Some screenshots. I'm jumping back and forth between this and polishing Polymorphable right now, but this is in a workable state, with some enemies, and two different starting areas, depending on your class.
Aliarch - the Ubuntu Flare package is out-of-date - we're almost three versions ahead of it, now. If you're feeling adventurous, you might want to compile it from the source at github.com/clintbellanger/flare-game (the ubuntu-specific instructions are spot-on), and try your hand at modding that. If you use the CMAKE method, all of the mod files should be in one of those locations we just mentioned. If you use the g++ method, you can modify the files right in your mods/ directory from GitHub.
Definitely still active! I believe they're in /usr/local/share/games/flare or /usr/share/games/flare or somewhere. If I'm wrong, someone will probably correct me.
Finally decided on a good way to put these into the Universal Sprite Sheet repository. I also added female versions on the melee weapons - the bows and spears "just work".
I don't know if you want to add the female versions here or not. My versions also all have 192x192 animation frames, just so that all the oversized weapons are standardized.
@MoikMellah - interesting point. I didn't know how dual licensing worked.
Shaun Willams' work IS derivative of Wulax's work, though - having spent some serious time at 800% magnification in GIMP with both pieces, I can be 100% sure of that. It's definitely Wulax's platemail recolored with spikes added. I separated the layers by essentially reverse enengineering the recolor. I'm hardly an arbiter of where to draw these lines, but I would personally say that Shaun Williams' work is a remix. I would guess, therefore, that VividReality should change the submission license to CC-BY-SA 3.0.
@Everyone else, for clarity: Cemkalyonku's comment was aimed towards my original license of CC-BY 3.0. After he and I posted, I revised the submission to CC-BY-SA 3.0.
I believe conscious decisions were made to avoid either multiplayer or complex NPC and dialogue interactions. Neither would be possible without heavy editing of the code, but as with anything open source, you're always welcome to fork it yourself.
Thanks to the urging of a GitHub contributer, I've finally added some collaboration guidelines to the Universal Sprite Sheet and exported all of the layers to .png format. Hopefully it'll be easier for people to contribute now, and make the work more accessible for people who might not be fans of the GIMP. Some filename conventions may also help people see what work needs to be done.
That is definitely NOT a default mod enabled in your main screen there - that font is not distributed with the base flare game.
Try to find your mods.txt config file and remove the extra mods.
Some screenshots. I'm jumping back and forth between this and polishing Polymorphable right now, but this is in a workable state, with some enemies, and two different starting areas, depending on your class.
Aliarch - the Ubuntu Flare package is out-of-date - we're almost three versions ahead of it, now. If you're feeling adventurous, you might want to compile it from the source at github.com/clintbellanger/flare-game (the ubuntu-specific instructions are spot-on), and try your hand at modding that. If you use the CMAKE method, all of the mod files should be in one of those locations we just mentioned. If you use the g++ method, you can modify the files right in your mods/ directory from GitHub.
Definitely still active! I believe they're in /usr/local/share/games/flare or /usr/share/games/flare or somewhere. If I'm wrong, someone will probably correct me.
Finally decided on a good way to put these into the Universal Sprite Sheet repository. I also added female versions on the melee weapons - the bows and spears "just work".
https://github.com/makrohn/Universal-LPC-spritesheet/tree/master/weapons/oversize
I don't know if you want to add the female versions here or not. My versions also all have 192x192 animation frames, just so that all the oversized weapons are standardized.
@MoikMellah - interesting point. I didn't know how dual licensing worked.
Shaun Willams' work IS derivative of Wulax's work, though - having spent some serious time at 800% magnification in GIMP with both pieces, I can be 100% sure of that. It's definitely Wulax's platemail recolored with spikes added. I separated the layers by essentially reverse enengineering the recolor. I'm hardly an arbiter of where to draw these lines, but I would personally say that Shaun Williams' work is a remix. I would guess, therefore, that VividReality should change the submission license to CC-BY-SA 3.0.
@Everyone else, for clarity: Cemkalyonku's comment was aimed towards my original license of CC-BY 3.0. After he and I posted, I revised the submission to CC-BY-SA 3.0.
$tar -xvzf lpc_terrain.tar.gz failed on Mint. BUT
$ gzip -d lpc_terrain.tar.gz
$ tar -xvzf lpc_terrain.tar Unpacked it fine.
I believe conscious decisions were made to avoid either multiplayer or complex NPC and dialogue interactions. Neither would be possible without heavy editing of the code, but as with anything open source, you're always welcome to fork it yourself.
Thanks to the urging of a GitHub contributer, I've finally added some collaboration guidelines to the Universal Sprite Sheet and exported all of the layers to .png format. Hopefully it'll be easier for people to contribute now, and make the work more accessible for people who might not be fans of the GIMP. Some filename conventions may also help people see what work needs to be done.
https://github.com/makrohn/Universal-LPC-spritesheet
Using this in an LPC-based game - it fits in nicely!
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