By 'target's position point', do you mean the coordinate of the grid square the target is currently occupying?
My concern is for large enemies like the wyvern where your attack may look like it connects with the wing or the tail but the hit is not registered. IMO this is acceptable for a Diablo-like game but for something more action oriented (e.g Hyper Light Drifter) this probably wouldn't work as well.
Well, I'm just a modder and not part of the engine development team so I can't speak for them, but as a modder I can say that I have an entire wishlist of things I would like FLARE to be capable of. I just try not to make too many demands since the folks who develop FLARE engine are doing this for free after all!
Oftentimes as a modder I try to find workarounds for things that the FLARE engine is not capable of natively. For example, instead of fog of war I use an image overlay to create a diablo style light radius for some dungeons. I know it isn't the same thing as fog of war , but its close enough for me!
But that stuff about working towards multiplayer, I would definitely be very excited if it could be implemented, even if it is some small step, and even if it is only some very limited multiplayer feature. I know from gamedev experience that multiplayer is very tough and complicated to implement, but for modders like me, it never hurts to have more features :)
wait...does FLARE even have support for fog of war?
Relating to your question, there was some discussion on the FLARE github a while back, asking for the option for monsters to not respawn if when you enter or exit the level. So if I am understanding correctly, then yes, such features would be very much appreciated :)
Hi, I am also working on a campaign and doing something somewhat similar to yours. What I do is set cooldown to 1, set mana cost to 1 and damage to 1. At least that's what I remember, I haven't touched FLARE in a while unfortunately. Also, ignore enemy armor. This should result in a skill that does damage and drains mana as long as the player holds down the button, but it should happen quickly enough. Sorry if it's not the exact solution, or if I got some details wrong due to being rusty, but I hope the gist of it helps you to find workarounds to make the skills you want.
The best way to figure out how to do these things is to open up the .txt and .png files in Flare, change things around, and see how everything connects together. Like in the .txt files there are various parameters, so change them, run the game and see what's different!
That being said, I'll try and answer your questions from what I know:
1) Size: This is something you can define yourself in the .txt files in the animations folder. Refer to the example provided in the alpha demo. You should see something like this:
render_size=96,96
render_offset=48,64
This means that in your sprite sheet, each sprite is 96 pixels apart in the x direction and 96 pixels apart in the y direction. So make sure your .png sprite sheet follows this.
Render offset is hard for me to explain, best way for me to put it is that it defines where the 'floor' point of your sprite is when it is in the game Mess around with the parameters to see what looks right.
2) how many and what angles: Render each animation frame of your 3D model 8 angles in 360 degrees, 45 degrees apart. make sure you render it from an isometric, orthographic view.
3) how render the poses and put them in a .png sheet: I'm sure there are shortcuts, but I am an idiot so I do it manually :P I render things out frame-by-frame, for 8 angles, making sure I take into account the render_size and render_offset.
I remember pre-Flare 1.0 your saves, settings and config files were stored inside the mod folder itself rather than in AppData? Is it possible do that for Keybindings at least? That way when you enable/disable you disable the keybindings for that mod as well.
I see.
By 'target's position point', do you mean the coordinate of the grid square the target is currently occupying?
My concern is for large enemies like the wyvern where your attack may look like it connects with the wing or the tail but the hit is not registered. IMO this is acceptable for a Diablo-like game but for something more action oriented (e.g Hyper Light Drifter) this probably wouldn't work as well.
Well, I'm just a modder and not part of the engine development team so I can't speak for them, but as a modder I can say that I have an entire wishlist of things I would like FLARE to be capable of. I just try not to make too many demands since the folks who develop FLARE engine are doing this for free after all!
Oftentimes as a modder I try to find workarounds for things that the FLARE engine is not capable of natively. For example, instead of fog of war I use an image overlay to create a diablo style light radius for some dungeons. I know it isn't the same thing as fog of war , but its close enough for me!
But that stuff about working towards multiplayer, I would definitely be very excited if it could be implemented, even if it is some small step, and even if it is only some very limited multiplayer feature. I know from gamedev experience that multiplayer is very tough and complicated to implement, but for modders like me, it never hurts to have more features :)
wait...does FLARE even have support for fog of war?
Relating to your question, there was some discussion on the FLARE github a while back, asking for the option for monsters to not respawn if when you enter or exit the level. So if I am understanding correctly, then yes, such features would be very much appreciated :)
Hi, I am also working on a campaign and doing something somewhat similar to yours. What I do is set cooldown to 1, set mana cost to 1 and damage to 1. At least that's what I remember, I haven't touched FLARE in a while unfortunately. Also, ignore enemy armor. This should result in a skill that does damage and drains mana as long as the player holds down the button, but it should happen quickly enough. Sorry if it's not the exact solution, or if I got some details wrong due to being rusty, but I hope the gist of it helps you to find workarounds to make the skills you want.
The best way to figure out how to do these things is to open up the .txt and .png files in Flare, change things around, and see how everything connects together. Like in the .txt files there are various parameters, so change them, run the game and see what's different!
That being said, I'll try and answer your questions from what I know:
1) Size: This is something you can define yourself in the .txt files in the animations folder. Refer to the example provided in the alpha demo. You should see something like this:
render_size=96,96
render_offset=48,64
This means that in your sprite sheet, each sprite is 96 pixels apart in the x direction and 96 pixels apart in the y direction. So make sure your .png sprite sheet follows this.
Render offset is hard for me to explain, best way for me to put it is that it defines where the 'floor' point of your sprite is when it is in the game Mess around with the parameters to see what looks right.
2) how many and what angles: Render each animation frame of your 3D model 8 angles in 360 degrees, 45 degrees apart. make sure you render it from an isometric, orthographic view.
3) how render the poses and put them in a .png sheet: I'm sure there are shortcuts, but I am an idiot so I do it manually :P I render things out frame-by-frame, for 8 angles, making sure I take into account the render_size and render_offset.
What sort of help do you need with, specifically?
nice! you mind if I use it for one of my own personal projects?
Nice! Thank you so much for this. When is 1.05 going to be released?
Ok, thanks!
I remember pre-Flare 1.0 your saves, settings and config files were stored inside the mod folder itself rather than in AppData? Is it possible do that for Keybindings at least? That way when you enable/disable you disable the keybindings for that mod as well.
I have also ascertained that the error occurs due to something in the powers folder.
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