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    New to Fuse4-want a Faery Tale Adventure like game

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    • 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
                                • pianofire
                                  pianofire Fuze Team @tdg8934 last edited by

                                  @tdg8934 https://fuzearena.com/forum/topic/685/to-flip-a-sprite-when-moving-left-or-right

                                  tdg8934 1 Reply Last reply Reply Quote 2
                                  • tdg8934
                                    tdg8934 @pianofire last edited by

                                    @pianofire that explains why I’ve seen image editor images scaled too far turning upside down. Interesting

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

                                      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.

                                      1. How does one end the program? I haven’t seen any GOTO like commands which might be helpful.

                                      2. 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

                                      waldron 1 Reply Last reply Reply Quote 1
                                      • waldron
                                        waldron F @tdg8934 last edited by

                                        @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

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

                                          @waldron excellent ideas! Thank you.

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

                                            @waldron

                                            Works well. Character fades away but returns to full opacity if he reaches the land in time.

                                            function CollisionWaterPond1()
                                            CollideArea=detectMapAreaCollision(“WaterPond1”, character[character_no])
                                            If CollideArea then 
                                              character[character_no].a =  character[character_no].a - 0.005
                                              weapon[weapon_no].a = weapon[weapon_no].a - 0.005
                                              If character[character_no].a < 0.1 then loop
                                                clear(red)
                                                print(“ “+person[character_no]+” has drowned!”)
                                                update()
                                                repeat
                                              endif
                                            endif
                                            
                                            CollideArea = detectMapAreaCollision(“SafeWaterPond1”,character[character_no])
                                            if CollideArea then
                                              character[charater_no].a = 1
                                              weapon[weapon_no].a = 1
                                            endif
                                            //repeat for other 3 SafeWaterPond sides
                                            return void
                                            
                                            

                                            9CA1D89C-0500-4FE1-BAA6-CC9F05DB92FB.jpeg 314A1E87-EEBE-40D5-B607-A0DF1391F379.jpeg FDF43662-0237-455E-BB8F-0F594686321A.jpeg AB649569-382C-4C08-AE93-761594B202E9.jpeg 2A98341D-FCB0-4C3B-A011-66D7F36395AA.jpeg 5A2454C8-F27E-4A4E-82CC-0EC2A28E6ECA.jpeg

                                            tdg8934 1 Reply Last reply Reply Quote 7
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