$12256 / $11500
Hi, i'm trying to re-create with Flare a completely open source version (using the Liberated Pixel Cup asset) of Stardew valley... i have no idea if this idea will last or i'll get tired before, but I try XD
Mastodon: https://mastodon.gamedev.place/@OpenValley
Git: https://gitea.it/rixty/OpenValley
why i didn't choose godot as engine.
from my point of view godot is better and more performing (even if i speak as an ignorant), but i preferred flare mainly for two reasons:
1 i think few people use it for creating mod/games
2 i think it's less known than godot
so... sorry godot XD
Hello Ritxy, with Flare engine you could instead do a recreation of "Rune factory" which is just Harvest moon/Stardew valley with Rpg combat.
I see you have already quite a fundation in place, im going to release today the models i made for my Flare mod. Take it calmly, even the most simple Flare mod is quite the task.
A couple of pics of what you have managed would be good.
at the moment the game doesn't even start (I don't remember anything about how to set everything... it's been years since I've played with flare) XD
i think using stardew valley, as a base, is better because (almost) all the mods are opensource, so it's less hard work :p
but as I said in the first post, I do not even know if this idea I will carry on ... for now I have fun in my spare time
I'm literally losing eyesight fixing this map XD
in the original game I think it's probably 2 split maps...
the part without trees, in the second image, does not exist in the original game LOL
Which of them is yours? i cant tell, also are you aiming for a 1-1 replica?
I use the one yet to be finished (the first one, the second one is just an image, don't have the file-map of the second one) XD
it's not a 1-1 version because I'm copying it by hand, and I have slightly wrong measures
using pieces of maps found in various mods (I don't use the original files, not even to modify them)
I use this map as a base, keeping however the modifications that I like, of the various mods from which I take the maps already created, not to do everything by hand:
https://staticdelivery.nexusmods.com/mods/1303/images/4699/4699-15829246...
I just remembered that flare has only 3 layers... so I have to edit/redo everything from the beginning XD
would someone be so kind to "remind" me which files i have to set to start the game (just start it, without any specific option... i just need it to see the maps in game)
I don't even remember if there is a wiki XD
sorry, but I don't remember anything u.u
ok, the wiki: https://github.com/flareteam/flare-engine/wiki#for-modders XD
Go into "Creating a map in Tiled"
at the end I found what I needed... now the game starts, but I still have to set almost everything, as well as redo the maps (fortunately I do not have to redo everything by hand)
I can't figure out why the character walks over walls XD
I put collision around the room, I don't know what to set to keep it from going out so much
little help:
I need to create an anumation with the 16x16 tiles number 562,563,564, but I don't remember how to do it
The player collision system is overly simple. Instead of checking a box around the sprite, we instead only check to see if the player's exact position intersects with a collision tile. So the end result is the sprite overlapping tiles in that manner. Unfortunately, there's not much you can do about it right now besides adding some more collision tiles to keep the player from getting too close to the wall.
is there a guide/wiki for tiles animations?
I absolutely do not remember how to set them
This page has a description of the "animation" property: https://github.com/flareteam/flare-engine/wiki/Tile-Set-Definitions
It may also be helpful to look at an example, such as the animated brazier in flare-game's dungeon tileset: https://github.com/flareteam/flare-game/blob/master/mods/fantasycore/til...
thx so much!
another question:
from 3 years ago to now, can npc's now move from point A to point B?
3 years ago they stood still where spowning XD
NPC positions are still static.
frak!
And isn't there some trick to "pretend" they are moving? XD
enemies can move within a certain area (right?)... can this be "set" for npc's as well?
No, only enemies are able to "wander" around their spawn point.
example:
is there any way to create an enemy, that "talks" when clicked? instead of being hit?
(I'm a pain in the ass, like 3 years ago, I know). XD
Sorry, but no. I agree that it would be nice if there was shared functionality, but it just isn't there at the moment.
Somewhat unrelated, there was some kind of "patrol route" system, right? i remember a goblin cart going around circles in some map.
Yes, enemies placed on the map can use the "waypoints" property (search the Attribute Reference for moe documentation). Basically, you just define a list of points and the enemy will follow them until they enter combat.
i have created an enemy that does not enter into combat... so i can use this method to make npcs move, "transforming" them into "good" enemies XD
I don't understand anything XD
don't remember what map the goblin cart was in? O.o
could this work something like:
spawn good enemy,
move good enemy from point A to point B,
activate event, when good enemy arrives in point B, that delete enemy and spawn npc.
