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[[File:Pikin fangame engine icon.png|thumb|right|Icon for the engine.]]
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{{for|the forum topic discussing the engine and its updates|Topic:Pikmin Engine by Espyo}}
{{italic title}}
The '''Pikmin fangame engine''' is a real program made by [[User:Espyo|Espyo]] that is capable of running ''Pikmin'' fangames. It is an open-source engine, currently in development, that can handle gameplay similar to the ''Pikmin'' games, in that it allows leaders to whistle and throw Pikmin, allows Pikmin to carry objects, etc. Given that it is an engine, it is not a game, but rather a platform on which games can run. In other words, fangame makers can add their own resources (like areas, graphics, enemy types, etc.) onto a folder, and the engine will read out the information and allow a player to play that game.
{{media|Pikifen|Espyo}}
{{for|the forum topic discussing the engine and its updates|Forum:Pikmin Engine by Espyo}}
{{infobox game
|image=PFE main menu.jpg
|size=250px
|caption=The engine's title screen.
|icon=Pikifen icon.png
|rating=E
|genre=Real-time strategy, sandbox
|platforms=PC
|media=Digital download
|publisher=
|release dates=
|creator=[[User:Espyo|Espyo]]
|collaborators=
}}


The reason for its creation was to make it possible for fans to make their own ''Pikmin'' fan content and to be able to play on it, by requiring only the resources from the content maker, while the engine itself handles all of the more complicated parts like the physics and artificial intelligence. It is currently under development, and alpha versions are available for download. The engine can run on Windows, Linux, and Mac. Although the engine itself is not meant to be a game, it comes with some example resources, like areas, Pikmin types, etc. that help showcase the engine's flexibility and test features during development.
'''''Pikifen''''', formerly known as the '''Pikmin fangame engine''', is a real program made by [[User:Espyo|Espyo]] that is capable of creating and playing ''Pikmin'' fan content. It can be downloaded for Windows [https://github.com/Espyo/Pikifen/releases here], though it can also be run on Linux or Mac through Wine, or by compiling in those platforms. The [https://github.com/Espyo/Pikifen/blob/master/README.txt included README.txt file] and the included manual have information on how to play, how to make content, how to run the engine on Linux and Mac, the latest version's changes, what is left to do, troubleshooting and frequently asked questions, and lastly, a link to the project's Discord server. Being a computer game, it is played using a keyboard and mouse, or a gamepad.
[[File:PFE gameplay.jpg|thumb|left|The gameplay is seen from a top-down perspective.]]
''Pikifen'' is an open-source engine that can handle gameplay similar to the ''Pikmin'' games in that it allows [[leader]]s to whistle and throw Pikmin, allows Pikmin to carry objects, and so on. Although the idea is for fans to create their own content, such as custom enemies, areas, and more, so the engine can read it and turn it into something playable, the current download also comes with some pre-packaged content, which makes it possible for people who download it to experiment with its features right away. Since it is still in development, some features may be fully implemented, missing entirely, or working incorrectly.


==Overview==
The game created by the engine has a two-dimensional appearance and is seen from an {{w|Orthographic projection|orthographic}} top-down view, although it is still a three-dimensional game in that height and gravity exist. The mechanics attempt to mimic those found in the ''Pikmin'' games, although not always to the same degree. They can be different because it's easier that way, it's better for the engine's flexibility, or because it's not possible to fully replicate what happens in the official games.
The game created by the engine is 2-dimensional, and seen in a top-down view, although it is still a 3-dimensional game, in that height and gravity exist. The mechanics attempt to mimic those found in the ''Pikmin'' games, although not always to the same degree. They can be different because it's easier that way, it's better for the engine's flexibility, or because it's not possible to fully replicate what happens in the canon games.


Given that it is a PC game, it is played using a keyboard, mouse, and/or a gamepad.
Players can select between simple areas, areas to explore with no end goal, and missions, areas with goals and limitations. Currently, the engine comes pre-packaged with one simple area, and three missions.
{{clear}}


==Download==
==Gallery==
'''[https://github.com/Espyo/Pikmin_fangame_engine/releases Download link]'''
The following images were taken from various versions of development with pre-packaged areas, Pikmin, etc.
<gallery>
PFE Red Bulborb.jpg|Battling against a [[Red Bulborb]].
PFE carrying.jpg|Carrying and whistling.
PFE pellet.jpg|A treasure on a high ledge.
PFE gate.jpg|Pikmin being ordered to work on a gate.
PFE closeup.jpg|Zoomed-in camera showing Pikmin working on a bridge.
PFE night.jpg|The landing site at night.
Pikmin fangame engine 14 Oct 2013.png|The engine as it looked two months after development started.
</gallery>


The latest version available for download for Windows is 0.6.0.
==See also==
*[[:Category:Pikifen images]]


Linux users that wish to run the engine will need to download the Allegro libraries and compile the game from the source code at GitHub. There are currently no instructions for Mac users.
{{navboxes|
 
{{games}}
==How to play==
}}
In order to play a game on the engine, there must be data for that game on the engine's "Game_data" folder. Luckily, the engine comes with some example data that can be played right off the bat, although players can also download or create any fan-made content and place it on the engine's "Game_data" folder. Because the engine is still in development, the concept of a "game" isn't much more than "a collection of areas, enemies, and Pikmin". Upon running the engine, it will read the information in the game data folder and instantly boot up the game. Currently, the main menu will be the same all the time, regardless of game, and choosing the "Play" option will prompt the player on which available area they wish to play (if there is only one area, it will be loaded automatically).
 
