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Thursday, June 6, 2013 - 07:06

The first bug is not yet fixed, though we're slowly approaching 0.19. As I am unsure whether you want to contribute in long term (and so many steps to go through may have annoyed you) I propose a patch. Instead of using floating points, I think long integers should also be fine.

Please see https://github.com/clintbellanger/flare-engine/pull/696

Thursday, June 6, 2013 - 06:54

Currently we are using github as our code hosting platform and git as the version control.

  • get an account at github.com
  • click on fork at https://github.com/clintbellanger/flare-engine/
  • use git to get a local copy to your computer (depending on your operating system, maybe see http://windows.github.com/ for a decent windows client, or install git, git gui directly from your package repository of your linux distribution
  • apply changes at your local copy
  • commit these changes to your local repository
  • push it to github/<yourusername>/flare-engine
  • open a "Pull request" to request your changes being pulled to the mainline repository again

 

 

Monday, June 3, 2013 - 09:45

As far as I know the issues are still relevant, as noway said.
There have been no major art cotnributions for a while now, hence it's still relevant. :D

So I guess noway is starting with some simple static object for diversity? There are plenty things to choose from. Either very natural stuff in the overworld grassland tileset, such as tree stumps, old trees, or some manmade stuff like housing or other fences.

In the caves or dungeons there are also some interesting objects which could be made, such as constructions which help with stability of the dungeon/cave. These could be used very good for traps or barriers which appear once you have passed some point as in the cave east of the averguard dungeon.

Sunday, June 2, 2013 - 07:21

I am contributing code and programming, so I am not quite familiar with art. But in my experience it's best to start  with a topic you're interested in, so pick a piece you would like to see in game :)

Friday, May 24, 2013 - 06:36

That looks great :) Personally I really like the second image in that pastebin.

My approach would be this:

  1. Generate a schematic, how to lay out rooms, corridors and such. (one layer only)
  2. Generate all the actual layers from that schematic. (Collision, background, foreground, objeccts, fringe layer)
    This part can easily be done via porting the Automapping of Tiled to flare. See https://github.com/bjorn/tiled/wiki/Automapping for an overview of Automapping

This would split up the abstract layout of the map from the very tileset-specific informations, such as tile ids.
So the generation algorithm 'only' needs to cover the intelligent creation of rooms and interconnections of those.

Also the current maps of flare-game are using the Automapping feature already quite extensively (i.e. the rules how to transform schematic to the actual layers is already there)

I might be a little biased as I was the author of the Automapping feature of tiled, but I think splitting it up reduces complexity. Also the proper generation of the schematic is quite a challenging task, so it's best if we concentratte on only setting up a schematic there.

I started porting the Automapping to flare (plain c++, removing Qt as dependency, ripping off tiled specific things, such as undo/redo, tileset management), it can be found at https://github.com/stefanbeller/flare-engine/tree/randommapgeneration
Maybe you can get some inspiration from that or focus more on the schematic generation.

Tuesday, May 7, 2013 - 11:50

If you're interested in a chat/gossip, visit us at in IRC at channel #flarerpg at freenode.

http://webchat.freenode.net/

That is more suited than a forum, I assume.

Tuesday, May 7, 2013 - 11:47

Yeah, currently I am one of the core developers. :)

 

Tuesday, May 7, 2013 - 11:45

You picked them up, but unfortunately there is no inventory icon, so it's kept in an internal quest state.

Try looking at the quest log. There should be some note what to do next then.

 

Tuesday, May 7, 2013 - 11:42

You need to blow up that pillar with explosives which are found in the cave north-west. Then you can proceed and find the actual quest.

Tuesday, May 7, 2013 - 11:39

exactly

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