It's time to try and code this.

Use an IDE like Visual Studio or Visual Studio Code (VS Code is more lightweighted and may be easier for you for the beginning). An IDE helps you identify those errors before you pass the script into Unity.
The error message clearly says you have two syntax errors: one in line 1344, position 78 of the file FluffyScript.cs (that’s what the numbers in the parentheses mean), and another at the exact same position. Maybe the “}” at this position is wrong? But I would need to see the whole code to make a suggestion on how to fix this.

Here’s the download for the Casual Fluffies Source Code, and yeah I’m actually using Visual Studio and Visual Studio Code for this, I have no clue why they didn’t find it.

I recommend starting with pathfinding, because having fluffies move around is obviously the first step in getting them to do anything in general.

I’d also recommend joining the modular fluffy project by making anything you do as reusable as possible. Making a whole game alone is a big undertaking, but making it one piece at a time with other people has much better chances of succeeding. We’d have already had a finished breeder game years ago if every new project could have built on the foundation of the previous ones! :blush:

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Okay, so I took some time to look at the project files of Casual Fluffies.
I downloaded Unity version 2018.2.17 (the lastest version in which the project files were saved) to avoid any problems which may result from missing backward compatibility.

Looking good so far: a lot of beautiful assets to work with. But the error messsage on the bottom is strange. It’s the same error message @UndeadG0D already wrote about.
So the problem is within the FluffyScript file. I opened the file in Visual Studio to examine the error. Note: the whole file has a whopping 3064 lines of code. It definitely needs some refactoring.

So here we have the culprit: looks like line 1344 in the Die() function is not complete, which is a mystery, because how and why did this line make it into the final project files? As far as I can tell, it looks like the original creator tried to write a statement to set the eye of a fluffy corpse when it dies, but only in case the eyes are missing. I commented it out, and the game runs:

As you can see, the missing line doesn’t change the functionality at all right now, but I need some time for testing and researching the project. If you have the files provided by @UndeadG0D and Unity installed, you can try it yourself. Just remove/comment out line 1344.

Edit: Currently playing it for the first time. This is more elaborate than I realized.

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Studying the code right now. It’s a bit of a mess, but really elaborate.

Fixed a bug in the current version where eyes didn’t show the correct sprite when cut out (it only appeared on fluffy corpses).

Before:

After:
bugfix-missing-eye2

Fun fact: fluffies only have ONE single eye in this game, despite being able to turn sideways.

Also, I found this gem:

bloody-diarrhea

Update:
I read every entry in the Casual Fluffies Dev Blog and am currently documenting my findings and ideas for features and fixes. I’ll share the code and my documentation after making a major rework to the whole code, because this an even greater mess than I realized, and I’m wondering how anyone can maintain this without becoming suicidal. It’s Quick-and-Dirty incarnate!

I’m not trying to crap on the legacy of CasualDev, because he did an amazing job in the short time he worked on the game, but as an aspiring software engineer, there are just some things I need to point out:

  1. There is not a single case in which enumerations are used. He just passes integer values into methods, which is confusing as hell since I DO NOT KNOW what FluffyState == 4 or limb == 11 is supposed to be! I believe he did not know that enumerations exist in the first place, because it would have made everyone’s life so much easier.
  2. Not using switch cases. Instead, he’s using nested if/else statements, which makes it impossible to follow the logic he’s trying to implement.
    (I believe his first coding experience was in Python since Python is infamous for not having switch cases.)


Why would you implement a getter method that returns nothing? You need to pass a new List object every time you want to use this method (which is actually the way the method is called in other parts of the code)!

  1. The OnCollisionEnter2D() method consists of 400 lines, but it’s supposed to only handle the fall damage of a fluffy! Well, in fact it also handles the logic of every possible message that a fluffy who witnesses their baby, speshuw fwiend or just some distant adquaintance falling to their death might say!

  2. For functionality that needs to check if other fluffies are in a certain range, the game searches every object with the fluffy tag, then checking for every fluffy if it’s in range. This leads to a non-linear runtime behaviour, meaning the more fluffies, the slower the game runs. Why not define a single global variable that keeps track of every fluffy that exists during runtime and check that instead?

  3. Duplicated code blocks instead of defined methods for repeating functionality. See 4.

TL;DR I’m working on it, but it will take time till I produce something I can show you.

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Fluffy Leonardo code

Basically. But the turtle, not the man.

Cowabunga

god damn

Think you could make a workable version where the only difference is a removal of the cutiemarks? for us/me to play? It’s really the biggest thing I personally want gone from the current version and if you were able to get the game to work then removing the cutiemark would basically just be replacing the current one with a transparent image of the same size.

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I’m trying to implement saving and loading, but if that’s your priority, sure.

I actually can’t tell how removing the cutie mark from the fluffy model will affect the rest of the code. For some reason, CasualDev’s code calls the limbs by name in some places, and in other places by hierarchy order, so just removing the cutie mark object from the model will fuck up the code. But a transparent or empty object might work. I will do what I can.

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Have fun!

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Thanks a bunch! I know it’s weird that the cutie mark would be a priority, but I’ve culled so many fluffies after waiting for them to grow up because of a bad cutiemark color. Good luck on coding and working on the rest of the game!

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Speaking of “culled”:

  • You can now hover over a fluffy and press ‘x’ to delete it.

Also:

  • Fluffies have a message when you give them a new name.
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Crap, I’m dumb. Pressing ‘x’ while hovering over a world element like dirt or tiles placed by the player DELETES THE GRID IT IS ATTACHED TO!!! :derp:
I’m sorry about this. I originally planned it to be a debug feature for deleting elements from the current scene and forgot that it never actually checks if the game object under the cursor is a fluffy. Will be fixed in the official release. Just be careful not to fuck up your world during play.

Also, even male fluffies have breasts. Stay tuned.

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where are the fluffys
image

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This answer does not bode well for your chances of actually making anything.

So for the first code it means your brackets als {} aren’t all properly accounted for as for the second i think the call for a function or another issue is occurring if you could share a download link to what your working on I could take a look / possibly help fix the error

press space to spawn them, you’re welcome :]