Playing the game, I immediately noticed that the environment appears to use a full channel for transparency, but the characters only use 1 bit, leaving a pixely looking black edge around them and giving them opaque shadows.
I noticed in the art_src directory, you have fully transparent pngs, but in the game assets, you have magenta keyed pngs for the characters and items. Why not use the nicer transparent versions? Does that take up too much memory to store all the animation frames in memory with a full 32 bit ARGB color space?
Out of curiousity I played around and replaced some files with their transparent versions in the prebuilt v0.15 and the steel armor appeared to work and looked great in game, but nothing else lined up quite right (not that I really expected it to work).
Is this something planned for future development?
It's mostly weird limitations of SDL 1.2.
Options to fix these:
I've used SFML just a bit (for a game jam) and I think it could be a decent option. I know though that SDL is ported to more systems, and that would cause some fringe operating systems and devices to lose Flare. Long term undecided, but SFML is tempting.
Interesting. I guess SDL is a little quirky.
Over the next few weeks (depending on my free time from work) I'm going to implement the characters and maps in XNA for my own prototyping purposes. If it works out and there is enough interest, I'd be happy to post the relevant parts to Flare assets as a library on github.
I know most open source fans aren't particularly fond of C# (for many valid reasons), but IMHO you really can't beat it for rapid prototyping :)