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    New to Fuse4-want a Faery Tale Adventure like game

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    • tdg8934
      tdg8934 @vinicity last edited by

      @vinicity is there an easy way to control the rgba values?

      I can create an image with a black box and send it to the frame buffer. Then in the main loop, draw the image But I can’t adjust the rgba values inside of the main loop. Is there some undocumented info about this?

      If I wasn’t drawing a map then I could change the rgba values within a. Clear({0,0,0,0.5}) statement.

      1 Reply Last reply Reply Quote 0
      • xevdev
        xevdev F last edited by

        Drawimageex() will do it.
        The tint value just set to white and because it's a vector you can times it by another vector
        E.g.
        White * {1,1,1,1} will be the full colour range
        White * {1,0,0,1} will only show the red component.
        So just make a global variable
        Vector night_day
        Or an array of vectors for each time period
        And times it by the white component in drawimageex()

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

          Here's an example of darkening the screen to complete black slowly over the course of 5 minutes.
          Of course, that's too dark, and you want it to brighten as the new day approaches, but I'm just breaking it down to one simple task.

          dayTimer = 0 // initialize to 0 is essentially a disabled timer.
          dayLength = 300 // seconds long for this timer
          
          loop
               clear()
          
               if dayTimer==0 then dayTimer=time() endif   // start timer if inactive
               if time() - dayTimer >= dayLength then dayTimer=0 // stop timer if exceeds time frame
          
               //draw black box that gets progressively darker as we approach 300 seconds
               box( 0, 0, screenWidth, screenHeight, {0,0,0, ( time() - dayTimer ) / daylength }, false)  
               
               update()
          repeat
          

          This is pretty much what I do when I want to fade to black or reverse in all of my projects. Some form of this.

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

            @xevdev it’s working! Thank you.

            “
            screenimage1=createimage(1920,1080,true,image_rgba)
            serdrawtarget(screeninage1)
            box(0,0,1920,1080,black,0)
            setdrawtarget(framebuffer)

            array night_day[1]
            night_day[0]={0,0,0,0}//Morning
            night_day[1]={0,0,0,0.3}//Afternoon
            night_day[2]={0,0,0,0.8)//Evening
            night_day[0]={0,0,0,0.99)//Night

            loop
            :
            drawimageex(screenimage1,{960,540},0,{1,1},white*night_day[0],{0,0})
            :
            Repeat
            “

            1 Reply Last reply Reply Quote 0
            • xevdev
              xevdev F last edited by

              I was surprised that worked then I saw that your using the box.
              If you just draw the game image using drawimageex()
              You can alter the colour spectrum of the image.
              {R,g,b,a}
              Red component.
              Green component.
              Blue component.
              Alpha transparency component.
              Each has a number between 0 and 1
              So as your getting closer to night time twilight you might have slightly more red than the green and blue and don't worry about the alpha set to 1
              Night_day = {1,0.8,0.8,1}
              Or {0.5,0.4,0.4,1}
              So the second is half of the first and will be darker.

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

                You would probably need to think about layers of drawing.
                So your game would be one image and your control schemes would be another ( which you already have ) and print the control scheme with no colour adjust last.

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

                  @xevdev this also works The same as you said (without the black box):

                  //display scale (handheld or hdmi)
                  float descale=0
                  int width=0
                  width=gWidth()
                  if width==1280 then
                     descale=2/3
                  endif
                  If width==1920 then
                     descale=1
                  endif
                  :
                  g_buffer=createimage(1920,1080,false,image_rgb)
                  :
                  array night_day[1]
                  night_day[0]={0,0,0,0}//Morning 
                  night_day[1]={0,0,0,0.3}//Afternoon 
                  night_day[2]={0,0,0,0.8)//Evening 
                  night_day[0]={0,0,0,0.99)//Night
                  :
                  loop
                     setdrawtarget(g_buffer)
                     clear() //need this!
                  :
                     drawmap()
                     updatesprites()
                  :
                     drawimageex(g_buffer,{960,540},0,{1,1},white*night_day[2],{0,0})
                  :
                     drawsprites()
                  :
                     setdrawtarget(framebuffer)
                     drawimage(g_buffer,0,0,dscale)
                  :
                     update()
                  Repeat
                  
                  1 Reply Last reply Reply Quote 1
                  • tdg8934
                    tdg8934 @Jongjungbu last edited by

                    @Jongjungbu I was able to add in your timer into my game along with all of the items I listed to @xevdev . I had to double the length to account for after midnight going into the next morning as the character in the original Faery Tale Adventure (FTA) game did walk around all night getting very tired and stumbling a little as he walked due to being tired while looking for a building with a bed or mat to get some rest.

