Forum:Pikmin Engine by Espyo: Difference between revisions

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{{Forumheader|Programmers Unite}}
{{forumheader|Onion Complex|sticky=y}}


So {{c|User:Espyo|Espyo}}, a user from Pikipedia, proposed to me on the chatroom that he'd be willing to make a Pikmin engine for making ''real'' fanon games, if we wanted it. He said that it'd be pretty easy to make Pikmin games; instead of just programming it, we could just write stuff on text files. Enemy graphics would be easy, as most fanon enemies are just recolors anyway. And Espyo even suggested that he could create a program to generate areas. So it'd be pretty easy to make an actual Pikmin game! And our ideas, which were just written, could come to life! Comments, questions, and concerns are welcome. Also, here's a poll, right underneath. {{User:PikFan23/sig2}}
{{for|archived discussions|Forum:Pikmin Engine by Espyo/Archive}}
:You can read some details of what I have in mind down below. Even though the project has started, I still want to know what you think, so don't hesitate! — '''{''[[User:Espyo|Espyo]]''<sup>[[User talk:Espyo|T]]</sup>}''' 09:15, 13 July 2013 (EDT)


:''User Espyo from Pikipedia is considering creating a Pikmin fan game engine so that the fanon games can become a reality. Would you be interested in this?''
Use this thread to discuss ''[[Pikifen]]''. This thread will also cover updates.


==Votes==
__TOC__
===Definitely!===
# Per reasons above, and I'd love to see my ideas (as well as other users') turn to reality! {{User:PikFan23/sig2}}
# Very great concept, could potentially make activity soar in this wiki. {{User:Drigibug313/sig}}
# Looks amazing!!! I will support you however possible. {{User:Peach Bulborb/sig}}
# Whoaaaaaaaaa man. I'm kinda skeptical on how I could possibly bring [[One Pikmin]] to life... I'll support this idea anyways since I am a programmer myself... {{User:Piki1/sig}}
# As someone who has dabbled in programming a little bit this would be a godsend if you could make this. {{User:Peanut64/sig}}
# I would love to see some of my ideas in a pikmin game, but the only question I have is about the legal boundaries (really don't want nintendo to sue me for copyright). {{User: 13pikmar/sig}}
#* Read the comments down below. As far as I know, there is really not much reason to worry. — '''{''[[User:Espyo|Espyo]]''<sup>[[User talk:Espyo|T]]</sup>}''' 21:18, 8 August 2013 (EDT)
# Sounds awesome!!! [[User:Agoombaandapikmin|Agoombaandapikmin]] 15:53, 15 August 2013 (EDT)
# GREAT!Thank you so much!I cant make advance fan games and Im most likley wanna make a pikmin one!! I am so happy your making this!If you need help/supprort in eny way I can help-I am Marioguy123 and I thank you
# I think it would be great and I would support it... but it doesn't work on linux and I'm running linux so I can't help.:( [[User:Hipe|Hipe]] 15:48, 17 December 2013 (EST)
#* Well, you're in luck, because Allegro is multi-platform. Porting the engine to Linux isn't really difficult, and [[pikipedia:User:Greenpickle|Greenpickle]] keeps helping me out with it on IRC. Besides a really bizarre zoom-out glitch, the engine works perfectly fine on Linux, I just... didn't upload a working Linux version. But again, don't worry, because when the final thing is done, it'll work on Linux too (and I bet it'll work on Mac OS as well), and any fangame made with the engine will work anywhere! Hey, maybe you can also help me figure out what's up with the zoom-out glitch. Stop by on IRC (Chatroom on the left side bar) any time, from noon to midnight GMT mostly, if you want to lend a hand! — '''{''[[User:Espyo|Espyo]]''<sup>[[User talk:Espyo|T]]</sup>}''' 16:14, 17 December 2013 (EST)
#** Thanks! You can't open .EXEs in Linux though, so just show me the website which the Linux version is in! --[[User:Hipe|Hipe]] 20:33, 18 December 2013 (EST)
#*** Right, but the thing is, compiling a version for Linux for others isn't that easy. Not even compiling it on your own, there's always some problem! I'll get to you when I release the newest playable demo, later this month. — '''{''[[User:Espyo|Espyo]]''<sup>[[User talk:Espyo|T]]</sup>}''' 07:29, 19 December 2013 (EST)
#**** Thanks!--[[User:Hipe|Hipe]] 13:54, 19 December 2013 (EST)
#***** OK, opening it in WINE --[[User:Hipe|Hipe]] 16:08, 20 December 2013 (EST)
# Yes! This is going to be really great once it's finished! {{User:ThePikminMeister/sig}}
# YAAAAAAAAY!!! I've always wanted to make a game, and soon I can! {{User:PurplePikminPower/sig}}
===Yes===
#
 
===Maybe===
#
 
===Not really===
#
 
===No===
#
 
==Comments==
* To make Pikmin move around obstacles, you'd need a decent pathfinding system. What kind of programming/dev kit are you using to make the engine? Because I know some tricks with UDK, that's about the only one I am proficient in, save for Unity. But you need to pay for Unity, so I prefer UDK. UDK has not enough static meshes so I'd have to make structures and models with Maya, which also is a lot of money. So I couldn't help much with ''that'', but I am still interested in the idea. I tried opening the files in Pikmin 2's ISO to find game code but i couldn't figure out the right program to open SZS files, the only program I found is for Mario Kart Wii. {{User:Peanut64/sig}}
**To add to that, I had planned to make a mod for Pikmin 2 that converted it into a fan game, with perhaps new Pikmin types, etc, but I can't edit SZS files. As soon as I can open and modify the base code of those files, I am good to go. If only there was a way... {{User:Peanut64/sig}}
***Well, because it's not gonna be 3D, just 2D top-down, I'll use Allegro with C++. I've grown to have quite some experience with it. As for the path-finding, for now, a simple set of waypoints would be enough. In the future, something like A* would be better. — '''{''[[User:Espyo|Espyo]]''<sup>[[User talk:Espyo|T]]</sup>}''' 06:29, 2 August 2013 (EDT)
****Ah. Also, do you think it's possible to modify Pikmin 2? (Possibly NPC, I've heard Wii games are much easier to modify) {{User:Peanut64/sig}}
*****It might be. The files in the Wii version might be the same, though, specially because of how a Wii is "just two GameCubes glued together"; I doubt they changed most files for the NPC release. But anyway, to view Pikmin 2 model files, you'll need to [http://www.amnoid.de/gc/ extract the szs file with yaz0dec], then use rarcdump, then use [http://www.mariokartwii.com/f99/official-mario-kart-wii-model-hacking-new-39114-275.html bmdview2] to view the final bmd file. I tried with the Bulborb Larva and it worked. Don't know how possible it is to change the models, but keep searching. — '''{''[[User:Espyo|Espyo]]''<sup>[[User talk:Espyo|T]]</sup>}''' 07:51, 3 August 2013 (EDT)
 
