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    New to Fuse4-want a Faery Tale Adventure like game

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    • waldron
      waldron F @tdg8934 last edited by

      @tdg8934 you could have a box (invisible sprite or area) where your inventory is and detect some form of collision while in there just call the collision and put the controls needed in there that will allow you to use one button for multi purpose. There may be a better way but its worked for me.

      1 Reply Last reply Reply Quote 1
      • Willpowered
        Willpowered Fuze Team @vinicity last edited by

        @vinicity said in New to Fuse4-want a Faery Tale Adventure like game:

        I think you are losing memory because you are not doing deleteShape() on your arrows after you have drawn them.

        This is a serious bug in Fuze, since memory allocated for shapes is not returned even after you quit your program (same as with audio files).

        We're aware of this and have a fix coming your way soon for shape memory not freeing at program end. In your programs however it's always possible to leak memory if you createShape with no deleteShape!

        tdg8934 1 Reply Last reply Reply Quote 3
        • tdg8934
          tdg8934 @Willpowered last edited by

          @Willpowered thank you and I am using the DeleteShape command which is working for me to fix the problem.

          1 Reply Last reply Reply Quote 0
          • tdg8934
            tdg8934 @tdg8934 last edited by

            I haven’t been able to find a method that counts the number of times a control button is pushed. So if c.l is pushed once it does thing 1, if c.l is pushed twice it does thing 2, for let’s say 5 pushes .

            I’ve searched “control“ and can’t find a routine that does this.

            Anyone have ideas?

            Thank you

            tdg8934 1 Reply Last reply Reply Quote 0
            • PickleCatStars
              PickleCatStars F last edited by

              Counting button presses isn’t so straightforward. You might think you can just make a ‘counter’ variable then put ‘if c.l then counter = counter + 1’, but that will just zip up your counter super fast, 1 per frame. I haven’t done it yet, but my question here: https://fuzearena.com/forum/topic/1195/use-of-flags-with-button-presses will probably be relevant. Maybe.

              1 Reply Last reply Reply Quote 2
              • Jongjungbu
                Jongjungbu F last edited by

                I’d recommend counting when the player lifts their finger as a button press. In my programs, you will often see I don’t make an action occur until then, so as to only have registered the action once.

                If you look at my small Game States Demo in the TitleScreen() function, there’s a spot where aPressed==false, meaning they let go of “c.a”. You could increment a global variable count in that spot, such as buttonAcount+=1, and then check if it’s the right count, and then do the action and reset.

                1 Reply Last reply Reply Quote 3
                • tdg8934
                  tdg8934 @tdg8934 last edited by

                  I found a way to make it work with a pseudo mouse like movement using the analog stick lx ly. I found the JoinShape demo in the help. I shows a circle shape moving around the screen with the left analog stick. I Reduced the circle shape radius to 10 and used the Distance command between the shape and each of the menu boxes. When the circle shape is moved over the top of the menu box it changes to a black box with red letters and then unloads the old map and loads a new one. Its not ideal as I would rather press a button to cycle through the menu boxes - but it works for the most part.

                  Not sure what to work on next but it’s coming along.

                  Thanks to everyone!

                  tdg8934 1 Reply Last reply Reply Quote 4
                  • tdg8934
                    tdg8934 @tdg8934 last edited by tdg8934

                    I figured out how to press a single control button and cycle through tasks without having to use the pseudo mouse method figured out using similar code from the “JoinShape” example help command.

                    This better method of cycling through tasks was found using the Example help on the command “setShapeColour”.

                    w = 150
                    press = false
                    pressCount = 0
                    
                    loop
                       clear
                       j = controls(0)
                       MenuPress()
                    
                       update()
                    repeat
                    
                    function MenuPress()
                       if j.a and !press then
                          pressCount += 1
                          if pressCount >= 12 then
                             pressCount = 0
                          endif
                          press = true
                       endif
                    
                       if !j.a then
                          press = false
                       endif
                    
                       if pressCount == 1 then
                          drawImage( menubox_action, w*6, 930, 1)
                       endif
                       if pressCount == 2 then
                          drawImage( menubox_inventory, w*6, 930+30, 1)
                       endif
                       :
                       :
                       if pressCount == 11 then
                          drawImage( menubox_r, w*6+w/8+92. 930+10, 1)
                       endif
                    return void
                    
                    1 Reply Last reply Reply Quote 1
                    • pianofire
                      pianofire Fuze Team last edited by

                      @tdg8934 if you surround your code blocks with ``` it will format it properly (as above)

                      tdg8934 1 Reply Last reply Reply Quote 1
                      • tdg8934
                        tdg8934 @pianofire last edited by

                        @pianofire great I was wondering how others did that. Guess I should look closer at the reply options.

