I like it the way it is. The typical fantasy setting (well, kind of) is nostalgic for me. And if the game is fun (which it is already) the setting becomes secondary anyway.
Yeah, it depends what the developer wants really. But I think a proper line of sight style implementation of the hide and seek features would make more sense. That way monsters around the corner would always be invisible, regardless of the direction they are coming from.
I like Visual Studio. I got version 0.13 running with Microsoft Visual C++ 2008. Here are some instructions to reproduce what I did:
Download and install CMake from here. [I used version 2.8.4]
Download the appropriate SDL development files from here. [SDL-devel-1.2.14-VC8.zip]
Extract them to a directory of your choice. I'll reference that directory as $foo.
Download the appropriate SDL_mixer development files from here. [SDL_mixer-devel-1.2.11-VC.zip]
Extract the contents of the include folder to $foo\include and the contents of the lib folder to $foo\lib. [replace $foo with the directory from step 3]
Download the appropriate SDL_image development files from here. [SDL_image-devel-1.2.10-VC.zip]
Extract the contents of the include folder to $foo\include and the contents of the lib folder to $foo\lib.
Create a new environment variable SDLDIR with the value $foo.
Extract it to a directory of your choice. I'll reference that directory as $bar.
Create the directory $bar\Debug.
Find the following files and place them in $bar\Debug: [download them here] - libogg-0.dll - libpng12-0.dll - libvorbis-0.dll - libvorbisfile-3.dll - SDL.dll - SDL_image.dll - SDL_mixer.dll
Start the CMake GUI and enter the following into the text box for source and build location: $bar/build [replace the usual backslashes with forward slashes]
Click on Configure.
Select the generator you would like to use [I used Visual Studio 9 2008 - stick to 32bit stuff] and click Finish.
Wait for the Generate button to become enabled then click on it.
Close CMake and open $bar\build\Flare.sln with Visual Studio.
Select the following from the menu: Tools -> Options...
Click on Projects and Solutions and select VC++ Directories.
Select the architecture you would like to build for [I picked Win32 - couldn't get x64 working] and then show the directories for Include files in the combo box at the top right.
Add $foo\include to the list.
Show the directories for Library files.
Add $foo\lib to the list and click OK.
In the Solution Explorer right-click on flare and select Set as StartUp Project from the menu.
Right-click on the project again and select Properties.
Navigate to Configuration Properties and Debugging.
Change the Working Directory to $bar.
Click on OK and press F5 to compile and run the game.
I like it the way it is. The typical fantasy setting (well, kind of) is nostalgic for me. And if the game is fun (which it is already) the setting becomes secondary anyway.
"It will also seem more natural, because monsters respawn anyway."
Hehehe.
Whoa. Suddenly it's working! Not that I did anything different this time. Weird... Thanks again for your help.
Thanks for the tip. I tried it out but I must be doing something wrong because I still can't get things to work.
Wow. Great picture! The typography on the card could definitely be improved though. Is it used like that in the game?
Yeah, it depends what the developer wants really. But I think a proper line of sight style implementation of the hide and seek features would make more sense. That way monsters around the corner would always be invisible, regardless of the direction they are coming from.
I like Visual Studio. I got version 0.13 running with Microsoft Visual C++ 2008. Here are some instructions to reproduce what I did:
- libogg-0.dll
- libpng12-0.dll
- libvorbis-0.dll
- libvorbisfile-3.dll
- SDL.dll
- SDL_image.dll
- SDL_mixer.dll
Easy peasy! :P Let me know if this works for you.
Whoah. That was super fast! ^^
How about an option for the volume of the sound effects?
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