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Thursday, May 19, 2022 - 23:53

Thanks! I'm still in the concept stage and I'm just trying to convince myself not to use Unity because I want something super light that can run anywhere, and also I've always loved FLARE as an open source project and really want to use it. I'll be sure to get someone more experienced with C++ when it comes time to prototype and experiment with that.

Thursday, May 19, 2022 - 23:49

That's a fine alternative, actually. The player can then drop whatever they don't want from inside the loot box. Thanks all for the replies!

Saturday, May 14, 2022 - 03:59

I assume messing with raytracing to an engine is well beyond my capabilities, but maybe comparing player's and enemy's position on the map and running through a table that takes direction into account I could simulate a cone of sight.

Well if raytracing is there, could it be rigged to relate to passive/aggressive state?

Saturday, May 14, 2022 - 03:52

That all sounds very promising, then. Maybe with some clever mapping and having some areas buff stealth I could simulate some more tactical combat.

But threat range is still a circle, right? No line of sight system.

Saturday, May 14, 2022 - 02:19

That got me thinking of two other questions:

Flare doesn't have "half-wall" as a collision type, right? You can't have a tile where entities can't walk over but missiles/flying entities can.

Is there a way to make an "invisibility" power that somehow affects the enemy's threat_range or combat_style to simulate line of sight? Because I'd be okay with never using half-covers if you could at least sneak your way past an enemy or get them from behind.

Thanks again, I really appreciate you brainstorming this with me.

Saturday, May 14, 2022 - 00:28

Great! Although I just realized an issue with the proposed jerry-rigging: If it's dependent on an area "buffing" cover, it wouldn't work right if the enemy went around to the same side of the cover as you, right? You'd still get the buff even though it'd make no sense to.

Maybe a more daring question would be: How hard of a time do you think I'd have trying to hack something like toggable cover into a fork of the source code?

Friday, May 13, 2022 - 21:42

Thanks for the reply! That sounds perfectly fine, honestly. Although I was looking more into crouching being something you toggle, as I'm aiming for a slower more methodical gameplay. Think Fallout 3/NV if you're playing as a sneaky character. Is that a gamefeel you'd think is possible in FLARE? Or is it truly for a twitchy crowd-control style of combat?

Wednesday, May 11, 2022 - 22:00

damn that's a thicc clock

Sunday, September 20, 2020 - 20:27

I used this as a mock-up cover for my jam game (https://tiagor2.itch.io/god-of-thieves-tree-of-blood)

Monday, July 24, 2017 - 08:02

No problem. You're doing a very good job with the graphics, which is exactly why the tweening pops out so much. So it's a good problem to have hahaha

But yes, I was referring to that. And also the animation on the portal while idle appears to me to be using smaller pixels than the rest, and maybe some impossible color combinations for a single NES sprite. But I could be wrong on that one.

Anyway, it's detail work and not a concern if you're still working on levels and gameplay. Keep it up!

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