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*Ok, update time. I decided I should go ahead and make it (despite only 5 people showing any real interest), but there are two things to be said...
**First of all, in order for the engine to really be flexible enough to handle several types of fan content... It'll have to be slightly more complex than I imagined. For instance, what if you want an enemy that shoots a stream of water towards one direction for 1 second, then walks towards the Pikmin for 3 seconds, stomping one of its two massive feet at a time? There is no enemy you could base yourself on. So, you'll have to specify that in the "shooting water" state, there is a hitbox that spans for how long the jet of water is, then after 1 second, it changes to the "stomping" state, where there is a foot here that hurts, but not another one, because it's in the air... Hopefully, it still won't be too confusing, and with minimal guidance, be it from other fan-made enemies or from simple tutorials I'll put up, anyone will be able to add enemies. Simple enemies might still be easy to do, though.
**Secondly, I ''know'' I won't have enough time. I ''know'' I won't be able to do everything I want. As a result, and because this will be open-source, I plan on putting it on some repository so that others can contribute with code at any point, and so that if I have to abandon it, someone else can easily take my place. I'll try to make my code easy to read. — '''{''[[User:Espyo|Espyo]]''<sup>[[User talk:Espyo|T]]</sup>}''' 07:51, 3 August 2013 (EDT)
 
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* Can we get a status update? {{User:Peach Bulborb/sig}}
** Sure. On the IRC channel, I post updates every once in a while. I haven't posted anything here for two reasons: a) I'm gonna start studying for my September finals just tomorrow. I haven't been quite inclined to worry about the engine with that in mind, you see. b) Nintendo's been recently banning more and more things. It made me feel a bit uneasy thinking about talking about the project. But screw it. Here goes an update. — '''{''[[User:Espyo|Espyo]]''<sup>[[User talk:Espyo|T]]</sup>}''' 21:28, 1 September 2013 (EDT)
***Looking good. I just have to say, thanks, this is a dream come true! {{User:Peach Bulborb/sig}}
 
****I think all of us here at Pikmin Fanon thank you again and again for undertaking this project. Making real fan games has always been a dream for Pikmin Fanon, something we were always reaching for but never really managed to grasp and hold on to. This is going to revolutionize Pikmin Fanon. Suddenly, many games like [[Pikmin: Ultimate Doom]] and [[Pikmin: Connection of the Worlds]] will do far more than just tell you about the game. They will give you the game to play and enjoy! Thank you from the bottom of my heart! {{User:Peach Bulborb/sig}}
 
*****Thanks for the kind words :) I've got classes now, but they're only during the morning. I'll have the rest of the day to work on the engine. I know I said I'd eventually stop on this (I ''know'' I will, it's always how it works), but personally, I'd be more worried about Nintendo shutting me down. On the other hand, I guess they don't care about 0%-profit fangames... Maybe the fangames they shut down from Newgrounds were being paid with ad revenue? This isn't the case for the fangame engine. Either way, the development is going steady. There's a lot to do, it's complex, but somehow, progress keeps going brilliantly. — '''{''[[User:Espyo|Espyo]]''<sup>[[User talk:Espyo|T]]</sup>}''' 10:43, 15 September 2013 (EDT)
 
******I think you should strictly forbid people from trying to make money of off the games they create, because if they start doing that, then you will be in trouble. {{User:Peach Bulborb/sig}}
 
----
 
*I have two questions/requests:
(1) Will there be beta testing, or will it just be pronounced complete and posted?
(2) If it is not already planned, could you add some system so that users can share completed Pikmin games and play them? {{User:Peach Bulborb/sig}}
**1) The engine isn't just going to be a thing that's made and later released and ended forever. It's a project that exists all throughout its development, and it's available for everyone (check the latest update that's included in my edit for more info). But yes, I suppose there will have to be a release where I ultimately say "This is it, you can now start your fangames using this engine!", and any version that's released from there on out will just be bug fixes and extra features. As for beta testing, it's too soon to go into detail, but I'm guessing that when the engine starts to become really complex, I'll compile some versions and have people quickly test them out, to see if they can find glitches. Otherwise, I'll just like a weekly/monthly release, and people can play around, whether they want to help catch bugs or not (kinda like Minecraft's weekly snapshots).
**2) Well, that's the whole point, really. You create your fangame, either by editing the files or using the included editors, and once you have a fangame that has all the Pikmin, areas, music, etc. that you like, you just grab the files on the Game_data folder, throw it on Dropbox, Sendspace, or some other file uploading service, and share it with the world! Whoever wants to play your game can just add your folder onto their installation of the engine, and it'll play the game right away. That's what I've been planning all along. Now, if you meant some feature in which the engine connects to the internet and downloads a game automatically, that's something I've considered for a while, but might be too hard to implement, and not worth the effort. — '''{''[[User:Espyo|Espyo]]''<sup>[[User talk:Espyo|T]]</sup>}''' 08:24, 14 October 2013 (EDT)
 
