When the time comes, we'll post an aanoucement to the flarerpg.org website prior to the translation period. You can subscribe to the blog's RSS feed for automatic updates.
Flare has no relation to any turn-based, DnD-style games. It is its own game, but gameplay is influenced by hack-and-slash RPGs like the Diablo series.
The SDL2 bugfixes (which only affected Windows builds) you mentioned have been done in development versions of SDL2. We're waiting for the next stable release before moving Flare to 1.0.
I'm a sucker for autumn environments in games, so I'm really liking the changes to the grasslands tileset. The glow effects on the fires and greatstaff also look great.
I'm not sure if it's the rounded edges or the colors, but the HUD looks out of place to me. Seems too "bright and cheerful" for the atmosphere the tilesets have. That being said, the menus look very well done.
For editing maps in the latest versions of Flare, we use Tiled. Tiled is capable of exporting to Flare's map format. Take a look at the tiled directory in the flare-game Github repo to get an idea of how we use Tiled.
Can you clarify what you mean by "increase it's amount of bullets"? Does that mean firing more than one bullet at the same time? Or does it mean increasing the rate of fire? If it's the former, try playing with the "count" and "angle_variance" variables in the item definitions file. If it's the latter, the bow fires as fast as the player's shoot animation. So it might make sense to make the shoot animation very short (possibly a single frame) and use the "cooldown" variable in the Shoot power definition to slow it down if needed.
Reloadable weapons aren't really possible with the current engine state, but it is possible to have ammo. In the power definition for Shoot, use the "requires_item" property to consume another item.
Take a look at the Attribute Reference wiki page to get an overview of all the possible variables for the various Flare data files.
When the time comes, we'll post an aanoucement to the flarerpg.org website prior to the translation period. You can subscribe to the blog's RSS feed for automatic updates.
Did you look at the "INSTALL.engine" file? That one provides instructions for installing dependencies / building from source.
You might also want to look at the updated version of that document, which details how to build the latest development version.
Flare has no relation to any turn-based, DnD-style games. It is its own game, but gameplay is influenced by hack-and-slash RPGs like the Diablo series.
The SDL2 bugfixes (which only affected Windows builds) you mentioned have been done in development versions of SDL2. We're waiting for the next stable release before moving Flare to 1.0.
"Stash item stack" means that an entire slot of an item will be sent to the player's shared stash.
"Sell item stack" means the same thing, execpt the items will be sold to the vendor instead of being put in the stash.
We have a wiki page that outlines the process for translators.
Oh, that makes more sense. I can't wait to see what your mod looks like, since you clearly have some artistic talent.
I'm a sucker for autumn environments in games, so I'm really liking the changes to the grasslands tileset. The glow effects on the fires and greatstaff also look great.
I'm not sure if it's the rounded edges or the colors, but the HUD looks out of place to me. Seems too "bright and cheerful" for the atmosphere the tilesets have. That being said, the menus look very well done.
For editing maps in the latest versions of Flare, we use Tiled. Tiled is capable of exporting to Flare's map format. Take a look at the tiled directory in the flare-game Github repo to get an idea of how we use Tiled.
Can you clarify what you mean by "increase it's amount of bullets"? Does that mean firing more than one bullet at the same time? Or does it mean increasing the rate of fire? If it's the former, try playing with the "count" and "angle_variance" variables in the item definitions file. If it's the latter, the bow fires as fast as the player's shoot animation. So it might make sense to make the shoot animation very short (possibly a single frame) and use the "cooldown" variable in the Shoot power definition to slow it down if needed.
Reloadable weapons aren't really possible with the current engine state, but it is possible to have ammo. In the power definition for Shoot, use the "requires_item" property to consume another item.
Take a look at the Attribute Reference wiki page to get an overview of all the possible variables for the various Flare data files.
Plate armor is rare, but it can be dropped by some of the skeletons in the Brother's Lair maps.
Sorry, but we don't produce binary releases of the development version. You need to compile the source code in flare-engine master to create an "exe".
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