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Friday, October 14, 2016 - 12:47

The possible number of combinations of armor and weapons is too large for us to render them as one single spritesheet per configuration. So instead, we split the player's spritesheet up by body part: main (swords/wands), off (bows/shields), feet, legs, hands, chest, and head. These individual parts are then layered based on which direction the player is facing. The layering order for each direction is in flare-game/mods/fantasycore/engine/hero_layers.txt. For reference, the direction of "6" is the player facing the camera, and the directions increment as the player turns clockwise.

Saturday, September 17, 2016 - 14:27

The script that generates our translation files grabs all of the lines that start with "text=" in our cutscene files. The developer names are part of that, so the script grabs them. Maybe that's a good thing for languages that don't use Latin characters at all?

Thursday, September 15, 2016 - 02:44

It looks like we hadn't updated the engine.pot and data.pot files in some time. That's why Paused and Continue were missing. It should be corrected now on the git repo (https://github.com/clintbellanger/flare-engine/commit/55d4b5a22be69349fa...).

Wednesday, September 14, 2016 - 08:34

@a-j

You can email me your translations and I'll merge them in. My email is jajdorkster@gmail.com

Thursday, September 8, 2016 - 16:04

Ah, I forgot to add the force field power as a melee-range ability for the necromancers. I'll fix that.

I think it's fine for War Cry to negate the knockback effect of the force field. The force field still does damage, and the lack of knockback actually makes it more dangerous. Getting knocked back reduces the effective rate at which you take damage by pushing you out of the hazard's range.

Tuesday, September 6, 2016 - 18:57

I can confirm the combat text issue happens on the PC build as well. I'll look into it.

As for the action bar, I think it might be worth trying to split it like you described. Put a 5 slots in each of the bottom corners for easy thumb access. We won't make the slots contain specifically items or powers, as we want to keep Flare flexible. For example, a game might not have potions at all, relying entirely on hero powers.

Tuesday, September 6, 2016 - 18:28

The last room is a bit trickier. The runes are actually located in the room opposite of the switches. If you look at the minimap, you'll notice that the rooms have a similar layout, but are mirrored. Hopefully, the rest should be easy to figure out from there.

As for Steam, I'm not opposed to the idea. There are other GPL games on there. At the moment, it does cost $100 to open a Greelight page, so I'd like to be sure that we already have a sizable community to vote for us (e.g. post Flare 1.0 release). Of course, Valve has talked about Greenlight's failures and how they want to open things up Steam store submission even more in the future. So who knows what the state of things will be when we're ready. Also, we should think of other places to show the game, such as itch.io.

Tuesday, September 6, 2016 - 12:38

@Pawonashi

I just pushed an update to flare-game. You can try the Fort Nasu quest again by doing the following:

  1. Enable "Developer Mode" in the Interface tab of the Configuration menu
  2. Load your save and press F5 to bring up the dev console
  3. Enter the following: exec script=scripts/reset_nasu.txt

Hopefully, the gimmick of this map will be a bit more apparent as you play through it.

Tuesday, September 6, 2016 - 10:57

There are definitely clues in the level indicating which switches need to be hit. Unfortunately, I didn't do a good job of exposing the patterns to the player, even if they "solve" a room and open the door. I'll try to make what's actually going on in that level more clear.

Sunday, August 14, 2016 - 01:48

That's an interesting setting, and one not commonly found in ARPGs.

One of the major engine changes since 0.18 was the transition to using full filenames in our text files. So instead of "intermap=retro_urban_dutch.txt", it would be "intermap=maps/retro_urban_dutch.txt". I've updated the neccessary stuff and packed it up into a mod that can be enabled on the latest engine: https://drive.google.com/file/d/0B1BVtHygCIkWZ0lCdVVPSUJnZWc/view?usp=sh...

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