The minecart is in "underworld_mines". There's also some enemies using waypoints in "wizards_tower_3".
The tricky part of your idea would be making the NPC event active only when the enemy stops at a waypoint. It might be possible if you play with the "delay" and "cooldown" values for the event.
ok, so, theoretically it can be done, and we have solved the impossibility of moving NPCs XD
I would like to do something like this...
the enemy activates the event and changes the state
my problem: i don't know how to make the enemy "disappear" and make the npc appear automatically... XD
[event]
# deactivate npc
type=event
location=0,0,0,0
activate=on_load
unset_status=activate_npc
[event]
# deactivate npc
type=event
location=0,0,0,0
activate=on_load
delay=600ms
unset_status=activate_npc
[event]
# activate npc
type=event
location=0,0,0,0
activate=on_load
delay=200ms
set_status=activate_npc
[npc]
# TEST
type=npc
location=4,11,1,1
filename=npc/TEST.txt
requires_status=activate_npc
[enemy]
type=enemy
location=6,18,1,1
category=goodenemy
level=1
number=1
waypoints=6,18;4,11;4,11;4,11;4,11;4,11;4,11;4,11;4,11;4,11;4,11;4,11
requires_not_status=activate_npc
I can repeat the last point (4,11) several times to "stop" the enemy in a specific point for a certain amount of time XD
Instead of using [npc] to load the NPC, you can use the "npc" property of an event. We do this in flare-game to automatically interact with the tutorial NPC:
[event]
type=event
location=19,19,2,2
activate=on_trigger
npc=npcs/tutorial.txt
repeat=false
requires_not_status=emp_arrival
set_status=emp_arrival
shakycam=2s
OK, new problem:
with
[event]
# TEST
type=event
location=4,11,1,1
activate=on_trigger
npc=npc/TEST.txt
repeat=false
requires_status=activate_npc
the npc does not appear and if I pass over it, the dialog popup appears and I cannot close it, with
[event]
# TEST
type=event
location=4,11,1,1
activate=on_load
npc=npc/TEST.txt
repeat=false
requires_status=activate_npc
I get the dialog popup as soon as I start the game
(the rest is unchanged so I don't copy it again)
What I don't understand is how I can "click" the npc to get the popup to open, without having to hover over anything XD
Do you get the dialog popup with the first one?
The NPC's sprite itself isn't supposed to appear. Which should be okay because you have the "enemy" sprite acting as a fake NPC, right?
no, with the first one I get it only if I pass over, with the hero at the event, and I can not close it, when automatically opens the popup
the rest is correct XD
To prevent the player from walking on the NPC event, you should put a "pit" collision tile (the blue one) at (4,11) and set "flying=true" on the enemy.
You can use the "mapmod" event property to change the collision tile only when the event is supposed to be active. You might need to create another event that uses "intramap" to warp the player off said tile, in case they are on it when the collision tile is placed.
maybe i misunderstood but i don't want to go "on top" of the npc event (i just tried to see what happens if i go on top of it), and i would like that when the enemy stops at (4,11) the player can "click" on it like a "normal npc", without any popup opened automatically
this, currently, I can't do with either of the two versions of the event I posted above ^^
the enemy goes exactly above the event, so the player is unable to go on it (even deliberately), but as a precaution I will put a collision tile anyway XD
Oops, I forgot that you need "hotspot=location" on the event in order to be able to click on it.
The suggestion for the collision tile is to prevent the player from standing on it and thus triggering it indefinitely.
how to create an NPC that moves from a point A to a point B and once arrived at point B allows you to interact with him (obviously isn't perfected, but I publish it in case someone needs it)
[event]
# deactivate npc
type=event
location=0,0,0,0
activate=on_load
unset_status=activate_npc
[event]
# (is used to activate the npc once it arrives at point B... the delay should be set as needed)
type=event
location=0,0,0,0
activate=on_load
delay=20s
set_status=activate_npc
[event]
# (it is used to deactivate the npc, when this one moves position... also here the time must be set correctly)
type=event
location=0,0,0,0
activate=on_load
delay=30s
unset_status=activate_npc
[event]
# (this serves to make the npc disappear, like when you want it to change map)
type=event
location=0,0,0,0
activate=on_load
delay=40s
power=3
power_damage=1000
requires_not_status=activate_npc
[event]
# (serves to create the "real" npc, to be used with an invisible sprite)
type=event
location=4,11,1,1
activate=on_trigger
npc=npc/TEST.txt
repeat=true
hotspot=location
requires_status=activate_npc
[enemy]
# (since NPCs are static, use an enemy with the same sprite as the npc you want to move, setting it so that it does not attack the player, nor does it follow the player)
type=enemy
location=6,16,1,1
category=goodenemy
level=1
number=1
requires_not_status=activate_npc
waypoints=6,18;4,11;4,11;4,11;4,11;4,11;4,11;4,11;4,11;4,11;4,11;4,11 (repeating numbers are used to make the NPC stand still as long as you need it to stand still)
the only "imperfection", now is that, when you start the map, the enemy, for a few seconds does not follow the route, but once you have hidden the life bar and the level of the enemy, you can easily pass it off as an NPC ^^
Question: Is it possible to make an enemy die automatically?