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*I just played around with it! I was wondering, could you please give me a quick run-down of the controls? I only how to move, throw pikmin, whistle, and take pikmin out of the onion (I can't put them back in, though). {{User:Peach Bulborb/sig}}
**Oh crud, I knew I was forgetting something! I'll update the update. As for the Onions, they're really incomplete. It'll have a full menu when it's done, but for now, all you can do is withdraw a Pikmin. — '''{''[[User:Espyo|Espyo]]''<sup>[[User talk:Espyo|T]]</sup>}''' 06:53, 24 October 2013 (EDT)
*How do you make menus come up? As I said I'm running it on WINE. --[[User:Hipe|Hipe]] 16:22, 20 December 2013 (EST)
**No Onion menus yet. Right now, if you get close to an Onion and left-click, it'll pull out a Pikmin, provided there aren't 100 on the field. — '''{''[[User:Espyo|Espyo]]''<sup>[[User talk:Espyo|T]]</sup>}''' 16:50, 20 December 2013 (EST)
***And also, I could write some documentation for you if you want me to.--[[User:Hipe|Hipe]] 17:41, 20 December 2013 (EST)
****Documentation? What do you mean exactly? (Also I was on IRC when you joined just now, but I was busy). — '''{''[[User:Espyo|Espyo]]''<sup>[[User talk:Espyo|T]]</sup>}''' 17:50, 20 December 2013 (EST)
*****Controls and info... that sort of stuff. --[[User:Hipe|Hipe]] 18:06, 20 December 2013 (EST)
******Oh, no need, thanks. There's not much about that sort of info, atm, and what exists is not yet final. — '''{''[[User:Espyo|Espyo]]''<sup>[[User talk:Espyo|T]]</sup>}''' 18:15, 20 December 2013 (EST)
*******And also (note to self: stop using ''and also''), what do the purple boxes do? --[[User:Hipe|Hipe]] 18:31, 20 December 2013 (EST)
********Oh, those just provide information when you get close. I wanted to make some rudimentary wooden sign graphics, but I never got around to it. No such thing exists in any Pikmin game, but for some reason I decided to make them. Say, does the game fade out to black when you zoom out (press C or the roll the mouse wheel down)? In addition to that, does the cursor and captain spazz out at random? I really should hurry with a release that fixes the latter glitch... — '''{''[[User:Espyo|Espyo]]''<sup>[[User talk:Espyo|T]]</sup>}''' 18:37, 20 December 2013 (EST)
*********No, but I'm running WINE which is a Windows emulator, so I really can't say. --18:48, 20 December 2013 (EST)
**********Plus, where did you put the purple box-sign thing's graphics in your github repo? I've forked it to change the sign graphics to something that looks like a sign. -[[User:Hipe|Hipe]] 19:14, 20 December 2013 (EST)
***********They don't use graphics yet. They're rendered using Allegro's native primitive rendering functions; in this case a rectangle. — '''{''[[User:Espyo|Espyo]]''<sup>[[User talk:Espyo|T]]</sup>}''' 19:21, 20 December 2013 (EST)
 
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*I am not sure the problem is my computer or the link, but every time I click the link, it asks what I want to do, I click save, and then the webpage crashes. {{User:Peach Bulborb/sig}}
**How weird... Try [https://dl.dropboxusercontent.com/u/47921869/Permanent/PFE/P.zip this link], though I can't really imagine what the problem might be besides the file name. — '''{''[[User:Espyo|Espyo]]''<sup>[[User talk:Espyo|T]]</sup>}''' 09:56, 27 December 2013 (EST)
***I got it working, but in the weirdest way... Anyway, thanks. The new version is awesome! Although I am curious, is there any interface with the rocket? {{User:Peach Bulborb/sig}}
****Thanks! At the moment, there is no sort of GUI anywhere. Not in the rocket or Onions. — '''{''[[User:Espyo|Espyo]]''<sup>[[User talk:Espyo|T]]</sup>}''' 18:06, 27 December 2013 (EST)
*Um,where is the text file that lets you make pikmin,captains or enemys? {{unsigned|107.4.141.191}}
**On the current version, it doesn't exist. The next version I'll release will have files were you can create your own leaders and such, but it's still incomplete. Like, you can only set the speed at which a captain or Pikmin moves, how fast they rotate, they color, and not much else, really. — '''{''[[User:Espyo|Espyo]]''<sup>[[User talk:Espyo|T]]</sup>}''' 08:08, 26 January 2014 (EST)
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*Just came back on and the Christmas version was great! I'll compile the github repo when I can. [[User:Hipe|Hipe]] 16:21, 1 February 2014 (EST)


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How will cutscenes or special animations work? We can use textboxes, I know, but I mean in terms of perspectives. The engine has a fixed top-down perspective, so will there be special perspectives, or something? Also, how would we animate certain things in said cutscenes? {{User:PikFan23/sig2}}
== Version 0.19 ==
:Heh, changes in perspective will certainly be impossible. Changing from top-down to anything else would require a lot of work and be a different graphical output altogether. I detail that a bit down below. Anyway, the most I can do is allow zooming and rotating of the camera. Alternately, it'll be possible to use pre-rendered images per scene. I mean, have the game show an image in the background, that can be whatever the game maker chooses. A lot of older games use this; off the top of my head, the intro to Quackshot, the intro to Sonic Robo Blast 2, ... As for the animation, it mightn't be too complicated. There should be a text file where you say "Olimar moves towards the corner of the room. Afterwards, Louie turns 180 degrees. After a one-second pause, Olimar runs to the opposite end.", except, you know, more technical-like. — '''{''[[User:Espyo|Espyo]]''<sup>[[User talk:Espyo|T]]</sup>}''' 07:39, 7 February 2014 (EST)
Happy birthday, Pikifen! The engine is now 7 years old. As a birthday gift, I bring you version 0.19!
 
This version doesn't change the gameplay much, but it brings massive changes to the editors. First and foremost, they now use Dear ImGui for the widgets. With this, everything is more streamlined, easier to develop for, and more feature-rich. Plus it looks sleeker. Next up, certain object types can show you tips as well as widgets to let you change special properties with, edges can now be deleted for a new way of deleting sectors, sectors can now be split, and a bunch more editor features have been added!
----
Another very important change is that the engine now includes a user manual. This manual contains the changelog, editing tutorials, and more information.
 
