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Tuesday, October 2, 2018 - 15:12

Really nice work as always. I like the snow-covered version.

Tuesday, October 2, 2018 - 14:52

We have the Emscripten version, which I thought might be able to be packaged as a Chrome app. As is, it doesn't work in Chrome. I tried enabling NO_DYNAMIC_EXECUTION as noted here, but the app still fails due to eval() usage. No idea if it could work at all with Chrome's permissions model.

The Emscripten version has issues on its own. It's obviosuly slower than native, and things like changing the window size don't work. Have you tried running the Linux version via a chroot?

Monday, September 24, 2018 - 15:57

I'm currently in the Nazia Plains. It's certainly challenging/frustrating.

I found a bug, though. After defeating Seagate, there's a power that does 1000 damage to the tombstones to destroy them. However, the tombstones now have 2000 HP, so they don't die. I had to teleport myself past them to continue.

Tuesday, September 18, 2018 - 00:06

I released 1.08 today, which contains a fix for this bug. Hopefully the Snap packager will get the update packaged quickly.

Monday, September 17, 2018 - 01:37

Confirmed. It looks like it's removing all points spent on passive powers. So Wolf's Eye (which Mez's Wraps gives a bonus to), becomes locked again. I've opened an issue on Github for this: https://github.com/clintbellanger/flare-engine/issues/1670

If your skill point count is incorrect, you can try running "exec respec=powers" in the developer console. Enable Developer Mode in the Interface configuration menu and press F5 by default to bring it up.

Friday, September 14, 2018 - 12:17

Wouldn't adding absorb_min/absorb_max post_effect bonuses to the Block power accomplish that? The alpha demo's Block power has this:

post_effect=absorb_min,1,0
post_effect=absorb_max,5,0

Is that not what you want? If it's not, can you provide an example of what you're trying to do, because I'm still confused.

Friday, September 14, 2018 - 12:11

A chained attack like you described would consist of two powers. The first power would be the initial missile. It would have a post_power set to the id of the second power. The second power be just like the first power, execpt these values would be set (and no post_power):

count=4
missile_angle=90
starting_pos=target

 

Thursday, September 13, 2018 - 22:50

So if I understand correctly, you want to have an absorb value that only applies to a specific damage type, right? I don't think there's a way to do that in the engine right now.

Monday, September 10, 2018 - 16:13

We still support our pre-Transifex method of translations, which is to edit the files locally in something like Poedit. We accept such edits as either Git pull requests or simply emailing the file. So I wouldn't say that we "depend" on Transifex, but instead we use Transifex to supplement our existing translation methods.

I hadn't heard about Weblate, but the interface seems nicer than Transifex in some areas. However, I chose Transifex since it was requested specifically by some of our translators. The popularity of Transifex itself helps our goal of trying to expand our pool of translators. We'd miss out on that using something smaller like weblate.org or self-hosted.

I think the freedom-conscious translators will just have to stick with offline/desktop translating for now. Github uses non-free JS, too. But people still can use email to report issues and send patches. The same applies for translations.

Thursday, August 23, 2018 - 14:20

Yep, it ends up being a lot of powers. What we do in flare-game is define the common elements in a separate file and then use INCLUDE to create all the variants (example: https://github.com/clintbellanger/flare-game/blob/master/mods/empyrean_c...).

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