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Friday, June 15, 2018 - 10:49

Try deleting "~/.config/flare/keybindings.txt" and launch Flare again. There was a time between 0.19 and 1.0 that we changed the syntax of this file in a way that affected mouse button mappings.

Other than that, I don't see anything wrong. The fact that tooltips show up mean that the mouse position is correct. And your package versions are the same as mine (I'm on Arch). If you still have problems and want to investigate more, you could try running Flare with "./flare --debug-event" to print the SDL events.

Thursday, June 14, 2018 - 15:40

I'm unable to reproduce this, but someone else also reported this happening. Can you post the contents of "~/.config/flare/flare_log.txt"?

Saturday, June 2, 2018 - 14:48

@rubberduck Amazing work again. Only thing I'd ask for is that you add black to the "hidden" sides of the wall tiles. For example, we had to do this with the cave tileset to make it look better in certain cases.

Monday, May 28, 2018 - 14:39

@sphyrth

I think they're referring to the literal presence of children in RPGs. There are certainly RPGs with child NPCs. I can think of the Bethesda Fallouts, Skyrim, and Chrono Trigger off the top of my head, and I'm sure there are plenty more. All of Flare's NPCs are adults, so it might be worth making some models of children for areas with more civilzation.

Saturday, May 26, 2018 - 21:49

I'll repeat my Youtube comment here and say amazing work. I would say don't be dissuaded from going the commerical route. A game is more than the sum of its parts and your time spent isn't without value. That's why we have free licenses without non-commerical clauses.

Thursday, May 24, 2018 - 13:10

Interesting. From 480p to 600p, Flare doesn't scale its rendering, but above 600p it will start scaling up. When scaling up from such a low resolution, there's no doubt that things will get a bit blurry. For our graphic style, this generally doesn't look too bad. It's the text that stands out the most. It would be nice if we could do something like Unity and have the text render at the native resolution (would be really good for Asian languages with complex glyphs).

Wednesday, May 23, 2018 - 16:31

Thanks for making this. A word of advice for recording stuff in the future: you should make the window fill the whole video area. You can set a specific window size in ~/.config/flare/settings.txt (I use 1280x720 when recording). Then in OBS, right-click on the video source and select "Transform->Center to screen".

Wednesday, May 23, 2018 - 14:30

YES! The expansion I'm going to be working on has a greater focus on more populated areas, so buildings are a must-have. Not to mention that these look great on their own.

I might end up using those crystals as well.

Monday, May 14, 2018 - 12:38

As a side-note, Does anyone still remember Wandercall (or whatever it's called)? I'm still wait for it, because it's the most ambitious promise on taking FLARE Engine to its limits. Whether that ambition will come to fruition in my lifetime or not, I just want to see some progress in it.

Wandercall is Clint's personal project, so progress has been limited by how much free time he has. There's this Github repo, but it's been inactive for several months.

Sunday, May 6, 2018 - 00:26

Thanks for the kind words. I tihnk the best docs we have now is to look at the existing flare-game data files in combination with referring to the Attribute Reference on the wiki:

As of 1.05, you can use multiple images in tileset definitions. Example:

[tileset]

img=image1.png

tile=1,...

 

[tileset]

img=image2.png

tile=2,...

 

There's no way to tag specific tiles, but you can add comment lines with '#' to help keep track of which tiles are which. flare-game definitions were like that, but the comments got scrapped after I ran them through the sprite packing program.

Flare mods do not have the ability to write data or run external programs.

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