So to see the full changelog of this version, please download the engine, and check the changelog page in the manual. As usual though, you can find the download link '''[https://github.com/Espyo/Pikifen/releases/tag/0.19.0 here]'''. Enjoy!
*Sorry it took me so long to finally get back to you. I love the new version! My one question: is the movement, enemy recognition and attack sequences, stuff like that that the Burrow Nit used universal, or will you have to reprogram everything for each creature? {{User:Peach Bulborb/sig}}
 
==Updates==
===March 9th Update===
The ''It Lives!'' update. I've spent a huge time working on the animation editor, and it was really bothersome. A lot of things kept being clunky and glitchy, and it wasn't really an enticing thing to work on. But some days ago, I completed it. The next step was to make some animations for an enemy, to test if everything was working fine. Finally, I worked on scripting the enemy's behavior. That enemy is none other than a {{c|Cloaking Burrow-nit}}. It's a simple enemy, with not that many animations, and with diverse hitboxes (that haven't been written yet). And most importantly, ''it lives!''
 
It's a fully sleeping, roaming and hunting creature. ...Kinda. Because the hitboxes and Pikmin interactions are missing, he can't really do much in terms of attacking, but at least the animation is there. Anyway, seeing how easy it was to create the creature made me very optimistic and motivated. I can thus say that the development progress is going great. I still have a long road in front of me, but provided there are no detours, it should be a smooth ride.
 
The playable alpha I bring today comes with a Cloaking Burrow-nit and an improved HUD and cursor. The animation editor is also present in the game, but it's a bit weird to access right now. You must launch the game through the command line and specify any argument alongside the executable. But other than that, it's pretty fun to move around and play with the Cloaking Burrow-Nit. And if you're really interested, you can edit the creature to create one of your own; the script functionality is mostly complete. Drop me a notice somewhere if you're interested on the available events and actions.
 
After this, I'll work on hitboxes and Pikmin interaction, so hopefully we'll be seeing some Pikmin killing and being killed themselves, in the near future. '''Download link [https://dl.dropboxusercontent.com/u/47921869/Permanent/PFE/PFE%20Alpha%203.zip here]'''. Let me know what you think! — '''{''[[User:Espyo|Espyo]]''<sup>[[User talk:Espyo|T]]</sup>}''' 16:55, 9 March 2014 (EDT)


===Christmas Update===
Oh, and a quick note: I'll be removing some Pikifen-related pages from this wiki, since the manual covers that already. — '''{''[[User:Espyo|Espyo]]''<sup>[[User talk:Espyo|T]]</sup>}''' 16:07, 15 August 2020 (EDT)
Merry Christmas! I cooked up a build of the latest version as a sort of gift. It's starting to become kinda fun to issue Pikmin to do this and go there. I still have a long way to go, but what's currently done is pretty smooth. Up next, I'll take care of an enemy AI system, and it'll be a while until it's completed, but until then, you can have fun goofing around with the latest version. Download it at the same URL as before: https://dl.dropboxusercontent.com/u/47921869/Permanent/PFE/PFE%20alpha.zip (No Linux version yet!...) — '''{''[[User:Espyo|Espyo]]''<sup>[[User talk:Espyo|T]]</sup>}''' 17:56, 24 December 2013 (EST)


===October 23 Update===
== About Pikifen ==
A couple of days ago, I compiled a quick runnable alpha version: https://dl.dropboxusercontent.com/u/47921869/Permanent/PFE/PFE%20alpha.zip You can't do much right now, but feel free to mess around! One warning though: Don't issue more than 50 Pikmin to carry the cyan object, as the engine will freeze. Also, I've got something that I figured I could ask for help with. A logo! I need something that's quick, simple, small, looks good, and makes it clear that it's an engine for Pikmin games. Maybe some Pikmin carrying some cogs and nuts. I want to hear your suggestions! — '''{''[[User:Espyo|Espyo]]''<sup>[[User talk:Espyo|T]]</sup>}''' 09:58, 23 October 2013 (EDT)
:Forgot the controls... Ok, so you can move with WASD, and aim the cursor with the mouse. Left click to punch/throw/pluck/etc., and right click to use the whistle. Tab switches leaders. Left Control dismisses your group. R and F use sprays (think of it like the up and down buttons on the D-Pad in Pikmin 2). C switches between the 3 camera zoom levels, although you can fine-tune the zoom with the mouse wheel. Hold Space to move the group towards the cursor. I should also note that you can also use a gamepad to play, although it's a lot wonkier at the moment. — '''{''[[User:Espyo|Espyo]]''<sup>[[User talk:Espyo|T]]</sup>}''' 06:53, 24 October 2013 (EDT)


===October 14 Update===
Is it easy to use? (She/Her) [[User:LongTailCat3|'''''LongTailCat3''''']] ([[User talk:LongTailCat3|talk]])
The engine is now on [https://github.com/Espyo/Pikmin_fangame_engine GitHub]! The source code is now available, and safe. Because of the way Git works, you can now check out my changes there, instead of the old changelog file. As for news on the engine itself, it's shaping along nicely. It really looks like something now, and besides stuff like animations and Pikmin actually doing something that isn't weirdly following you, it actually looks like an actual game! Here's a screenshot: [https://dl.dropboxusercontent.com/u/47921869/Permanent/PFE/14%20Oct%202013.png Screenshot] I won't post a video because there's actually quite a lot that's been done, and a video would just take forever to show it all. I still have a lot to do, but at least it's going well. — '''{''[[User:Espyo|Espyo]]''<sup>[[User talk:Espyo|T]]</sup>}''' 08:24, 14 October 2013 (EDT)
:Of course! Why don't you download it and give it a try? — '''{''[[User:Espyo|Espyo]]''<sup>[[User talk:Espyo|T]]</sup>}''' 20:39, 24 April 2021 (UTC)


