New to Fuse4-want a Faery Tale Adventure like game
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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...?
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@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
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@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.
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@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
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I have been able to figure out Sprite Collision Detection so when the character walks into a sprite like a Key it does something.
What I would like that something to be is to have the Key sprite appear in my ITEMS menubox3. The problem I see is that the menubox3 uses the CreateImage command with box and drawtext commands and setDrawTarget(framebuffer) and the key is a sprite. I couldn’t find anything to add a sprite into an image by CreateImage .
Is this possible or do I need to figure something else out?
Thanks- Tim
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@tdg8934 You could draw the image that your key uses instead of the sprite using DrawImage() or DrawSheet()
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That looks simply amazing!
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@Jongjungbu Great idea! The Item images or image sheets become sprites that I can have the character collide with. Since the sprites start as images or image sheets those can get drawn on the screen using drawImage or drawSheet as you said.
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Awesome. Glad that worked out for you.
This is looking really interesting. -
@Jongjungbu thank you. The game was to find these 5 golden statues in this huge world of 17k screens but to get to each one you have to do a task that allows you to get to the area where you can search for each one. Along the way bad guys are always attacking you. You find things like colored keys that gain you access into buildings where the statues might be. Also it gets dark out and the character needs food too and sleep so you have to find that. Complicated but extremely addictive and fun!
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17k screens? :O
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@Jongjungbu Unbelievably Yes. 100 screens wide x 150 screens tall (256x256 pixel screens). There were other internal screens for caves, inside buildings, etc
https://medium.com/@dreamertalin/the-faery-tale-adventure-a-personal-history-4fae0617a18d
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I’ve been working on the ITEMS and inventory list and can now cycle through (highlighted yellow) all of the ITEMS. Keep in mind the large inventory and ITEMS menu will be empty except for a Knife when the game starts. You gain a Mace (hatchet axe) or Sword when you fight bad guys that have one and win the battle - or if you have enough gold you can buy one. I think I’m going to not allow you to select it on the opening screen other than select your character.
I was able to find most items except for all 6 of the colored keys so I had to draw them based on the found gold/grey keys. Also I used this strange gold symbol as the Bird Totem (allows you to see a quick look at a bigger map in case you get lost).
For now here are the filled Inventory and Selectable ITEMS menu pictures.
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Omg is that the artist formerly known as Prince?
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@toxibunny. Looks like it. But why would that symbol be in Fuze as an image?
https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcSQF0FpZaae2CcKVpVlX0ZwovPgNMVld1oxOopni9UnqA&s
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The items screen is awesome.
The reference to the artist formerly known as the artist formerly known as Prince is hilarious. (He’s twice formerly now) -
So I play a lot in handheld mode, your game via the latest download ID doesn't support handheld mode does it... I even tried changing the resolution but alas, didn't work.
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@Jongjungbu not yet for hand held but I was planning that at some point after development is done. I have made more progress with the game now such as a treasure chest with a random surprise you can get. Also thinking About removing some of the menu selections as many don’t apply in a modern version game (such as look, take, pause, save, load)
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I’ve updated the latest share of FTA
Z7573MND51
Intro music plays on character selection screen now and day music plays also.
You can only buy items in a Tavern.
There is a help button now.
There is a treasure chest with 1 random object (hopefully coins or a sword).
Other button say Unk for now(unknown for the moment)
A few other updates.Moving the game to handheld is going to be a huge task so it may/may not happen.
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Not to sure but this may help
Couldn't find setmode() any where and it seemed to be playing ok on my switchlite.
So I set up a image the size of the docked screen
And on your main loop setdrawtarget to that and at the end of your loop before update just drew it to the screen like so in the code below.
Would need some more work to make sure everything's working correctly but it would be easier than altering all your drawing code.