Solarus 0.9 branch. Our games are currently being converted to the 1.0 format.

ZSDX 1.5.2 changes:

  • German dialogs available.
  • Castle 1F: fix NPCs possibly overlapping the hero.
  • West mountains cave: fix a chest possibly overlapping the hero.
  • Fix various issues in French, English and Spanish dialogs.
  • Fix the CMake script that creates the zip archive (#1).

ZSXD 1.5.3 changes:

  • Dungeon 2: the piece of heart could be obtained very easily with the sword.
  • Change the English website url in the credits dialogs.
  • Fix missing lines in dialogs.
  • Fix the CMake script that creates the zip archive.
  • Make creepers appear earlier in the game (#1). Because creepers are fun. I like creepers.

 

Solarus 1.0.0 released

The “I love Lua” release.

Good news! After a year and a half of hard work, the engine is now considered to be usable to make your own games.

This is a major release. The version number switches from 0.x to 1.x because there is a brand new Lua scripting API.

I now consider that Solarus can be used to create your own Zelda-like games in decent conditions.
By “in decent conditions”, I essentially mean: with a clean and stable scripting API. Clean because there are nice datatypes now and the API is much easier to use, less error-prone and more with the Lua spirit. Stable because future versions of the scripting API will now try to keep compatibility with existing scripts. Any API change will now be clearly documented on this website and in the change log.

Data files and scripts written for solarus 0.x are not compatible with solarus 1.0. I don’t think many people have 0.x quests, but conversion scripts are provided to upgrade your existing data files if it is the case.
Scripts cannot be upgraded automatically though, because the scripting API, which was working but ugly and unstable, has totally changed.

The quest editor celebrates its very first release. It is not full-featured yet (some files still need to be edited by hand), but at least it works now. You can create a quest, manage its data files and edit maps and tilesets.

Changes

  • Rewrite the Lua scripting API from scratch. Cleaner, real datatypes, much easier to use, less error-prone, much more features, fully documentated.
  • All scripts now live in a single Lua world.
  • Add support of scripted graphics.
  • Add support of scripted menus. Menus like the title screen, the savegames menu, the pause menu and the HUD are no longer hardcoded into the engine.
  • Doors, chests, teletransporters and destinations are now much more flexible and customizable.
  • Except tiles, all map entities can now have a name. The name is now optional.
  • Change the format of some data files, including maps and tilesets.
  • No more ini data files (removed the dependency to SimpleIni).
  • Add conversion scripts to upgrade existing data files (but not scripts).
  • Fix infinite explosions of bomb flowers.

This version also include changes from Solarus 0.9.3, though 0.9.3 is not released yet:

  • The game screen size can now be set at compilation time.
  • Change the savegames directory on Mac OS X.
  • Improve the support of Mac OS X, Pandora, Caanoo and other platforms.
  • Fix the compilation with Visual C++.
  • Fix blocks making sometimes only a half move (#33).
  • Fix pixel-precise collisions not always correct (#53).
  • Fix the end of target movement on slow machines (#34).
  • Fix the hero being freezed when using the hookshot on bomb flowers (#119).

About release numbers

As of now, Solarus version numbers have the form x.y.z where x is the major version, y is the minor version and z is the patch version.

  • Patch versions will only provide bug fixes. Therefore, you can safely upgrade. Quest files that you create with the 1.0 format will be compatible with any 1.0.x version of the engine and the editor.
  • Minor and major versions provide new features and may change the format of data files and the Lua API. Conversion tools will be provided to upgrade your quest data files, but take care of the Lua API changes.

Infomration about new versions will be published here with the detailed changes.

Our games

A work is in progress to upgrade our games ZSDX and ZSXD for Solarus 1.0. It is almost finished for ZSDX (it essentially needs testing and bug fixing). This gives you an example of full quest that use the new Lua API, notably with a scripted title screen, a scripted pause menu. The work is done in branch v1.6 of the ZSDX repository.

In the meantime, we are also preparing a Solarus 0.9.3 version (with the old Lua API, yes!), in order to release as soon as possible new versions of ZSDX and ZSXD that include the bug fixes mentioned above and the German translation of ZSDX.

Separating projects

I have just reorganized the git repository of Solarus. Our quests are now in separated git repositories. The main repository (https://github.com/christopho/solarus) no longer contains quests. It contains the engine, the map editor and some other tools.

Here are the new repositories for our quests:

What? Zelda Mercuris’ Chest? What is that?

It is our new project in development! More details will come soon… But here is a first screenshot:

 

Download pages updated

Hello everyone,

It is now easier to download the latest releases of our games. So far, there was no real download page here: you had to visit our French Zelda website, even if its download pages were available in English. Now, there have proper download pages here on solarus-games.org. I have just added a new “Downloads” menu above, with new download pages for our games Zelda Mystery of Solarus DX and Zelda Mystery of Solarus XD. All systems are listed with the necessary details.

Solarus Lua API reference

The new Lua scripting API discussed in my previous post is making good progress!

I have written the full documentation. The goal of the Solarus engine is to be a generic Zelda-like 2D game engine, so it needs a powerful scripting API, as well as good documentation to make it usable.
This brand new Lua API allows to customize everything, including the menus and the head-up display.  The documentation fully specifies every data type accessible from Lua with their methods and callbacks: map entities, menus, sprites, movements, savegame, etc.

If you are making a game with the Solarus engine, this Lua API reference will become your favorite website 🙂
The API is still experimental, but most of the work is done. As it is getting more and more stable every day, I now keep the online documentation always up-to-date with the git branch solarus-1.0.0 of the engine.