New to Fuse4-want a Faery Tale Adventure like game
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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() -
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.
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@xevdev it’s working! Thank you.
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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)//Nightloop
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drawimageex(screenimage1,{960,540},0,{1,1},white*night_day[0],{0,0})
:
Repeat
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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. -
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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