===September 2 update===
== Version 0.20 ==
I have decided to start it, and at the moment, you can already see, move, and switch captains, you can move the cursor, and the captains turn accordingly, Pikmin move around and can be idle and burrowed, you can whistle them, they can (weirdly) follow you, you can kinda throw them, and there's a partial HUD. In terms of looks, it's no Gioconda, but it's perfectly understandable. In terms of progress, it looks like most of the basics are done already, but they really aren't. Even for mechanics and such, I'm only like 1% of the way there. A lot of other things are still needed, like menus and collisions/areas.
Version 0.20 is out!
Initially this update was going to be much bigger, but I figured it was best to split it into three. So, this version focuses on menus! There is now a menu in which to manage the Onions (and ships that store Pikmin), a pause menu, and a results menu for when you finish playing an area. Since areas have no goal right now, you can use the statistics presented in the results menu to go for a high Pikmin count, low Pikmin death, all enemy knockout, and more! Menus in general are also more unified, better looking, and more powerful. The Master Onion has also been added, since now Onions can manage multiple Pikmin types at once. Several minor things have also been added and improved, so make sure to check out the changelog in the manual included with the engine.
As usual, you can download 0.20 '''[https://github.com/Espyo/Pikifen/releases/tag/0.20.0 here]'''. Enjoy! — '''{''[[User:Espyo|Espyo]]''<sup>[[User talk:Espyo|T]]</sup>}''' 20:39, 24 April 2021 (UTC)


Anyway, there's this (slightly) outdated [https://dl.dropboxusercontent.com/u/47921869/Permanent/PFE/Video.wmv video I recorded] to tide you over. I'll also leave a link to the [https://dl.dropboxusercontent.com/u/47921869/Permanent/PFE/Development%20log.txt development log].
== Version 0.21 ==
Version 0.21 is out!
This update adds Rock Pikmin! Now, some time ago, I had said Winged Pikmin would be too complex, and their flight would be too hard to represent in a top-down format. But over time I realized that they work like regular Pikmin, but can just be given free vertical movement when going places. Also, they can just be given a penchant for staying some units above floor level, when idling or following a leader. As for representation, well, they're Winged Pikmin -- they're always flying! There's no real need to show if they're on the floor, slightly floating, or very high up, since the vast majority of the time they'll be flying at the same distance above the floor, and all other cases are pretty intuitive. So after some weeks and a lot of work, I'm happy to say I was wrong, and that Winged Pikmin have now been added too! You can't have these Pikmin without something for them to do, so I've added Skutterchucks, Puffy Blowhogs, crystals, flukeweeds, and more. And you can't have Pikmin 3 Pikmin without Pikmin 3 leaders, so I've also added Alph, Brittany, Charlie, and the S.S. Drake! And you can't have all main Pikmin types without finishing the list, so I've added Bulbmin! And you can't have Bulbmin without their parent, so I've added adult Bulbmin too! Finally, this update also brings some major improvements to object behaviors and the cursor, and some new controls. As per usual, check out the full changelog in the included manual. Get version 0.21 '''[https://github.com/Espyo/Pikifen/releases/tag/0.21.0 here]'''! — '''{''[[User:Espyo|Espyo]]''<sup>[[User talk:Espyo|T]]</sup>}''' 19:19, 22 October 2021 (UTC)


Now, as I mentioned above, I'll be studying hard for my finals the next weeks, and after that, I'll go on vacation for a week, no Internet (probably). I obviously won't work on this while I'm trying to study, but during my vacation, because hanging around on the beach all day every day becomes boring, I'll probably work a bit on the engine as well. Other than that, remember that you can also use the chatroom (link on the left bar) to talk to me and other Pikmin fans. Every time I do something on the engine, I post it on the chatroom. This ranges from new features to the game exploding in hilarious ways, as it often does during development. And yeah, because the engine was greenlight, you can go tell your friends about it and share the word, about the engine that might revolutionize Pikmin forever <span style="font-size:80%;">(/ambitious)</span>. I'm... just kinda skeptical about Nintendo finding this and shutting us down because they're insane... Maybe I'm being too negative. Thoughts? Oh, one last thing. If you can find someone who has time, likes Pikmin, and can draw sprites reasonably well, don't hesitate to tell me about them. I may do the programming side of the engine, but I won't do basic sprites, which will definitely be needed. If anything, basic Bulborb sprites will need to exist so that game creators can change them accordingly. — '''{''[[User:Espyo|Espyo]]''<sup>[[User talk:Espyo|T]]</sup>}''' 21:28, 1 September 2013 (EDT)
:Fantastic job as always. This project has come a long way. If I may add some feedback, I have noticed how empty the sounds are, with very few sfx and no music. I am sure this is because you cannot use copyrighted materials, which is probably the reason the Pikmin sfx seems homemade. However, I will say that I make music, and have made some Pikmin music in the past. Perhaps I could make a soundtrack, one simple looping song for use in the engine. I could make it an original composition as well, considering it is probably legally tenuous to use the melodies from the franchise. Let me know if you are interested in this proposal. {{User:Zoadra/sig}} 19:09, 23 October 2021 (UTC)


==Details==
::Of course! Indeed, copyrighted sounds are a no, in my book. The entire sound system is by far the weakest point of the engine right now, but version 0.24 aims to resolve that. By that point I'll go through the effort of adding more and better sounds, code a nice and powerful sound managing system, and add music. I will also want to compose some songs myself, but I'll be more than happy if other people want to compose some tracks to add to the engine as well. In the next update, 0.22, I'll be adding some new areas (including areas made by others), so it'll probably be best to figure out what those areas will be first, and only then start composing music that fit their themes. — '''{''[[User:Espyo|Espyo]]''<sup>[[User talk:Espyo|T]]</sup>}''' 13:59, 24 October 2021 (UTC)
I am a very busy guy. I have tons of projects, mostly revolving around programming and games. Because of all of these projects, I don't focus enough time on actually programming games, even though I have the skills for it. In order to develop some experience, I want to program on loads of game-related things, and I already have a few in mind. One of the least-priority ones is an engine for Fanon members to make their Pikmin games come to life. But then I realized... Maybe I should ask the fans if they want to have such a thing really badly. If they do, I might move it up on the list, because, after all, it's a project people really want, and it could easily change the community deeply. This is what this poll is for.


