New to Fuse4-want a Faery Tale Adventure like game
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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. -
@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
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@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
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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.
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Did the crash use to happen before. If it didn't you may have to move your createimage() so they only happen once.
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@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.
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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. -
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
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I'll have a look when it becomes live.
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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.
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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.
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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.
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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.
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@tdg8934 hopefully yes. I once tried something like that. In another thread somewhere I'll look.
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And you should check out saharamins reply at the end I use this and it's awesome.
https://fuzearena.com/forum/topic/645/any-way-to-hide-this-mess-of-initialisation-code/6 -
@xevdev SUCESS - NO CRASHES !!!
Following Sahara-Min method:
“
function main()
// Program starts here
return void// Other functions...
// Variables...main()
“See the working crash free (WIP) FTA like game:
ID: Z7573MND51
From now on I will always use this program layout.
Thanks so much especially @xevdev and @sahara-min
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All,
I have made some great updates to the (WIP) - FTA like game
Updates:
- Fixed logic so when you find objects they are removed not going into the abyss
- Have N S E W NE SE SW NW and Home teleport locations (Use if you have a travel stone)
- 24 hour day over 1800 seconds (Set it to what you want but it might get dark sooner)
- Green jewel night vision capability
- Bird totem zoom out capability
- Find object- keys, jewels, rings, jade skulls, orbs, glass vials, bird totems, money bags, treasure chest
- Coins (find money bag)
- Use Glass viaL to increase vitality
- Help menu
Plus previous stuff - all crash free!!!
What’s not working yet:
Keys, orb, ring, jade skull, sea shell
Creating bad guys to fight
Creating landscape, water
More...ID: Z7573MND51
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Update on the FTA (WIP) game!
FTA
ID: Z7573MND51 (Live)For all that are following this game development. I’m now over 8K lines of code still with no crashes.
I have been focusing on going outside of the home village of Tambry. You can teleport to 9 locations (if you have a bird totem). There is now a cemetery when the character can also fight to the left or right now. The grim reaper is inside of the crypt and will give you a gold statue if you come back after midnight. If you continue south and then to the right along the paths (note teleport stations). You will find the capital city of Marheim where the king is at. His daughter is missing. Lots more to see and do but not going to give away too much yet. See the pics ![alt text]( image url)