Blossom tales and the limits o Fuze.
-
Hey all Fuze pros out there.
I am slowly going through the tutorials in FUZE and am so glad I Purchased it instead of Nintendos game builder :)
I have also been recently captivated by a game called Blossom tales.
Being a lover of the old 16 bit gen of games and especially games like Links Awakening, I was presently surprised to discover Blossom tales. (I feel it is the best of the old style with many modern add-ons)However as I was playing I was reminded of the sprites and level development aspects of FUZE (I only say these in a passing video, I have not yet made it to them in the tutorial)
I began to wonder if a game like this could be recreated in FUZE. or what aspects of the game could not.
I am simply trying to understand more clearly the limitations of FUZE visually, story wise, control wise, storage wise, etc. And figured someone here would have a more complete knowledge of it.
I know that the sky is truly the limit when it comes to program oriented game designers like FUZE but I do think that it may have some visual or size limitations that could keep it from recreating a game like Blossom Tales. (hopefully I am wrong)
I don't want this post to seem negative or condescending to FUZE. I Love FUZE and am having so much fun with it.
I do however love to try to think of ways to do things that are not normally done, and I know this forum is a great place for people who think outside the box, and I was hoping this discussion could have some creative interactions about how people would think to recreate a game like Blossom tales.Thank you all for your feedback and wisdom. Cant wait to hear your thoughts.
-
@foggmr I'd say it depends on your ability mostly, I'v watched some footage of the game and all looks possible in fuze although I'm no pro!.
How far are you willing to create such a game
In terms of length ?I'm currently making a sonic type platformer and keeping it to 3 levels plus a couple of bonus rounds and already feeling the weight of work although fun/work its creation is made up of many things IV learnt along the way from past creations.
Personally I'd say it's possible and there's a great community to help if any problems arise. -
Thank you for the reply.
I think what I was fishing for (in my open stream of consciousness above) was the limitations to FUZE. like for instance is it a shotgun or a sniper rifle? Or is it (as I am beginning to assume) a sniper shotgun LOL.I just saw so many similarities between the game and the tutorials I was kind of thinking that something like blossom tales may work out well. (and did not really see something similar on the forums yet)
Back to your other question (and the most important one) I am not interested in making a copy of the game my self (the $4 Blossom tales is perfect)
However I tossed around the idea of actually paying some one to remake road blasters. Does this forum have a Bounty section for specific programs, games or code?
Road Blasters seems even easier to make on FUZE than Blossom tales, and If I go nuts and want to build something of my own it will definitely be that, as it was my favorite arcade game as a kid.Thanks for your feedback and communication
-
@foggmr oh I get ya, road blasters looks good I think toxibunny has been playing with scaling sprite's that would work with that style of game.
-
@waldron awesome. Thanks for the heads up on the Sprites that'll be very helpful. I was thinking if I could take a look at the crazy shooter game there might not be too much there that needs modification to make a pretty good road blasters game. Already the items scale themselves up as they approach and the kind of on rails shooter concept is very similar to roadblasters. Thanks again for your wisdom and insight and for taking time to reply
-
I think the comparison is more like a regular game engine is a well balanced and fully stocked arsenal, but Fuze is an assault rifle (maybe with a grenade launcher attachment). It can basically do all of what the others can, but you're limited to just one gun; or in this case one file.
You can absolutely recreate all of Blossom Tales in Fuze, but much like fighting a tank, you probably shouldn't do it without the proper equipment.
-
@devieus Lol. Thanks. This is what I was looking for in a responce. I have been out of the programming game for so many years (over 20) and am trying to learn what things can and cannot be done. I have never used arrays or other of the more a advanced stuff. And I wanted to kind of understand what the limits of these programming tools would be. But you're saying that the limit of FUZE is that there's a single file only, is that correct?
How are games generated on other platforms different then this? For instance another game play play is Jurassic evolution. I assume that this game has many many many files. However from the programming standpoint I don't know how they all go together and reference one another to make a video game.
Maybe this is Way Beyond the scope of conversation on a forums but these are the kind of questions I'm trying to wrap my head around.
Thank you for you wisdom and feedback -
@devieus I was wondering what's your thoughts and recreating road blasters would be in fuze?
Thanks again.
-
just gonna say I thought third person camera controls was gonna be impossible in fuze but I created one that works well so I say the limits are your imagination and the switch hardware!
-
@jmm161437 that's so encouraging to hear. I hate starting a project that unexpectedly ends because the tools that I'm using don't meet the needs. That's why I went with FUZE over intendos game Builder. FUZE seemed so powerful and open ended, and a terrific way to get back into programming.
Not to mention the forums is a terrific place. Thanks for being a part of that and for your feedback.I'll try to check out your third person control scheme stuff. Is there a link that I can see what you're talking about? Thanks again for your input and taking time to reply
-
@Foggmr I have a game in the showcase gallery called "Galactic Bolts" that showcases the third person camera very well and the trick I used to make the charater model face the right way when using the left joystick(not the best but works)
-
@foggmr said in Blossom tales and the limits o Fuze.:
@devieus Lol. Thanks. This is what I was looking for in a responce. I have been out of the programming game for so many years (over 20) and am trying to learn what things can and cannot be done. I have never used arrays or other of the more a advanced stuff. And I wanted to kind of understand what the limits of these programming tools would be. But you're saying that the limit of FUZE is that there's a single file only, is that correct?
How are games generated on other platforms different then this? For instance another game play play is Jurassic evolution. I assume that this game has many many many files. However from the programming standpoint I don't know how they all go together and reference one another to make a video game.
Maybe this is Way Beyond the scope of conversation on a forums but these are the kind of questions I'm trying to wrap my head around.
Thank you for you wisdom and feedbackYea, you're limited to a single file for the code, though you do have access to an additional save data file (for saving high scores, but I'm sure it can also be used to save progress), a lot of maps and a lot of images (plus the default library of assets).
Other games are usually made with their engine's editor (Unreal Editor for the Unreal Engine for example). Other files usually contain data such as objects, utility functions, headers, utility functions for child objects (because inheritance is a thing that exists outside of Fuze), settings files, configuration files, material data and shaders. These would be called through references (usually imports in the case of headers and utilities).With Fuze, you basically have to do all that in one file, for better or (usually) worse. For this reason, Fuze projects tend to be relatively simple and streamlined.
@foggmr said in Blossom tales and the limits o Fuze.:
@devieus I was wondering what's your thoughts and recreating road blasters would be in fuze?
Thanks again.
Looks simple enough. You can probably use week 42 high score challenge as a basis if you want to recreate it.
-
@devieus I have a program that saves progress where certain variables values load the previous progress it's just the high score code multiplied to various triggers.
-
@devieus Nice thank yo for the info and helping me understand a bit
I think I will get through the tutorials and see what I can figure out with the week high score thing then.
-
@waldron said in Blossom tales and the limits o Fuze.:
@devieus I have a program that saves progress where certain variables values load the previous progress it's just the high score code multiplied to various triggers.
I believe that to be the intended use for the feature. One of them anyway.
-
@waldron Il look into it
Thanks for the heads up -
Something roadblastersish is a great idea for a fuze project. Fuze can easily handle it, and it’s a fairly simple arcade game not a huge 2d adventure. Google ‘lou’s pseudo 3d page’ for a pretty thorough primer. Good luck! :)
-
@toxibunny Thanks for the encouragement and the research suggestion