Please give your opinion, and comment on ''anything'' regarding the project! I really want to know if you're interested in such a thing or not. Now, to answer some questions about it that you might have... — '''{''[[User:Espyo|Espyo]]''<sup>[[User talk:Espyo|T]]</sup>}''' 09:15, 13 July 2013 (EDT)
:Wait, you can add Bulbmin without Puffmin? (Unless puffstool and co already exist and I don't know about it in which case I'm dumb.) Still an amazing update! Can't wait to see what's next! {{User:MintyMoron64/sig}}


===Do I need to be a programmer to make my game come true?===
::Hehe, I guess you can. Nah, I went without Puffmin because they're basically like normal Pikmin, except in an altered state. As opposed to a new species of Pikmin. Some parts of their behavior can be easy to implement, but others are deceptively tricky. So in order to get things going, I decided to just release 0.21 without them. I can always add them later. — '''{''[[User:Espyo|Espyo]]''<sup>[[User talk:Espyo|T]]</sup>}''' 13:59, 24 October 2021 (UTC)
Short answer: not at all!
You see, my goal is to have an engine upon which a game can be created, using day-to-day knowledge. Of course, that's only for the game's logic; the custom graphics and audio will still have to be done by you or somebody else!


===How would the editing work?===
== Version 0.21.1 ==
To edit one of the game's images or audio, just change the file inside a folder. Easy as that. To actually add new Pikmin types, new areas, etc., things get a bit more complex, but hopefully, nothing confusing.
Version 0.21.1 is out! This fixes two glitches involving Pikmin attacking enemies, and also fixes the manual when viewed under Chrome. These glitches were a bit annoying, so please make sure to [https://github.com/Espyo/Pikifen/releases/tag/0.21.1 download this version]. — '''{''[[User:Espyo|Espyo]]''<sup>[[User talk:Espyo|T]]</sup>}''' 19:41, 5 November 2021 (UTC)
:Sorry, but the zip for Pikifen 0.21.1 had some issues. I've updated the zip file, so please re-download it. Thanks! — '''{''[[User:Espyo|Espyo]]''<sup>[[User talk:Espyo|T]]</sup>}''' 20:13, 6 November 2021 (UTC)


To add a Pikmin type, there will probably be a text file, somewhere. Editing the text file should be very straightforward. Here's an example of what it might look like:
== Version 0.22.0 ==
<pre>
Pikifen 0.22 is out! This version is all about polish &ndash; lots of small graphical tweaks across the board. In addition, there is now also a help page in the pause menu, which allows players to read up on fundamental gameplay topics, and even learn some tips! As usual, the full changelog can be found in the included manual. Download version 0.22 [https://github.com/Espyo/Pikifen/releases/tag/0.22.0 here]! — '''{''[[User:Espyo|Espyo]]''<sup>[[User talk:Espyo|T]]</sup>}''' 22:12, 5 July 2022 (UTC)
pikmin{
name = Brown Pikmin
color = brown
resistance = ground
strength = 1
weight = 2
mobility = 1.2
carry = 1
power = 1
size = 1
}
</pre>


It shouldn't be more complicated than that. That should be more than enough to create a new Pikmin type: some Brown Pikmin that has a resistance to ground based attacks (you'll have to tell the game what a "ground-based attack" is, later on), has average strength and such, but walks faster than normal and is twice as heavy as normal. Simple, right? Now, even though that's easy enough, I plan to also make it possible to have very complex Pikmin types, using nothing but these simple text files. So you can really approach this however you want: make a simple Pikmin by changing some attributes from a normal one, or make a completely wacky Pikmin that changes quite a bit. For an enemy, it'd be pretty much the same thing:
== Version 0.23.0 ==
<pre>
Merry Christmas and happy holidays! To celebrate, I'm releasing '''Pikifen 0.23'''!
enemy{
name = Electric Bulborb
body_type = electric
can_sleep = yes
hp = 4000
weight = 10
pikmin_seeds = 10
pokos = 100
size = 50
}
</pre>


Pretty simple, right? I mean, come on, this is so self explanatory! Even if you get confused, I plan to have some documentation on this very wiki, so you can always check that if you become overwhelmed. Not to mention that I'll always be available to help.
I'm excited for this version since it adds missions! Before, you could make areas in the engine and play around, but there was no real objective anywhere, so it was easy to get bored.


<s>As for the areas, because of the "minimal work to get a game" theory, if your fangame doesn't have specific areas, you can probably just let the engine draw them out for you</s>. Otherwise, I have a few ideas, involving drawing simple lines to mark walls. That's it, easy.
But with mission areas, the player must achieve some goal, typically with some constraints, and probably get a final score at the end based on how well they did. These completions and scores are even saved, alongside a new feature, the lifetime statistics (how many Pikmin you've thrown, how long you've been playing for, and more). With this, as well as some area editor quality-of-life features and tweaks, making areas in Pikifen and actually playing just got a whole lot more engaging!


As for the plot, captain comments on the Piklopedia, day log, etc. you'll probably be able to just edit a text file easily:
Other highlights include many menus being revamped, mostly to fit the new mission logic, some miscellaneous content making tweaks, and the addition of a GUI editor.
<pre>
As usual, the full changelog can be found in the included manual.
intro_frame{
name = taking off
image = taking off.png
text = "All controls are appropriately set. Preparing to take off!", said Olimar as the ship rumbled violently.
}


...
'''Download 0.23 here! https://github.com/Espyo/Pikifen/releases/tag/0.23.0''' — '''{''[[User:Espyo|Espyo]]''<sup>[[User talk:Espyo|T]]</sup>}''' 15:23, 25 December 2022 (UTC)


note{
== Version 0.23.1 ==
enemy = Electric Bulborb
Pikifen 0.23.1 is out! This version fixes a number of bugs. It also breaks compatibility with the mission records and statistics files. The full changelog can be found in the included manual. '''Download 0.23.1 here! https://github.com/Espyo/Pikifen/releases/tag/0.23.1''' — '''{''[[User:Espyo|Espyo]]''<sup>[[User talk:Espyo|T]]</sup>}''' 16:59, 1 January 2023 (UTC)
captain = Mr. Punny Junior
text = Yow! What a shocking experience! Touching one of these can really make your hair stand up! Make sure to use Yellows, or you'll be sent frying out of there!
}
</pre>