                    Only one issue is the ultimate system crash after a minute or two. So tired of crashes with Fuze! I hope 2.15 will come out ASAP

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

                      You might have a runaway memory leak or array access that Fuze isn't detecting, and so it crashes. I've seen that happen before. It's pretty good about catching invalid array access, but sometimes it will still run despite accessing it out-of-bounds (particularly if it use to be in-bounds), and that may then crash your program.

                      1 Reply Last reply Reply Quote 2
                      • xevdev
                        xevdev F last edited by

                        Did the crash use to happen before. If it didn't you may have to move your createimage() so they only happen once.

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

                          @xevdev yes crashes have been with me for a while. I spent the day narrowing down the areas / functions causing them but when I think I have it after a couple of successful attempts isolating functions, I get a crash the 3rd time.

                          I think I have it now isolated to both the Character Walk() AND MenuPress() functions. When there commented out in the main loop, I don’t appear to be getting any crashes.

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

                            If it's a minute or two it would mean that you've got some memory allocation in a loop somewhere. It would be an array or a create function. Ideally you could move all those to the start of your program before any code to manipulate them is called.
                            If you have the fps meter enabled it will show you a free memory left counter. If that's going down during your game that's a memory leak. All fuze programs currently if stopped do not release all the memory used in a game and this leads to a crash but this takes quite a few runs to achieve.

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

                              @xevdev

                              ID: Z7573MND51

                              If you or anyone can check it out. Currently I only have the CharacterWalk() commented out in the main loop. It should crash within a minute or two. If you comment out the other function call MenuPress() it shouldn’t crash.

                              Thanks. I am not seeing any memory leaks

                              1 Reply Last reply Reply Quote 0
                              • xevdev
                                xevdev F last edited by

                                I'll have a look when it becomes live.

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

                                  Had a look at your old code.


                                  I would have thought that would throw an error.
                                  So return void
                                  What I can see is you are also using OSx and OSy to push sprites off screen. I don't use sprites but I think they may have updated the sprite control set with removesprite()?.
                                  Someone else may know better.

                                  1 Reply Last reply Reply Quote 0
                                  • Martin
                                    Martin Fuze Team last edited by

                                    There is certainly a remove sprite command (always has been) but moving them off screen is also a perfectly valid way of doing things too if you want to do it that way. The reason people typically push sprites off screen when they are not in use is that sprites can have custom properties added to them which is incredibly useful but if you use 'removeSprite()' then there is a bit more work involved in making sure that the sprite still exists before accessing these properties. A simple way round that is to create an empty sprite at the start that you never use (we'll call it nullSprite but it could be called anything). This sprite has no image, no custom properties and never has any of the built in properties set. Then after calling removeSprite(spr) you would assign spr = nullSprite. That way you can ensure that you don't get an error by accessing a property that doesn't exist by checking if it is equal to nullSprite first.

                                    An example of what I'm talking about - this isn't necesarily a real world scenario:

                                    nullSprite = createSprite()
                                    
                                    player = createSprite()
                                    setSpriteImage(player, image)
                                    player.x = 100
                                    player.y = 100
                                    // Custom properties
                                    player.lives = 3
                                    player.health = 100
                                    
                                    // Some time later
                                    if player != nullSprite then
                                        player.lives -= 1
                                        if player.lives == 0 then
                                            removeSprite(player)
                                            player = nullSprite
                                        endif
                                    endif
                                    

                                    I've used this for ship firing shots where you have an array of maybe 10 shots and when the player presses fire you rattle through the array looking for the first slot in the array that isn't nullSprite and then create a new player shot, otherwise if all the slots are taken you just ignore the fire button.

                                    1 Reply Last reply Reply Quote 2
                                    • xevdev
                                      xevdev F last edited by

                                      Yes this basically what I do but I don't use sprites I just use struct in an array and the drawimageex () to display them. All the commands for sprites are things you need to really keep track of anyway. So I can't (blame fuze then(in the end it's myself)) see the point of sprites or maps other than you can create these in fuze.

                                      1 Reply Last reply Reply Quote 0
                                      • xevdev
                                        xevdev F last edited by

                                        but i cant see anything yet that is that problematic in this code (old code) yet. So its interesting in that all of the code I've written never crashes like this.

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

                                          @xevdev

                                          I’m almost sure I have this figured out to be too many c=control(0) statements where there should only be 1 in a loop.

                                          The character selection blue screen uses it along with MenuPress() and CharacterWalk() functions.

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

                                            @tdg8934 hopefully yes. I once tried something like that. In another thread somewhere I'll look.

                                            1 Reply Last reply Reply Quote 0
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