                        1 Reply Last reply Reply Quote 1
                        • Martin
                          Martin Fuze Team last edited by

                          https://fuzearena.com/forum/topic/226/faq-common-questions-and-answers/4

                          tdg8934 1 Reply Last reply Reply Quote 0
                          • tdg8934
                            tdg8934 @Martin last edited by

                            @Martin can you tell me if I did anything wrong? I’m not sure what the link is for.

                            1 Reply Last reply Reply Quote 0
                            • Martin
                              Martin Fuze Team last edited by

                              No, nothing wrong, but you asked about the code blocks and it's all in there :)

                              tdg8934 1 Reply Last reply Reply Quote 1
                              • tdg8934
                                tdg8934 @Martin last edited by tdg8934

                                Exciting things being worked out with my FTA like game. Trying all kinds of new things out. Tambry village created has collision walls and buildings with beds, fireplaces, tables, supplies, etc. Have a 80% functional menu system with controls X B and Y. The A controls the knight character moving a sprite partial rotating sword. Learning a lot. Only issue so far is the game occasionally randomly crashes so will investigate that later. Slowly but surely it’s coming together. Have so much to to do outside of the tambry home village. I’ll try to get some pics or YouTube videos this weekend posted.

                                tdg8934 1 Reply Last reply Reply Quote 6
                                • tdg8934
                                  tdg8934 @tdg8934 last edited by

                                  Here are the fruits of my labor in the games refinement. There is an opening screen now with selection of 1 of 10 characters and 1 of 3 weapons (so far). The mace I had to redraw from the Dizzy media as it was in the wrong direction and there was no way to flip it. I took a picture of the 16x16 tile Mace and edited and flipped it on my iPhone. From there I could see all the pixels and redrew it in the Fuze image editor. The characters can also show a fight sequence with their weapon like a chopping motion when pressing the A button repeatedly.

                                  All of the buildings, walls and pathways in the Tambry village are loosely based on the FaeryTale Adventure game.

                                  I still have to figure out how enemies can attack and come close to the character in a random like fashion. That may be One of the hardest Tasks so I might hold off on that for now.

                                  Notice in the text it recognizes the character and the weapon. The menu is also about 80-90% done too. The game still crashes occasionally but that’s another issue to troubleshoot at some point. 62D82F1C-2B7D-4B0B-AD52-82DF285D4ACD.jpeg 5164F56D-2D83-4A4F-9E8B-DC7ECAE48693.jpeg 3E30D8C7-9652-4C01-A305-3FC7068D5294.jpeg 2F6BFF08-BEFB-4273-9316-6AADC8A0D018.jpeg DB2094E8-AB62-4832-8B00-E9707C222B8F.jpeg 3B5FCDBD-8944-43C5-AC8D-18C909208684.jpeg 440805E2-B949-4BFC-9FA2-C31E2542C99B.jpeg 48FBD859-3158-46AC-9A46-366E44B5C444.jpeg 0C79B794-924A-4FBB-A436-A14B67FD18EA.jpeg

                                  1 Reply Last reply Reply Quote 12
                                  • pianofire
                                    pianofire Fuze Team last edited by

                                    That is looking absolutely amazing!

                                    tdg8934 1 Reply Last reply Reply Quote 5
                                    • tdg8934
                                      tdg8934 @pianofire last edited by

                                      @pianofire thank you. Not too bad for my first game. Lots of dedication needed.

                                      1 Reply Last reply Reply Quote 5
                                      • PickleCatStars
                                        PickleCatStars F last edited by

                                        Those indoor scenes look great!

                                        1 Reply Last reply Reply Quote 1
                                        • vinicity
                                          vinicity F last edited by

                                          Wow! Stunning work!

                                          You know you can flip sprites programmatically?

                                          tdg8934 1 Reply Last reply Reply Quote 1
                                          • tdg8934
                                            tdg8934 @vinicity last edited by

                                            @vinicity I know I can rotate sprites which I do with the weapons for fighting but i didn’t see a sprite flipping command. I’ll have to recheck that. Thanks

                                            pianofire 1 Reply Last reply Reply Quote 0
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