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

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Topics - Chris3606

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Game creators corner / FifeRPG Lighting System
« on: February 15, 2014, 10:08:58 pm »
I am using fifeRPG v0.2, and I see that there are functions implemented for adding lighting, both global lighting and light sources.  Are these functions operational as of yet?  The 0.2 tutorial section for them gives a "Sorry, page does not exist" error, and the older ones have very little information on how they are to be implemented.  Could sombody perhaps point me in the right direction?

Thanks in advance,

Game creators corner / FifeRPG Random Map Generation?
« on: February 15, 2014, 08:04:45 pm »
I'm thinking about trying to use FifeRPG v0.2 to randomly generate maps (or, at least, entities ON maps).  Obviously, the system was designed to have a very explicit list of entities (in entities.yaml) for ALL maps when the game is started.  Obviously, if I am going to randomly generate levels, or, at least, the entities on them, that isn't desirable because only IF the user were to clear a level would I want to go generating more entities for more maps, etc.  Before I get to far into this, wanted to ask around and see if anybody has ever tried this/knows if there is a preferred or designed way to implement this, preferably without completely reworking entity loading and whatnot.


Game creators corner / FifeRPG Entity-Based Terrain
« on: February 14, 2014, 11:57:27 pm »
I'm doing an experiment and trying to design/use a dynamic tile system with FifeRPG.  Basically, instead of using the regular (static) system for elements of a map, I'm trying to use the entity system from fife for ALL entities and terrain tiles (because it's either that or i go and build a component-based tile system of my own on top of the existing static one).  The problem I'm running into right now is if i try to render an entity as, say, the grass of a map, a player rendered appears "inside" the "grass entity" when it's on the square of that "grass entity".  Essentially I need one entity to be on "top" of the other one, and that doesn't seem to be working, even though they are in layers shifted on the appropriate axis.  Is there some sort of way to set the render "priority", for lack of a better term, that I'm missing?  I also realize the component system of FifeRPG wasn't exactly designed for use with map tiles like this, so feel free also to say something if you think what I'm trying to do is ludicrous.

Thank in advance,

First of all, feel free to let me know if this post is in the wrong place.  Now, for the real question....

I am using FifeRPG v0.2 to create a game (just getting started).  I ran into a bit of an oddity that I was wondering if i was just missing something of... I have class XXApplication that inherits from RPGApplication.  Now, RPGApplication creates a default app listener that, among other (somewhat useful) things, exits the game, much like the default application listener in basic FIFE does.  Obviously that particular function is not desirable for any sort of game beyond a a demo.  If, however, you overload the createListener() function, it causes errors as there are checks built into RPGApplication that use quit commands in that default listener.  Obviously you could write another listener that had similar functionality, but that seems a cheese way around it -- is there some way of disabling that escape functionality that I'm missing?

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