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Tuesday, March 6, 2018 - 19:29

The cat figure can be hard to miss. It's on the altar in Buchi's room in Fort Nasu. A message gets displayed mentioning that the figure is there, but the player might not see it in the heat of battle.

I might try to whip up some sort of visual effect to be used in cases like this to get the player's attention.

Sunday, February 18, 2018 - 00:07

This appears to be an engine bug. I've added it to the pre-1.0 task list: https://github.com/clintbellanger/flare-engine/issues/1580

Thursday, February 15, 2018 - 18:28

@sujiniku Thanks for poniting that out. It's fixed now.

Wednesday, February 14, 2018 - 17:39

The upgrade button is hardcoded to be to be to the right of each power icon. There is currently no way to move it through mod files.

Placing the button on top of the power icon would likely cause a problem with dragging and dropping powers.

Friday, February 2, 2018 - 17:21

Keep in mind that Flare on iOS isn't well developed. This is because the App Store does not like GPL apps. So we haven't put much work into it. Flare for Android is much more mature.

The art in wandercall is licensed CC-BY-SA 4.0, so you can use the art as long as you follow those terms.

As for your method of creating tiles, I don't see why it wouldn't work. Though it might be a bit ugly.

Friday, February 2, 2018 - 16:29

Tile size can be as big or small as you want. Clint started work on this mod, which uses 128x64 tiles. The maps can also be any size.

Flare tiles by themselves don't have collision data. We use a separate layer in Tiled to "draw" which tiles are walls, pits, etc. This layer obviously isn't drawn in game, but the engine looks to see which tiles are filled in and blocks entity movement accordingly. Transparency is done simply by using PNGs, which already have transparency support.

If you haven't already, take a look at the tutorial for creating maps: https://github.com/clintbellanger/flare-engine/wiki/Creating-a-Map-in-Tiled

Friday, January 19, 2018 - 17:59

Everything looks fine in the Tiled screenshot. Can you post a link to a zip of your mod (or send me the link via private message)? Where you're not using the exact same tileset as the one in fantasycore, I think there might be something wrong with your tilesetdef.

Friday, January 19, 2018 - 15:31

Can you post a screenshot of what it looks like in Tiled and what it looks like in Flare?

Tuesday, January 9, 2018 - 23:50

We'll be releasing a new website soon. The blog will no longer be the focus of the main page, but will instead be its own section. The main page will be used to introduce Flare to newcomers and provide download links. It will also showcase our game content and the game content from the community.

Wednesday, December 27, 2017 - 10:15

I can see that the campaign is coming to the end, which is a shame, I presume that it can be finished with a level 20 character max. But for now my biggest complain is reusing assets - one sound for goblins' death, one sound for them getting hit, one for hero getting hit etc., it gets pretty annoying after playing whole campaign. It doesn't bother me as much in terms of graphics, just audio.

One of the hurdles for fixing this was engine support for multiple randomized sound effects. This has been implemented. We can now experiment with alternate sounds for the player and enemies. Completely new sounds would be ideal, but maybe something like pitch tweaks to the existing sounds would be sufficient variety.

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