The player is then allowed to control the leaders and play around. At the moment, there is no concept of an "end", so nothing will trigger the end of the area. Depending on the mechanics that are implemented or missing, some behaviors might work, some might not, and some might be working incorreclty.
 
The controls can be changed on the options menu, but the defaults are listed on the included README.txt file. Some other options can also be set on the Options.txt file, but since these don't have a large impact on most fans, there is no way to edit them on the options menu.
 
==How to create==
Anybody can create any content to be run on the engine, and the ways to do so vary, but are in general made to be easy. The following pages lead to tutorials on how to create different content for the engine:
 
*[[/Text files|Text files]] &ndash; text files on the engine use a specific format. This simple page explains how it works, and should be read before using any other tutorial.
*[[/Creating areas|Creating areas]]
*[[/Creating object types|Creating new object types]]
*[[/Creating animations|Creating animations]]
*[[/Object script|Object scripting]]
*[[/Creating weather|Creating new weather]]
 
Most user-made mistakes will be caught by the engine and reported on a file called "Error_log.txt" on the same folder as the game's executable.
 
==History==
===Creation===
The idea for the engine started on mid 2013, with the intent of both allowing Pikmin fans to make their own games reality as well as to create a fun and challenging ''Pikmin''-related project. The idea was made public on Pikmin Fanon, where [[Topic:Pikmin Engine by Espyo|a topic]] was created to gather feedback, before starting the project. On the 15th of August, 2013, development of the engine officially began. Ever since, different versions have been released, each one more complete than the last.
 
===Changelog===
;Current version
* 0.6.0
** Added menus (main menu, options, area selection, access to the editors).
** New icon.
** Added a White Spectralid enemy.
 
;Older versions
:Please see the [[/Changelog|changelog]].
 
===Roadmap===
Many more features and content are still planned, but the following is a general outline of what still needs to be done, roughly sorted from the next features to be developed to the last ones.
 
* Carrying paths
* Hazards
* Plants
* Water
* Most menus
* Music
* Most sound effects
* Sprays
* Story mode cutscenes
* Story mode progression
 
==FAQ and troubleshooting==
More information on the engine, including frequently asked questions and troubleshooting, can be found in the README.txt file included in the download.
 
==License disclaimer==
The Pikmin fangame engine and any fan content run within it are '''not''' affiliated with Nintendo® and should '''not''' be sold.
 
They are '''non-profit''' projects created by fans of the Pikmin® franchise, and do not intend to infringe on the copyrights or registered trademarks of Nintendo®.
 
Pikmin® is a trademark of Nintendo®. The copyrights of all associated characters, names, terms, art, music, and assets belong to Nintendo®.

Latest revision as of 02:21, 2 August 2023

Pikifen
This article or section presents information pertaining to Pikifen, a fanon game created by Espyo.
For the forum topic discussing the engine and its updates, see Forum:Pikmin Engine by Espyo.
Pikifen The icon used to represent this game.
PFE main menu.jpg
The engine's title screen.
Rating E
Genre Real-time strategy, sandbox
Platforms PC
Media Digital download
Creator Espyo

Pikifen, formerly known as the Pikmin fangame engine, is a real program made by Espyo that is capable of creating and playing Pikmin fan content. It can be downloaded for Windows here, though it can also be run on Linux or Mac through Wine, or by compiling in those platforms. The included README.txt file and the included manual have information on how to play, how to make content, how to run the engine on Linux and Mac, the latest version's changes, what is left to do, troubleshooting and frequently asked questions, and lastly, a link to the project's Discord server. Being a computer game, it is played using a keyboard and mouse, or a gamepad.

The gameplay is seen from a top-down perspective.

Pikifen is an open-source engine that can handle gameplay similar to the Pikmin games in that it allows leaders to whistle and throw Pikmin, allows Pikmin to carry objects, and so on. Although the idea is for fans to create their own content, such as custom enemies, areas, and more, so the engine can read it and turn it into something playable, the current download also comes with some pre-packaged content, which makes it possible for people who download it to experiment with its features right away. Since it is still in development, some features may be fully implemented, missing entirely, or working incorrectly.

The game created by the engine has a two-dimensional appearance and is seen from an orthographic top-down view, although it is still a three-dimensional game in that height and gravity exist. The mechanics attempt to mimic those found in the Pikmin games, although not always to the same degree. They can be different because it's easier that way, it's better for the engine's flexibility, or because it's not possible to fully replicate what happens in the official games.

Players can select between simple areas, areas to explore with no end goal, and missions, areas with goals and limitations. Currently, the engine comes pre-packaged with one simple area, and three missions.

Gallery

The following images were taken from various versions of development with pre-packaged areas, Pikmin, etc.

See also