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

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Messages - Beliar

Pages: [1] 2
1
Game creators corner / Re: An expanded fiferpg demo
« on: March 25, 2015, 08:37:34 am »
Hi,

Generally you just can extract the archive anywhere and run "run.py".

If that does not work you need:

python 2 (2.6+) (https://www.python.org/download/releases/2.7.8/)
The current FIFE release. (0.3.5) (https://github.com/fifengine/fifengine/wiki/Downloads)
fife-rpg (0.2) (https://sourceforge.net/projects/fife-rpg/files/)

2
Game creators corner / Re: Jim's problems
« on: July 06, 2014, 10:42:43 pm »
No problem, if you have further questions/problems just ask.

3
Game creators corner / Re: Jim's problems
« on: July 06, 2014, 10:30:31 am »
ok, the method you need to change should be in demo_game_scene.py (or something called similar) in the demo directory.

4
Game creators corner / Re: Jim's problems
« on: July 06, 2014, 07:49:35 am »
What fife version and fife-rpg version are you using?

5
Game creators corner / Re: Jim's problems
« on: July 06, 2014, 12:44:06 am »
Hi, i am not completely sure, but I think the problem was, that fife-rpg passes 2 arguments to the function. But the method expects None (self is automatically passed since its a class method). So the method has to be rewritten to accept the 2 additional arguments.

If that is not working then I need the source code.

6
Game creators corner / Re: FifeRPG Random Map Generation?
« on: February 17, 2014, 09:07:54 am »
Well, actually info is optional (unless you want to create a new entity if none is present with that identifier), and the identifier is used to return an entity that is already present with that identifier. Actually, the examply might be misleading, as you don't need to have the Agent component in the dictionary, it will be automatically created by the RPGEntity.

Edit:
As for extra, I currently don't know why it is there myself, would have to check the code where it is used, but this is also optional.

7
Game creators corner / Re: FifeRPG Random Map Generation?
« on: February 16, 2014, 09:30:08 am »
Well, when you want to create a separate map system, than the one from fife, then you have to call the get_or_create_entity system of the World class for creating the entities. It takes a dictionary with the component names as keys, and the values are also dictionries the the component properties and their values.

If we take the example from the tutorial (http://fife-rpg.github.io/docs/v0.2/tutorial/entities.html) the format is like this:

Code: [Select]
General:
    identifier: PlayerCharacter
Agent:
    gfx: player
    map: Level1
    layer: actors
    position: [-5, 0]
    rotation: 180
    behaviour_type: Base

8
Game creators corner / Re: FifeRPG Lighting System
« on: February 16, 2014, 09:23:58 am »
Hmm, not sure why the pages don't exist, but the docs from the current version (http://fife-rpg.github.io/docs/tutorial/lighting.html) should still apply. I have not looked into the fife lighting system more, myself, yet.

9
Game creators corner / Re: FifeRPG Entity-Based Terrain
« on: February 16, 2014, 09:13:12 am »
Well, if you mean dynamic creation of entities then, yes, it should be possible. It is actually pretty much the reason behind it.

10
Game creators corner / Re: FifeRPG Entity-Based Terrain
« on: February 15, 2014, 05:33:24 am »
Hi,

I have not tried such a thing, but if you use the "Agent" component then it should suffice to set the layer value to the correct name. And have the layers ordered correctly, of course.

11
Hi again,

i just noticed that this has already been fixed in the fife_git branch on github. I can't/won't include that in a release yet though as it will need either fife 0.4, which is not out yet, or building fife from git.

12
Heya,

thanks for pointing that out. This should indeed not be that way and I will change that.
As far as I see it, though, it is only a single variable that, when set to True, will make the application quit.
So until I make that change you will have to set that variable in the listener. If you don't use the listener to tell the application to quit, just set it to False for now.

13
Help and troubleshooting / Re: How to build/install FIFE on Windows 7?
« on: January 11, 2014, 04:05:56 am »
I think the tests may not work atm.

Anyway, you have to run the demo from the location where the main script file (run.py) is located, since thats where the dist-settings.xml is located. You may have to delete an already created settings.xml for the application in the fife folder in your user directory ("%appdata%/fife").

14
Introduce yourself / Re: Greetings All!
« on: January 08, 2014, 05:42:57 am »
Hi, fife-rpg is not abandoned, or stopped. I am currently working on a side project that for pychan. I continue working on fife-rpg as soon as that is in a usable state.

I, myself, use python 2.7 so it should work with it.

15
Game creators corner / Re: Jim's problems
« on: August 16, 2013, 03:49:23 am »
Good that its working for you.

I just noticed that i forgot, that the dialogue conditons work differently now, for the example dialogue replace the file contents with this, if you use the latest fiferpg source:


Code: [Select]
# This is an example dialogue file

Greetings:
 
  - talker: David
    text: Hey, I've seen you before, haven't I?
    conditions: Agent.knows(entities.David, "PlayerCharacter")
    responses:
      - "yes"
      - yes_bye
         
  - talker: David
    text: Hi, I don't know you, do I?
    conditions: not Agent.knows(entities.David, "PlayerCharacter")
    responses:
      - no_introduce
      - no_bye

Sections:
  no_introduce:
    talker: PlayerCharacter
    text: No. I am {DialogueTalker.Description.view_name}
    commands:
        - Name: AddKnowledge
          Args: [David, PlayerCharacter]
    responses:
      - introduce_reply
  no_bye:
    talker: PlayerCharacter
    text: No, and I don't want to change that.
  "yes":
    talker: PlayerCharacter
    text: Yes, I am {DialogueTalker.Description.view_name}. Remember?
    responses:
      - yes_reply
  yes_bye:
     talker: PlayerCharacter
     text: Yes, but I am in a hurry. Bye.
  introduce_reply:
    talker: David
    text: Nice to meet you, my name is {DialogueTalker.Description.real_name}
    commands:
      - Name: SetComponentValue
        Args: [David, Description, view_name, "{DialogueTalker.Description.real_name}"]
      - Name: AddKnowledge
        Args: [PlayerCharacter, David]
  yes_reply:
    talker: David
    text: Ah, right.

I still need to update the tutorials for the changes.

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