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

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Author Topic: few questions about FIFE  (Read 7048 times)

JB85

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few questions about FIFE
« on: October 07, 2010, 08:58:55 am »

I am continuing a thread that originally started in the introduction sections, thanks again vtchill.

Hi, everyone. Beginning programmer and enthusiast here. Fife seems like an interesting tool and I am still trying to learn the program and learn writing games. I am writing in the Python language,  I also have some graphics work experience. I was hoping someone could give me a little common knowledge which I seem to be having some trouble figuring out on my own or perhaps I missed a tutorial somewhere?! Question is, can I use FIFE like a map editor when creating maps, import a tile and place whichever ones I want around on the map. Or are the maps created from a program language and then imported into FIFE just to view it? Please help me better understand this concept, I would like to become involved within this community if this program is what I am needing.

Thanks!

 
 
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vtchill
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    Re: hello world
« Reply #1 on: Today at 02:12:42 PM »   

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Hello and welcome to FIFE!

I will try and answer your questions.

FIFE is a game engine which just means that it provides a framework of common functionality for creating games. FIFE also comes with a set of tools to make game creation easier including a map editor. The map editor is a graphical front end user interface that allows you to interface with the underlying engine code to do things such as importing art assets and placing then on a canvas in a point and click fashion.

While the tools included with FIFE attempt to make things easier you will still need a good amount of programming knowledge to create a full game.
 
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JB85
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     Re: hello world
« Reply #2 on: Today at 02:57:22 PM »     

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thanks vtchill for your quick response and help. I will move this discussion and further questions over to the general discussion page. To add a little more to this topic and to reply to your post.. I have used Pygame to create a few basic games with graphics, user input, objects and so on.. This is my attempt to take things to the next level and learn as much as possible. FIFE seemed interested for me to do so.
 
 
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JB85

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Re: few questions about FIFE
« Reply #1 on: October 07, 2010, 09:01:40 am »

a few questions to start with about FIFE. How do I start a map to work with? Must I first create and define an .xml file with an editor and then open it via FIFE? Also I was reading FIFE is compatible with Python language, so that would mean my game code is useable and compatible with FIFE?

thanks!
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vtchill

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Re: few questions about FIFE
« Reply #2 on: October 07, 2010, 09:26:11 am »

After you have built the FIFE code base you can navigate to the following directory:

<fife>/tools/editor

and run the command "python run.py" that should start the editor. The editor will come up like a normal GUI application and you will be able to create a new map and begin importing art assets and placing them on your new map. The editor takes some getting used to so you will need to mess around with it a bit.

FIFE provides a scripting interface for python which means that game developers can write their code in python and while using the FIFE engine. If you look at some of the demos that come with fife in the <fife>/demos folder you will see how they are structured to work with the FIFE engine.
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JB85

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Re: few questions about FIFE
« Reply #3 on: October 07, 2010, 06:47:17 pm »

Ok so I tried some things out but not with success for some reason. I created a new map in the editor, setting up all of the properties (I opened the shrine.xml map and used the settings for the camera and map just like the demo has.) I import a object(ground tile) from the demo "ground" folder and then use the create instances pencil. The objects do know show in the editor, squares still stay black. I can select the cell and the object editor is showing that the object I placed is there. Am I doing something wrong?  The settings I am using below when creating a new map

camera ref_cell_width=64 | tilt=  -42.0 | ref_cell_height=48 | rotation=45.0
 tilt=  -42.0 | viewport=10,10,400,250
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prock

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Re: few questions about FIFE
« Reply #4 on: October 07, 2010, 09:52:13 pm »

What version of FIFE are you running?
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JB85

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Re: few questions about FIFE
« Reply #5 on: October 07, 2010, 11:12:03 pm »

0.3.1             I also have python 2.6 and 3.1
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prock

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Re: few questions about FIFE
« Reply #6 on: October 08, 2010, 07:18:44 am »

Ahh okay.  I think there was a bug in 0.3.1 which caused new maps to not display new instances (objects).  What you could try doing is creating a new map (with the settings you listed here should work fine), select the layer (make sure it's highlighted), import some assets, and try placing on object.  If nothing shows up, save the map and close the editor.  Then re-open it and load your map.  Hopefully your object that you placed previously will now show up and you will continue to be able to place objects.

If it is the bug I was thinking about it has been fixed and will be fixed in our next release.  You could also try downloading the newest FIFE code and compile it yourself.  There has been a lot of good changes since 0.3.1.

