New to Fuse4-want a Faery Tale Adventure like game
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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.
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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.
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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!
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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
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@tdg8934 if you surround your code blocks with ``` it will format it properly (as above)
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@pianofire great I was wondering how others did that. Guess I should look closer at the reply options.
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@Martin can you tell me if I did anything wrong? I’m not sure what the link is for.
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No, nothing wrong, but you asked about the code blocks and it's all in there :)
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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.
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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.
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That is looking absolutely amazing!
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@pianofire thank you. Not too bad for my first game. Lots of dedication needed.
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Those indoor scenes look great!
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Wow! Stunning work!
You know you can flip sprites programmatically?
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@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
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@pianofire that explains why I’ve seen image editor images scaled too far turning upside down. Interesting
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So I found some water tiles and placed on the map a square like pond and placed collision areas, 1 for the water and 4 for the 4 sides around the water. In the FTA real game, when the character enters water he drowns and sinks into the water unless the shore is close enough and he walks out. In my game I don’t know how to make the character sink into the water so for now when he enters the water the scale decreases. If it gets too low, a red screen comes up in a loop with a message saying the character has drowned. However if the character while shrinking in size, makes it to 1 of the 4 shoreline collision areas, his scale is restored and he continues as normal.
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How does one end the program? I haven’t seen any GOTO like commands which might be helpful.
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Shrinking the characters scale is ok just weird looking. Any ideas on how to make him sink into the water? If not, ok
Thanks for reading. Tim
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@tdg8934 setspritecolour springs to mind or animate a drown sprite, you can add a game over loop or reset the characters location to the side of the pool