Solarus 1.2 is out!


Solarus 1.2 is out!

After six months of development, we are proud to announce the release of the Solarus 1.2!Solarus now uses SDL2LuaJITcustom entitiesstreamsmetatablesrepeatable timers

) and 20 more for ZSDX and ZSXD 1.8.

Changes in Solarus 1.2

New features:
  • 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.
  • Make stairs sounds optional (#364).
  • Make more checks in sprite files to avoid crashes (#357).
  • 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).
  • Languages: New syntax of strings.dat easier to read and parse (#170).
  • Maps: The world property is now optional (#128).
  • 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).
migration guide):
  • 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.
Lua API 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 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).
  • Check the parameter sign in game:add/remove life/money/magic (#416).
  • Check the parameter sign in item:add/remove_amount.
  • 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.
Bug fixes:
  • Fix enemy:on_hurt() that was wrongly called when immobilized.
  • Fix life and money exceeding the max when the max changes (#355).
  • Fix RandomMovement speed that was not taken into account (#361).
  • 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.
  • Fix movement:start() raising an error if the optional callback is nil.
  • Fix random_movement:get_max_radius() that was not working.
  • Fix timer:is_suspended_with_map() that was not working.
  • Fix crash when calling timer:set_suspended_with_map() without game started.
  • 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.

Changes in Solarus Quest Editor 1.2

New features:
  • 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
  • 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).
  • Switches, crystals and crystal blocks now show their actual sprite (#376).
Bug fixes:
  • Fix hidden entities getting selected when clicked (#460).
  • Fix selected 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.

Incompatibilities

migration guide

Changes in Zelda Mystery of Solarus DX 1.8

New features:
  • Replace fixed8.fon by a TTF font due to an SDL2 regression (#59).
  • Switch fullscreen also with F11.
Bug fixes:
  • Dungeon 3 5F: fix falling too early in the hole due to incorrect layers.

Changes in Zelda Mystery of Solarus XD 1.8

New features:
  • Spanish translation (beta). Thanks Xexio!
  • Replace fixed8.fon by a TTF font due to an SDL2 regression (#59).
  • Switch fullscreen also with F11.
  • Make streams non-blocking in the crazy house.
Bug fixes:
  • Fix a typo in French dialogs.
  • Fix the position of some diagonal jumpers.