===What will it look like?===
== Version 0.23.2 ==
Sorry for all of those that had any idea that the games will be in 3D. But that just cannot be done for mine and for your sake! It would take a LOT of work to program the engine in 3D, and also, if you wanted to create the graphics for your enemy, instead of being a simple sprite, you'd need an entire 3D model with textures!
Pikifen 0.23.2 is out! It fixes some more bugs across the board. As usual, the changelog can be found in the included manual. '''Download it here https://github.com/Espyo/Pikifen/releases/tag/0.23.2''' — '''{''[[User:Espyo|Espyo]]''<sup>[[User talk:Espyo|T]]</sup>}''' 22:45, 23 January 2023 (UTC)


The games will be 2D, seen from above. The concept of height will still exist, though, but it won't be easy to see from a top-down perspective. In terms of graphics, you can either use the built-in graphics (probably ripped textures from ''Pikmin'' and ''Pikmin 2''), or you can just easily add your own!
== Version 0.24 ==
We have one week to go until Pikmin 4 releases! So why not make this week even more Pikmin-filled with a new release of Pikifen? '''0.24.0 is out now''', and it features five new areas! One is a tutorial, another is an area showcasing everything in the engine, and the remaining three offer varied missions. Aim for a high score! In addition, this update brings some more area editor improvements, and just general goodies across the board. As per usual, the full changelog can be found in the included manual.


===What about the engine's development?===
'''Download 0.24 [https://github.com/Espyo/Pikifen/releases/tag/0.24.0 here]!''' — '''{''[[User:Espyo|Espyo]]''<sup>[[User talk:Espyo|T]]</sup>}''' 17:33, 14 July 2023 (UTC)
I'll only be able to work on the engine on my free time. I might not be calculating this right, but, in my head, I can see the project going kinda smoothly. However, knowing game programming, chances are things will take a turn for the complicated all the time. By this I mean that... if I get too too busy, I may have to drop the project at some point and someone else will have to pick it up... Let's just hope not. But either way, be willing to accept this as a possibility.


Some of your characters, areas, etc. might have something non-standard. For instance, a boss enemy that sometimes transforms into a previous boss. No other enemy does that, and adding that bit of logic to the game just can't be easily done using the text file ''alone''. This means that I'll have to include some code so that the game knows where to get the info from the other bosses, to create and destroy the correct world objects, etc. You can ask me to include such things, if you notice that they're missing and you'd like them, but I might focus on more widely-used mechanics first, naturally.
== Version 0.25 ==
Pikifen '''0.25 is out!''' The main focus of this update was to add music support, so you can start creating and adding songs to your areas right away! Songs will be added to the pre-packaged content in the next update. This update also brings us the radar, complete with Go Here! It also adds a Pikmin status page to the pause menu, some new puzzle objects, area editor quality-of-life improvements, and just general tweaks and goodies. You know the drill: the full changelog can be found in the included manual.


As for licensing, I think you don't need to worry. The engine will be open-source and free, and both the engine and the games made with it will be considered free fan-games, which are all right in the eyes of Nintendo (for now). The only problem is that you can't make people pay for your game. The second you start getting profit directly off of a franchise that belongs to Nintendo, you're doing something lawsuit-worthy.
'''Download 0.25 here! https://github.com/Espyo/Pikifen/releases/tag/0.25.0''' — '''{''[[User:Espyo|Espyo]]''<sup>[[User talk:Espyo|T]]</sup>}''' 21:58, 16 February 2024 (UTC)

Latest revision as of 01:42, 22 February 2024

Forums: Index > Onion Complex > Pikmin Engine by Espyo
For archived discussions, see Forum:Pikmin Engine by Espyo/Archive.

Use this thread to discuss Pikifen. This thread will also cover updates.


Version 0.19

Happy birthday, Pikifen! The engine is now 7 years old. As a birthday gift, I bring you version 0.19! This version doesn't change the gameplay much, but it brings massive changes to the editors. First and foremost, they now use Dear ImGui for the widgets. With this, everything is more streamlined, easier to develop for, and more feature-rich. Plus it looks sleeker. Next up, certain object types can show you tips as well as widgets to let you change special properties with, edges can now be deleted for a new way of deleting sectors, sectors can now be split, and a bunch more editor features have been added! Another very important change is that the engine now includes a user manual. This manual contains the changelog, editing tutorials, and more information. So to see the full changelog of this version, please download the engine, and check the changelog page in the manual. As usual though, you can find the download link here. Enjoy!

Oh, and a quick note: I'll be removing some Pikifen-related pages from this wiki, since the manual covers that already. — {EspyoT} 16:07, 15 August 2020 (EDT)

About Pikifen

Is it easy to use? (She/Her) LongTailCat3 (talk)

Of course! Why don't you download it and give it a try? — {EspyoT} 20:39, 24 April 2021 (UTC)

Version 0.20

Version 0.20 is out! Initially this update was going to be much bigger, but I figured it was best to split it into three. So, this version focuses on menus! There is now a menu in which to manage the Onions (and ships that store Pikmin), a pause menu, and a results menu for when you finish playing an area. Since areas have no goal right now, you can use the statistics presented in the results menu to go for a high Pikmin count, low Pikmin death, all enemy knockout, and more! Menus in general are also more unified, better looking, and more powerful. The Master Onion has also been added, since now Onions can manage multiple Pikmin types at once. Several minor things have also been added and improved, so make sure to check out the changelog in the manual included with the engine. As usual, you can download 0.20 here. Enjoy! — {EspyoT} 20:39, 24 April 2021 (UTC)

