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

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Messages - Niektory

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General discussion / Re: Why dont you guys setup a Discord?
« on: May 06, 2017, 11:00:54 am »
Some things are ageless.

Yes, the engine can do that. See this for a small demonstration:

Welcome mrcagey!

The archive wiki articles are quite old and the XML format has changed recently. That's likely the source of your trouble. The demos and Python tutorials on GitHub and FIFErpg should be up to date though, so look into those for examples.

Game creators corner / Re: segmentation fault while deleting instance
« on: November 15, 2015, 10:13:22 am »
Yeah, the engine does have some non-obvious traps like this, unfortunately. There's definitely room for better error reporting. Don't worry about posting your woes here, that's what the forum is for. :)

I don't think there's another way. You should be careful in general with calling engine functions in onInstanceActionFinished(), safer to do it in pump().

Help and troubleshooting / Re: Process finished with exit code 139
« on: November 11, 2015, 02:51:23 pm »
For bullets it's probably best to just move them manually with instance.setExactLayerCoordinates(), since there's no need for pathfinding in this case. Check the shooter demo for an example of how to do it.

If you need an additional layer with stuff movable by the pathfinder, it needs to be set as walkable (layer.setWalkable(true)), and it needs to have a CellCache (layer.createCellCache()) of appropriate size. The easiest way to ensure it's big enough is to place some instances on the corners of the map on that layer, it should be resized automatically.

Help and troubleshooting / Re: Process finished with exit code 139
« on: November 06, 2015, 08:35:03 am »
You need to add the following line after creating the instance:
Code: [Select]


I think to build the current FIFE with Fifechan you also need the current Fifechan, and the one in the devkit is too old. Which means, you need to build Fifechan yourself first.

We could use another release, it's been a while since the last one...

I've attached a screenshot showing how to set CMake variables to point to SDL libraries. They're the 5 bottommost ones. You need to check "Advanced" to show them all. After setting them hit "Configure" and it should work.
I didn't have trouble with MinGW this time around. After installing the latest version (with mingw-get) to the default location it was detected automatically by CMake.

Game creators corner / Re: Economics (working title)
« on: December 28, 2013, 10:39:43 pm »

Game creators corner / Re: Variable height terrain
« on: November 27, 2013, 10:25:44 am »
It's an ambitious project for my skills (maybe too ambitious, but I'm an optimist). Plus I tend to get distracted easily. It will take some time before this gets anywhere.

I'll keep posting my progress here, of course. But I have nothing interesting to show at the moment.

Game creators corner / Re: Variable height terrain
« on: August 20, 2013, 08:22:10 pm »
I've started implementing the AI. It's still not as smart as a brick. Getting there, though.

Game creators corner / Re: Variable height terrain
« on: July 02, 2013, 08:00:04 pm »
Why use the stairs when you can use mushrooms?

Game creators corner / Re: Performance Worries
« on: June 17, 2013, 01:26:43 pm »
Try adding the following to the settings.xml file in the FIFE section (adjust the FrameLimit if needed):
Code: [Select]
<Setting name="FrameLimitEnabled" type="bool"> True </Setting>
<Setting name="FrameLimit" type="int"> 60 </Setting>
Does it help?

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