Defuzing super fuze platformer
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I really don't want to encourage poor coding techniques (blind leading the blind)...
but the way i learn best is from the sample programs.
As i'v been picking up the skill of coding i'v noticed lots of wonderful ways of structuring programsglobal variables
main loop
//
global variables
main loop
functions
//
variables within there functions
ect ect ect ........Everyone is different when writing games and how there thought process works.
So when i first looked at the Sample program Super Fuze Platformer from a beginners view point i was like uhhh what
is this sorcery, but after taking a fresh look at it last night its all clicked //well most of it.so i am now restructuring the program and commenting it as best i can for me to learn and maybe other beginners
wanting to add in some of its wonderful functions to there program.If your wanting to use it in its current state but want to use a custom map;
Go into the map editor; click collision ; press X to mark locations
So the first location you want to mark is the players starting location -
so after pressing X enter player_start which should put a red flag there with the locations name.the next part is adding in the Enemies which there are 2 factors to take into account to get your map working.
place 6 enemy flags listed as enemy0, enemy1, enemy2, enemy3, enemy4, enemy5.
But make sure you place the flags directly on your map collision boxes as if the enemies fall they die and it will game over you, alternatively you could change the enemies y.speed to 0.This post could be a complete waste of time it's just that when i first picked up fuze i very nearly gave up but the sample programs just kept me going enough to hold my interest as a beginner where i think you need those initial little eureka moments or your idea coming to life to keep you going.
From the beginning it feels like baby steps looking back at my old original code now is a big leap. -
I always wondered with Fuze Platformer, whether the wall is intentionally set too high to jump over, to encourage looking at the coding and making the jumps higher. Once my Dizzy game is ready for some actual game (still trying to work out the inventory system) I think Fuze Platformer will help me understand the map editor
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@AndyG1985 yeah i think its set up to encourage learning just confusing at first
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@AndyG1985 said in Defuzing super fuze platformer:
I always wondered with Fuze Platformer, whether the wall is intentionally set too high to jump over, to encourage looking at the coding and making the jumps higher.
That is what i was told when I raised it as an issue on the internal dev issue tracker, yes !