Version 0.21

Version 0.21 is out! This update adds Rock Pikmin! Now, some time ago, I had said Winged Pikmin would be too complex, and their flight would be too hard to represent in a top-down format. But over time I realized that they work like regular Pikmin, but can just be given free vertical movement when going places. Also, they can just be given a penchant for staying some units above floor level, when idling or following a leader. As for representation, well, they're Winged Pikmin -- they're always flying! There's no real need to show if they're on the floor, slightly floating, or very high up, since the vast majority of the time they'll be flying at the same distance above the floor, and all other cases are pretty intuitive. So after some weeks and a lot of work, I'm happy to say I was wrong, and that Winged Pikmin have now been added too! You can't have these Pikmin without something for them to do, so I've added Skutterchucks, Puffy Blowhogs, crystals, flukeweeds, and more. And you can't have Pikmin 3 Pikmin without Pikmin 3 leaders, so I've also added Alph, Brittany, Charlie, and the S.S. Drake! And you can't have all main Pikmin types without finishing the list, so I've added Bulbmin! And you can't have Bulbmin without their parent, so I've added adult Bulbmin too! Finally, this update also brings some major improvements to object behaviors and the cursor, and some new controls. As per usual, check out the full changelog in the included manual. Get version 0.21 here! — {EspyoT} 19:19, 22 October 2021 (UTC)

Fantastic job as always. This project has come a long way. If I may add some feedback, I have noticed how empty the sounds are, with very few sfx and no music. I am sure this is because you cannot use copyrighted materials, which is probably the reason the Pikmin sfx seems homemade. However, I will say that I make music, and have made some Pikmin music in the past. Perhaps I could make a soundtrack, one simple looping song for use in the engine. I could make it an original composition as well, considering it is probably legally tenuous to use the melodies from the franchise. Let me know if you are interested in this proposal. ZoadraZoadra icon.pngAdmin, Bureaucrat 19:09, 23 October 2021 (UTC)
Of course! Indeed, copyrighted sounds are a no, in my book. The entire sound system is by far the weakest point of the engine right now, but version 0.24 aims to resolve that. By that point I'll go through the effort of adding more and better sounds, code a nice and powerful sound managing system, and add music. I will also want to compose some songs myself, but I'll be more than happy if other people want to compose some tracks to add to the engine as well. In the next update, 0.22, I'll be adding some new areas (including areas made by others), so it'll probably be best to figure out what those areas will be first, and only then start composing music that fit their themes. — {EspyoT} 13:59, 24 October 2021 (UTC)
Wait, you can add Bulbmin without Puffmin? (Unless puffstool and co already exist and I don't know about it in which case I'm dumb.) Still an amazing update! Can't wait to see what's next! I'm MintyMoron64 icon.pngMintyMoron64, and I like the Foundation Dweevil!
Hehe, I guess you can. Nah, I went without Puffmin because they're basically like normal Pikmin, except in an altered state. As opposed to a new species of Pikmin. Some parts of their behavior can be easy to implement, but others are deceptively tricky. So in order to get things going, I decided to just release 0.21 without them. I can always add them later. — {EspyoT} 13:59, 24 October 2021 (UTC)

Version 0.21.1

Version 0.21.1 is out! This fixes two glitches involving Pikmin attacking enemies, and also fixes the manual when viewed under Chrome. These glitches were a bit annoying, so please make sure to download this version. — {EspyoT} 19:41, 5 November 2021 (UTC)

Sorry, but the zip for Pikifen 0.21.1 had some issues. I've updated the zip file, so please re-download it. Thanks! — {EspyoT} 20:13, 6 November 2021 (UTC)

Version 0.22.0

Pikifen 0.22 is out! This version is all about polish – lots of small graphical tweaks across the board. In addition, there is now also a help page in the pause menu, which allows players to read up on fundamental gameplay topics, and even learn some tips! As usual, the full changelog can be found in the included manual. Download version 0.22 here! — {EspyoT} 22:12, 5 July 2022 (UTC)

Version 0.23.0

Merry Christmas and happy holidays! To celebrate, I'm releasing Pikifen 0.23!

I'm excited for this version since it adds missions! Before, you could make areas in the engine and play around, but there was no real objective anywhere, so it was easy to get bored.

But with mission areas, the player must achieve some goal, typically with some constraints, and probably get a final score at the end based on how well they did. These completions and scores are even saved, alongside a new feature, the lifetime statistics (how many Pikmin you've thrown, how long you've been playing for, and more). With this, as well as some area editor quality-of-life features and tweaks, making areas in Pikifen and actually playing just got a whole lot more engaging!

Other highlights include many menus being revamped, mostly to fit the new mission logic, some miscellaneous content making tweaks, and the addition of a GUI editor. As usual, the full changelog can be found in the included manual.

Download 0.23 here! https://github.com/Espyo/Pikifen/releases/tag/0.23.0{EspyoT} 15:23, 25 December 2022 (UTC)

Version 0.23.1

Pikifen 0.23.1 is out! This version fixes a number of bugs. It also breaks compatibility with the mission records and statistics files. The full changelog can be found in the included manual. Download 0.23.1 here! https://github.com/Espyo/Pikifen/releases/tag/0.23.1{EspyoT} 16:59, 1 January 2023 (UTC)

Version 0.23.2

Pikifen 0.23.2 is out! It fixes some more bugs across the board. As usual, the changelog can be found in the included manual. Download it here https://github.com/Espyo/Pikifen/releases/tag/0.23.2{EspyoT} 22:45, 23 January 2023 (UTC)

Version 0.24

We have one week to go until Pikmin 4 releases! So why not make this week even more Pikmin-filled with a new release of Pikifen? 0.24.0 is out now, and it features five new areas! One is a tutorial, another is an area showcasing everything in the engine, and the remaining three offer varied missions. Aim for a high score! In addition, this update brings some more area editor improvements, and just general goodies across the board. As per usual, the full changelog can be found in the included manual.

Download 0.24 here!{EspyoT} 17:33, 14 July 2023 (UTC)

Version 0.25

Pikifen 0.25 is out! The main focus of this update was to add music support, so you can start creating and adding songs to your areas right away! Songs will be added to the pre-packaged content in the next update. This update also brings us the radar, complete with Go Here! It also adds a Pikmin status page to the pause menu, some new puzzle objects, area editor quality-of-life improvements, and just general tweaks and goodies. You know the drill: the full changelog can be found in the included manual.

Download 0.25 here! https://github.com/Espyo/Pikifen/releases/tag/0.25.0{EspyoT} 21:58, 16 February 2024 (UTC)