i have 2 questions.
1, dose this game have cross platform saveing or i have to do everything over agin if i decide to play on phone?
2, since this game is open source, is modding allowed?
Hello there!
No, unfortunately there is no cross-platform saving and I’m not sure how to implement one. Theoretically you might be able to copy C:\Users(username)\AppData\Local\foxy-misfortunes\foxy-misfortunes.conf into /internal storage/Android/obb/io.castleenginefoxymisfortunes/misfortunes.conf and it might even work… However, note that the game is approximately twice as difficult on Android than on Desktop due to less comfortable controls and Android version of the game makes use of this fact - the necessary score to unlock skins and characters is twice lower. I.e. it may only make sense to copy unlocks, not high scores, though, again “copying” them may be tricky. If it’s really needed, I’d rather just add a cheat menu to unlock some characters/skins.
Yes, absolutely. However, note that at current state (it was just a small game jam game) everything is “hardcoded”. However, it can easily be extended to read data from XML files, e.g. to change all parameters of the monsters, characters, change the number of characters, art, etc. Installing a mod on a “regular version of the game” would be as simple as copying a few files into “data” folder of the game. However, again, on Android it will become significantly more complicated. The “shortest/simplest” path would be to create a separate APK for a modded game. If you need that done a couple of times, I can easily prepare APKs for you, or teach you how to do that if you’ll need a large number of builds (e.g. to test the game balance on Android) - it’s not too hard, but will require running a few commands in Docker and approx. 22Gb of HDD space for a Docker image.
Note that the “modding” feature now is limited to editing the game’s source code, e.g. here https://gitlab.com/EugeneLoza/foxy-misfortunes/-/blob/master/code/gamecharacters.pas#L238 . If you need a “simpler tool” where you can get the result without recompiling the game (though after setting up the Castle Game Engine it’s relatively simple, unlike building for Android), ping me, it’s relatively easy to add this feature. I’m working hard on a new game right now but will distract back to this project if it’s needed.