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Sunday, June 16, 2019 - 11:06

Hey man, thanks for your quick reply. I'll be getting to work on things ASAP! 

Sunday, June 16, 2019 - 06:27

@dorkster: Regarding your patch that fixes the replace_by_effect bug, would it be too much trouble to build an .exe that has the fix? I've no programming knowledge so I do not know how to set things up build directly from the source.

If the next release is one or two weeks down the line I can still wait, but I would like to get some eyes on the project soon so I am trying to get it to look as good as possible. I'll have quite a bit of free time at the end of July/beginning of August, so I would like to be able to implement the attack animations by then at the latest. 

Anyways here is a .gif of the day/night cycle in action in the engine. I have increased the size of the parallax layer from 2048x2048 to 4096x4096. Will this impact the lower end devices too badly?

 

Friday, June 7, 2019 - 00:14

Just to clarify: post_effect_src only works when the caster does damage with the hazard right?

This means that in order for the player character to actually recieve the 'combo1' and 'combo2' effects without having to hit an enemy, the powers that activate the combo attack animations must be buffs, with a pre_power that references another power that actually does the damage to the enemy. Is this correct?

Thursday, June 6, 2019 - 22:23

Thanks! Glad to hear that it is a bug and not my misunderstanding of the engine capabilities.

Thursday, June 6, 2019 - 09:54

After some colour tweaking I've managed to work around the day/night issue...I will post a gif of it in action soon, but right now I need figure out what is the best way to implement attack animation variations...Attached is a .gif of my simple one-two attack combo animation.

I've set them up as two different powers and am trying to get them to alternate, but replace_by_effect doesn't seem to work for that...I've tested and the effect goes off, but the animation that plays is still the animation of the first combo. Any idea how I should set this up? 

 

Saturday, June 1, 2019 - 04:48

Quick update: I've begun implementation. However, I'd mistakenly thought that the blending mode of parallax layers could be changed to additive, when in reality it couldn't. I guess it was my fault, I didn't test things  extensively enough. I will have to think of another way to implement my day/night system.

Monday, May 27, 2019 - 08:00

It looks really good!

Thursday, May 9, 2019 - 08:41

Hi sujiniku,

I will be using my own fonts for this mod. I will check to see if it is readable. Thanks for highlighting the issue though!

 

Regarding problems with the Japanese input keyboard, my skill set is an artist and not a programmer, so this is something I cannot solve on my end. I can only hope that it will sorted out along the way before official complete release. I am targeting for early 2020. 

 

As my current focus is art asset completion, I admit I have not really thought very deeply about localization to other languages.

 

Thanks!

Tuesday, April 23, 2019 - 02:39

No worries if you're busy lol. I'm quite busy myself all the way till mid-May, and I find animation to be a real chore to do haha

Friday, March 22, 2019 - 10:35

Ok, just opened Flare to check things out. Thanks for clarifying!

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