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Slick Forums • View topic - Most efficient way to get started with Fizzy?

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PostPosted: Wed Jun 29, 2011 6:02 am 
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 Post subject: Fizzy -> Fuzzy?
PostPosted: Wed Jun 29, 2011 10:39 am 
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Game Developer

Joined: Sun Nov 12, 2006 11:18 pm
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Location: Germany
Hi FlowState,
could it be the case that you mixed some stuff up?

Gornova is currently coding a Platformer named "Fuzzy" which is stored in his jpacman directory at Google code.

But "Fuzzy" doesn't use "Fizzy" at all :lol:
Fuzzy is made with our own MarteEngine which you can find on Github:


And maybe even better for you: The current source code of "Fuzzy" is available in Gornova's dev branch of our engine.

Does that help or did I mix things up?
Cheers,
Tommy

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PostPosted: Wed Jun 29, 2011 11:57 am 
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Slick Zombie

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Location: Italy
@flowState: are you here: http://randomtower.blogspot.com/2011/06 ... qus_thread ?

anyway, Fuzzy (the game) is open source (MIT) so feel free to use, just say my name in some obscure credit screen :D and share code :D

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PostPosted: Wed Jun 29, 2011 7:38 pm 
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hahahaha, wow, I got so confused. I totally misread "Fuzzy Alpha Demo" as "Fizzy Alpha Demo". That's a bit embarrassing. Either way, thanks for sharing the code, and my question still stands for fizzy. Thanks for the quick responses!


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PostPosted: Thu Jun 30, 2011 4:44 am 
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If you do want to use Fizzy, I'd recommend starting where I did: on the Fizzy tutorials . They aren't great, but they're Good Enough. Also, read through (or at least skim) the official Box2D . It's long but good. Fizzy also comes with some test classes that you can just run.

As for the quick "cheat sheet" version of what you need, it sounds like it's just...a player with fixed rotation enabled. You move him by applying forces. Everything else in the world is static. Enemies can either have a physical presence that "resist" the character (with a dynamic body) or they can use a sensor to simply "sense" collisions without actually altering the player's course.


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