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FIFE 0.4.0 has been released on 15th of January, 2017!

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Messages - helios

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Help and troubleshooting / Re: Using the Engine?
« on: July 18, 2017, 11:40:13 am »
Hi RainMaker,
you do need MSVC 2015.
The C++ tutorial is a good start point if you don't want to use Python. Maybe the path inside the build.bat must be adapted?

General discussion / Re: How is the FIFE engine doing?
« on: February 10, 2015, 11:59:32 am »
Hi Shadowolf,
the engine is still under active development. The upcoming version have a bunch of changes, the largest one is the move from Guichan to Fifechan and probably a new map editor.

Unknown Horizons:
Steamfolk Tales:
Zero Project (inactive):
PARPG (canceled):

FIFErpg is not a game but I think it is still worth mentioning :

Game creators corner / Re: Conditional blocking (only some units)
« on: January 21, 2015, 11:33:54 am »
Here the best solution would be the area stuff. It can be used as a sort of filter for pathfinding.
In your example you need two different area ids like land and water.
The xml code for the ground objects would look like:
Code: [Select]
<object id="water1" namespace="grassland_tileset" blocking="0" static="1" area_id="water">
<object id="ground1" namespace="grassland_tileset" blocking="0" static="1" area_id="land">

For the units:
Code: [Select]
<object id="land_unit" namespace="grassland_tileset" blocking="1" static="0">
   <walkable_area id="land"/>
<object id="amphibious_unit" namespace="grassland_tileset" blocking="1" static="0">
   <walkable_area id="water"/>
   <walkable_area id="land"/>

Cliffs and hills can still be set to blocking like the units or buildings.
I hope that helps :)

With the cost property it's possible to make movement on cells cheaper or more expensive. So if your ground have different costs the units will try to move on the cheapest terrain, as example your map could have land with normal cost, swamp with 2x cost and streets with 0.5x. So the units would prefer the streets but would also use both other terrains.
The cell speed is similar but the change concerns only the real movement speed.

Game creators corner / Re: Multiple cell objects (buildings)
« on: January 21, 2015, 10:36:54 am »
Glad I could help :)
Is the different x and y anchor needed? I thought that is only useful for "real" multi cell objects.

Game creators corner / Re: Multiple cell objects (buildings)
« on: January 20, 2015, 11:26:31 am »
Heya conan  :)

It's right that MultiCell objects are difficult. But so you can create all sorts of shapes, or face the situation if you use a hexgrid.
I think in your case the simplest solution would be to set the other three cells to blocking too. The Cell class have the setCellType() function for that purpose.
Another problem that can occur if you have objects/images that are larger as your cell geometry is ordering. There is no general solution but try to use the bottom cell of your 4x4 object for the real instance/object and the upper cells for additional blockers.

It should be also possible to do that with areas but thats more work as the extra blockers.

Help and troubleshooting / Re: How do I create a new map?
« on: November 04, 2014, 09:42:29 am »
Hi silentDrew,
which version of Fife do you use?
The Layer overview will still be empty?
As workaround you could simply copy a map and than load it.

Introduce yourself / Re: Hello FIFE community!
« on: November 01, 2014, 03:09:28 pm »
Hey clfaustus,
I'll try to answer the questions and explain the correlations.
FIFE is a 2.5d engine and currently there is no support for 3d, sorting works mainly with layers. Maybe we will add support for 3d Models in the future, simply to reduce the amount of needed frames for animations. In the good old days the most engines had only 8bit for RGB(A), that means only 255 colors in combination with a color palette. A good example is Fallout 1 and 2 from Black Isle.
But FIFE have support for 16 and 32bit so the color space is much larger. The drawback is that it needs more Video Ram for the same amount of graphics. Little example: A texture with a 1024*1024 size needs 4MB with 32bit depth but only 1MB with 8bit. FIFE will not limit you but your hardware will ;)
So you should thinking about the amount of animations you need and about the frame count and size. Lets say you use a hexagonal grid, you have one animation set for a char that should have 8 actions (stand, walk, run, shoot,...) and each action consists of 30 frames, each with a size of 200px*200px.

Example calculation:
Code: [Select]
200px * 200px * 32bit / 8 = 160000 byte
160000 byte * 30 frames * 8 action * 6 directions (hexgrid) = 230400000 Byte ~ 219,73 MB

As you see that's a lot. In case you would have 10 different fully featured sets than it would eats up 2,2GB. There are some tricks (like ColorOverlay ) but at the end you must limit the amount.

The difference between SDL and OpenGL is that OpenGL have hardware support, so it should be much faster. In case of FIFE the SDL backend is more a fallback in case the platform has no OpenGL support.

It should be no problem to have multiple battle idle animations. You have different options to speed up things. Like your ground titles should be quite large and you should try to combine textures, that belong together, in a texture atlas. Another point is the size of the viewport, if you want to see the whole map at once the rendering is slower.

You can take a look at fife/tests/fife_test, start the press F10 and write in the console: start benchmarktest
In the example are 1000 skels with an idle animation. You could change the amount to 10000 or more and check the FPS.

Help and troubleshooting / Re: Building FIFE with SDL2
« on: October 09, 2014, 11:50:22 am »
You are welcome :)
Additional I can point you to the travis script for mac osx here:
and to the UH guide here:
Maybe there are useful tips that can help you.
If it's possible you should use the master version of fife, simply because the branches are not well tested.

Help and troubleshooting / Re: Building FIFE with SDL2
« on: October 09, 2014, 10:02:44 am »
Hey MattF,
the current version of FIFE needs SDL 1.2. There is a branch that already have support for SDL 2.0, we hope to merge that stuff into master within the next months.
I'm no expert for OSX systems but I think you are right, the "2" is a problem, normally both versions of SDL should be installed as SDL so it's not possible to have both versions at the same time.
SDL 1.2 for OSX can be found here
I'm no expert for OSX systems but maybe the link is helpful for you

Introduce yourself / Re: Hello FIFE community!
« on: October 09, 2014, 09:54:23 am »
Welcome clfaustus :)
You are right, it's possible to create such games with FIFE. If you ran into problems or have other questions than feel free to ask them away.
You can join our IRC channel or ask here.

Help and troubleshooting / Re: All demos having a problem with paths
« on: September 19, 2014, 01:15:56 pm »
Hi dienow239,
do you use a precompiled version of fife or have you compiled the git master version?
It looks like it was not installed properly.

Hi Spleenling,
I also think FIFE can meet your needs.
Unknown Horizons use randomly generated maps, an example of MultiCell Units is part of tests/fife_tests.
If you've more questions feel free to ask them here or in our IRC channel :)

General discussion / Re: Sharing my music
« on: September 09, 2014, 08:33:21 am »
Hi Eric,
Thank you for all the music!
Some pieces I have alluded briefly, I'm sure that some pieces will soon be used :)

General discussion / Re: TK-RemiX - free gfxs
« on: July 26, 2014, 07:40:21 am »
Thank you for sharing those gfxs AKIRA_SAN :)
I hope that we can use it to make a demo soon. Most devs haven't enough time at the moment.

Hey Pheidian,
that looks already really great :)

You've done a lot in the last three months, keep up the good work! I'm looking forward to the next video.

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