so as to give the impression that an npc leaves a map and enters another one?
Events can trigger Powers, so you could have a power with a larger radius that instantly kills the enemy. To make the power hit only the enemy:
1. Define a category in the "categories" property of the enemy definition file
2. Set "target_categories" on the power to match the category from step 1
3. Set "source_type" to "hero" or "neutral" on the power
(I copied from the starterpack, so I have no idea what I did wrong) XD
it starts, it works, but it misses the target (appears missed above his head)
[power]
id=3
#name=instant kill
type=missile
new_state=instant
use_hazard=true
base_damage=ranged
radius=100
source_type=hero
target_categories=goodenemy
post_effect=knockback,100,150ms
---------
[event]
# disappear npc
type=event
location=0,0,0,0
activate=on_load
power=3
delay=60s
requires_not_status=activate_npc
You should set the "power_damage" property on the event. On the power, you should add something like this:
modifier_accuracy=absolute,1000
great, that's enough for the moment... I reserve more questions for the future XD
question: is there any way to insert a "clock" in the game?
I would need a way to add an image (of a clock) that changes every XX seconds
like adding the clock image below the map window, and having the whole map window change every XX seconds
other ideas are also fine XD
No, nothing like that is possible currently.
ok... I can create a passive skill that automatically updates every XX seconds (via events), then I can "add" a sort of clock, in the skill menu... it won't be beautiful, but it works XD
I created this skill:
[power]
id=1
type=fixed
buff=true
passive=true
icon=21
[power]
id=4
type=fixed
buff=true
passive=true
icon=29
I set it up this way:
[power]
id=1
position=40,105
upgrades=4
requires_level=1
[upgrade]
id=4
requires_level=2
I would like it to update automatically when the player goes up to level 2... where am I wrong? O.o
I copied from the old game I wanted to make, years ago XD
Looks like it might be an engine bug. I just tried something similar and I had to click the upgrade button, even though there was no power point requirement. I've opened an issue here: https://github.com/flareteam/flare-engine/issues/1766
frak! 3 years ago this bug was not there XD
The Powers menu was refactored for version 1.07, so I think the code was cut there. Should be fixable.
no problem, at least I found a bug, which is the thing I do best XD
anyway, another question:
[event]
type=event
location=0,0,0,0
activate=on_load
delay=10s
reward_xp=1
is possible to create an event like this, but that increases a statistic by +1?
Sorry, no way to increase stats directly with an event.
As for the bug, I just pushed a fix for it: https://github.com/flareteam/flare-engine/commit/084e645b5c23b9b3cb3f84b...
I've also made a Windows build if you need it to try: https://drive.google.com/file/d/1I_HSDIpXprYYaWCmSb0XE71xZxE--h7N/view?u...
ok, now the passive skills are working properly :)
for my question... i try to change "strategy"
is there a way to increase a skill via an event? XD
like: use an axe 10 times on a tree increases the skill "axe" by one point.
I connected the clock to the exp... every 7 sec the character goes up one level, and at each level up the time runs 10 minutes...
the only thing that works for now is the clock
screenshot_2021-02-10_15-24-31.png 18.9 Kb [4 download(s)]
with wine flare does not start if you set in full screen mode XD
You can use "requires_status" for powers/upgrades in the powers tree, and events can use "set_status". So combining those two should let you control skills with events.
I didn't know you were using Linux. I would recommend building it yourself if you haven't already (it's not too hard). Here's a quick guide: https://github.com/flareteam/flare-engine/blob/master/INSTALL.engine.md#...
thx, I managed to solve, with the skills, I just have to structure everything well :) yes, i use linux, but i'm noob, in compiling things by myself XD
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