We've already used a few of the resources from that mod, such as the hobgoblin, the modified skeletons, and a few of the spell effects. We add assets if they make sense for our game, so there's the possibility we'll pull some more from that mod.
I'm currently using Clint's modular medieval building tileset as well, but it doesn't blend well with rubberduck's new buildings. So I'll likely use rubberduck's buildings later on in another map. Since Clint's tileset doesn't have snow variants, rubberduck's buildings would be perfect for a new snow map.
I might use some of the buildings as additional set-pieces for this map, but I still have plans for 3 more maps. So I don't want to burn through all the assets right away.
Thanks for the report. What we may do is start using floats across the board for item chance values, including in the game data. As of now, modders are limited to 1% as the smallest drop rate for items, so I'd like to add more flexibility in such cases.
Flare uses CC-BY-SA 3.0 as its art license. There may or may not be some issues using older/newer versions of this license. Can you link some of the models here?
@rubberduck Thanks. I look forward to using those.
By the way, here's a teaser of some of the new assets in the new map. The map itself is 256x256, which is more than double the width and height of the current flare-game maps. The attached screenshots show what will be the major points of interest.
Packed versions use less disk space (and thus less memory) than unpacked. Since packed animation definitions are more complex, packing is generally saved until you're ready to ship the game/mod.
Compile the program in "bestEnclosingRect" by running make
In the "flare" folder, run the Python 2 script: ./spritesheetpacker --mod ../../flare-game/mods/fantasycore --animation ../../flare-game/mods/fantasycore/animations/avatar/male/buckler.txt
You'd have to ask Clint about his choices in animation frame count, but I suspect one reason was to keep the sprite sheets from becoming too bloated. Also, Flare used to be capped at 30 frames per second, so the animation frame rate was a bit closer to the game back then.
But you're right, improving the animations would be a heafty amount of work now.
A fix for this using floats is now upstream: https://github.com/flareteam/flare-engine/commit/bbc5f629e4da8a21a8a94a6...
@Danimal
We've already used a few of the resources from that mod, such as the hobgoblin, the modified skeletons, and a few of the spell effects. We add assets if they make sense for our game, so there's the possibility we'll pull some more from that mod.
@rubberduck
From my previous post:
I might use some of the buildings as additional set-pieces for this map, but I still have plans for 3 more maps. So I don't want to burn through all the assets right away.
Thanks for the report. What we may do is start using floats across the board for item chance values, including in the game data. As of now, modders are limited to 1% as the smallest drop rate for items, so I'd like to add more flexibility in such cases.
Oh those look nice, especially the "autumn" ones.
@Danimal
Flare uses CC-BY-SA 3.0 as its art license. There may or may not be some issues using older/newer versions of this license. Can you link some of the models here?
@rubberduck Thanks. I look forward to using those.
By the way, here's a teaser of some of the new assets in the new map. The map itself is 256x256, which is more than double the width and height of the current flare-game maps. The attached screenshots show what will be the major points of interest.
Packed versions use less disk space (and thus less memory) than unpacked. Since packed animation definitions are more complex, packing is generally saved until you're ready to ship the game/mod.
We have a tool for packing Flare animation definitions that can be found here: https://github.com/dorkster/RectangleBinPack
To use it:
You created an unpacked animation, so you need to use an unpacked animation definition. Assuming you're replacing the male buckler, copy:
art_src/animation_defs/characters/hero.txt
to...
mods/fantasycore/animations/avatar/male/buckler.txt
Then change the "image" line in buckler.txt to:
image=images/avatar/male/buckler.png
You'd have to ask Clint about his choices in animation frame count, but I suspect one reason was to keep the sprite sheets from becoming too bloated. Also, Flare used to be capped at 30 frames per second, so the animation frame rate was a bit closer to the game back then.
But you're right, improving the animations would be a heafty amount of work now.
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