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Thursday, September 5, 2019 - 14:31

Thanks for the heads up. I posted a reply there, but it's awaiting mod approval.

Tuesday, August 13, 2019 - 09:41

It should be back up now.

Tuesday, August 13, 2019 - 09:23

Nice. You were a bit under-leveled for the Seagate fight, but still managed well. I usually try to be around level 4-5 there.

One of the reasons we keep the low level enemies when returning to old areas is to let the player see how much their character has improved. Maybe we could try mixing in some higher level enemies when those specific quests are active.

Tuesday, August 13, 2019 - 09:17

I messaged Clint about it. He mentioned upgrading the server to me back in June, so that might have something to do with it.

Saturday, July 27, 2019 - 13:26

any idea when a next flare version is coming out???

Today! However, this release is 99% engine updates with no new game content. I just haven't had the time to sit down and work on Flare stuff lately.

Thursday, July 25, 2019 - 12:58

Nice. That's more variation than I was expecting!

Sunday, June 16, 2019 - 10:43

Latest Windows build (v1.10.06): https://drive.google.com/open?id=1E7XyaPbL7AsMShA9WhMNUy2Z5Qg3V54G

>Will this impact the lower end devices too badly?

It might, but users with really old hardware can just turn off parallax layers. If they're using the "sdl_hardware" renderer they might not even be able to load the texture if their video card doesn't support 4096x4096 textures. I had a machine with an Intel GMA950 that only supported 2048x2048. But at that point, Flare in general might be considered slow, even without parallax layers.

Friday, June 7, 2019 - 08:06

Correct, but you may be able to skip the pre_power and just use buff=true and post_effect=... on the original power depending on what you want to accomplish.

Thursday, June 6, 2019 - 11:56

I believe that is an engine bug, as I encountered the same behavior when trying to create an example combo.

Turns out that the way replace_by_effect was working caused it to "inherit" some of the properties from the original power, which is why the animation didn't change. I've pushed a patch for this upstream.

Wednesday, June 5, 2019 - 11:07

Oh, I somehow missed the 1x1 corner tiles. Disregard my original comment, then.

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