Hope this helps,   

prock
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JB85

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Re: few questions about FIFE
« Reply #7 on: October 08, 2010, 07:34:03 am »

Thanks prock! To my knowledge I thought 0.3.1 was the latest version, I downloaded the win32 installion version. I will download the newest source and compile it soon, hopefully that will fix my issue. Thanks for letting me know about the bug, I will try that "jerry rig" of a bug fix as well! =)
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JB85

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Re: few questions about FIFE
« Reply #8 on: October 08, 2010, 03:17:29 pm »

Hmm, I can't find the new source code you were speaking of Prock. Where can I find the newest source code that I can compile myself? Is it on this page?
http://wiki.fifengine.net/Download_section
All the downloads are 0.3.1 or 0.3.0 versions.
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prock

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Re: few questions about FIFE
« Reply #9 on: October 09, 2010, 12:45:01 pm »

0.3.1 is the newest released version.  We are planning to release 0.3.2 very soon. To download and install the source code yourself you must get it from our source code repository listed here: http://wiki.fifengine.net/Subversion_repository

Are you on windows or linux?   You can find tutorials on how to compile/install fife for your platform here: http://wiki.fifengine.net/Guides_%26_tutorials

Hope this helps....
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mvBarracuda

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Re: few questions about FIFE
« Reply #10 on: October 10, 2010, 10:54:20 pm »

If you're running Win32, we recommend to build via SCons as this is the easiest option for new FIFE users. You basically just need to grab the latest sources from SVN, download the FIFE win32 devkit and extract it into the right folder, run a batch file and you're done :-)

Details about the process can be found here: http://wiki.fifengine.net/Building:Win32:SCons
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JB85

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Re: few questions about FIFE
« Reply #11 on: October 13, 2010, 07:43:14 am »

that worked nicely, thanks! I think FIFE might work for my needs tho I am still in the design phase and learning how to write the code that I want for certain things. This will be my first game outside of PyGame and it has me excited, even if its a small game but hey its a start! Almost forgot I had a question :P is FIFE capable of running higher graphics than what is included with the rio demo? I did see a "fife prototype" on another page.. curious here?
« Last Edit: October 13, 2010, 08:59:22 am by JB85 »
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mvBarracuda

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Re: few questions about FIFE
« Reply #12 on: October 13, 2010, 11:40:29 am »

The graphics quality is almost entirely up to the quality of the visual assets that you're using. FIFE doesn't limit you in this sense. The rio graphics are rather low quality but they were available for free and as we were and still currently are short of any artists who could produce high quality assets for FIFE demos, we decided to use Reiner's tilesets graphics for Rio de hola to have some test content at all.
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vtchill

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Re: few questions about FIFE
« Reply #13 on: October 14, 2010, 07:39:47 am »

It depends on what you mean by higher graphics...

will FIFE be able to load a million+ vertex 3d mesh and have it in game... No.

however you can create the most beautiful 3d model in whatever package you use (3d studio max, maya, blender, etc.) and animate it if needed. Then you can export this model in the model/mesh format of your choice and then convert this 3d model into a set of 2d images (sprites) and fife will be able to load these into the game. You can even "pre-bake" lighting and other effects into your models so they look realistic at run-time. The nice thing about this approach is that the graphics can look really good without incurring a run-time penalty. The downside is you don't get some of the run-time features of 3d games such as dynamic lighting and shadowing, skeletal/bone animation, etc.
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JB85

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Re: few questions about FIFE
« Reply #14 on: October 14, 2010, 08:18:15 am »

I was under the impression that using blender I could create a 3d model of lets say a soldier.. then using the animation inside blender that I create for the unit I could pause at certain times, then "render" out 2d images with whatever camera angle and settings I will be using and I could then use them in game like a chain of images for the soldier walking as .png files and have the object.xml to match. Im completely new to this game creation. I have experience with graphics allready so no trouble figuring any of that out. Im starting school in January for an associates in computer game design/programming, including a python class. I have been having some issues advancing with python here recently, mainly because its advanced stuff and I lack examples of what I want to do. I have been eye eating anything additional as far as learning python as much as possible and am getting better daily so there are hopes for me there still! lol. I do plan on creating a "simple" strategy game using FIFE. Intro/main menu/main menu/mainGameScreen/provinceScreen.... eg. 3 provinces total to conquer from selecting them from main game screen, player and AI can produce only two units, 1 soldier and 1 tank from building inside the province screen. player and ai can attack from dropships to each others provinces and also the neutral in the center for conquer. I do realize that even  simple game like this requires a descent amount of programming and knowledge..
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