New to Fuse4-want a Faery Tale Adventure like game
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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
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@waldron excellent ideas! Thank you.
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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
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I have it worked out now not to show the red screen Message but instead display on the message window that the character has died. Also the “Luck” variable gets decremented by 5. If it reaches 0, it goes into a “Game Over” loop. Also the character gets moved onto the land back to normal as long as his Luck hasn’t run out.
Next thing to work on is the Msg[0-5] array so that if Msg[5] gets displayed on the bottom row, the old Msg[5] now becomes Msg[4] so that the messages scroll up each time a new message gets displayed.
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i cant wait to play this so well thought out
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@waldron Do people share works in progress or wait till there finished? I don’t mind sharing as perhaps users could provide better ways to do things.
Test-Walker (FTA)
ID: X3ER2MND51
Status: Pending -
@tdg8934 bit of both really same with doing things a better way others might find what youv done the better way, plus other ideas you can incorporate into your program before its to late to implement although you seem to have it all pretty much all thought out.
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@tdg8934 just tried running the game but stuck on the character select screen, i am using in handheld mode though.got it running now