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    New to Fuse4-want a Faery Tale Adventure like game

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    • 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
                    • tdg8934
                      tdg8934 @tdg8934 last edited by tdg8934

                      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.

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

                        i cant wait to play this so well thought out

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

                          @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 ‬

                          waldron 2 Replies Last reply Reply Quote 2
                          • waldron
                            waldron F @tdg8934 last edited by

                            @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.

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

                              @tdg8934 just tried running the game but stuck on the character select screen, i am using in handheld mode though.got it running now

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

                                @waldron Oh sorry it’s not handheld driven yet. Opening screen selects character with zl and weapon with zr and either l or r buttons to start the game. Let me know what you think of this Work In Progress

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

                                  @waldron so I’m assuming when I share it and get the ID code, it gets copied on the Fuze server or somewhere.

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

                                    Yep. All the sharing goes through the servers, even friend sharing. That means they’re backed up somewhere if you ever drop your switch in the sea or something :)

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

                                      In reference:
                                      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.

                                      It was tricky but I found a simple solution to scroll up the messages.

                                      Now what next...?

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

                                        @tdg8934 said in New to Fuse4-want a Faery Tale Adventure like game:

                                        @waldron Oh sorry it’s not handheld driven yet. Opening screen selects character with zl and weapon with zr and either l or r buttons to start the game. Let me know what you think of this Work In Progress

                                        i did get it running after docking it :) i was a bit pushed for time but what i managed to see looked good as in scale and camera player speed. dont know if this is a local issue or if you'v experienced it to when transitioning from in and out of buildings i had a crash may be just mine but it happened around the 3rd time

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

                                          @waldron glad you were able to see the game. Yes the crashes are strange but originally I thought it was from loading and unloading maps (going in and out of buildings) but if also seen it crash before I built this even with playing note music occasionally. While I’m testing I usually comment out playing note music in the main loop. So it’s either something else in my coding or a Fuze possible bug in some command. Into inconsistent as this game gets larger. It’s not leaking memory so it will require further investigation later down the road.

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

                                            @tdg8934 when iv done building transition in one of my projects iv set a section of the map where the player warps/ changes location to instead of loading a new map seems less heavy on the system if I was to run out of space or add a whole new part then I would possibly load into a fresh map.positives to using either ways mine started crashing using a clock so I had to take that out

                                            tdg8934 1 Reply Last reply Reply Quote 1
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