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Monday, April 6, 2015 - 03:51

The Empyrean campaign mod is not close to being done yet, so I wouldn't recommend playing it unless you're curious.

The no-name mod is a community-made campaign with new maps, monsters, items, and skills.

Unfortunately, neither are compatible with Flare 0.19 and require the latest development version of the engine from Github.

Thursday, April 2, 2015 - 21:44

Sorry Rem, it doesn't look like the SDL2 dev libraries were packaged for 12.04, even in backports.

There's a PPA someone set up for older Ubuntu versions, but I don't know if it installs the dev packages needed to compile. You can check it out here: https://launchpad.net/~zoogie/+archive/ubuntu/sdl2-snapshots

Tuesday, March 24, 2015 - 04:56

Clint's taking a prolonged break from game dev related stuff. So the rest of the team has been tasked with wrapping up engine work and creating the Empyrean campaign.

Monday, March 23, 2015 - 10:13

Sorry for the slow response (I need to check the forums more).

The engine is feature-complete in terms of what we want for 1.0. I've outlined the state of the engine and why we haven't released 1.0 yet here: https://github.com/clintbellanger/flare-engine/issues/869#issuecomment-8...

Monday, December 22, 2014 - 09:30

White Wind is a dead end. The place where you want to go can be reached from the Frontier Plains. I've circled it in red here: http://i.imgur.com/oaAucwa.jpg

Sunday, October 19, 2014 - 05:23

What exists of the Empyrean mod at this point only works with the latest git master of the engine. If you're using anything older (like the 0.19 release), then it's very likely that things will be broken.

Sunday, July 27, 2014 - 10:57

@Tinker

Really users should not need to add mods to /usr which needs root access but they should be able to add them to ~/.config/flare

It is possible for normal users to install mods into "~/.local/share/flare/".

It should also be better described how to add mods, the flare-mod-noname states it should be added above core and alpha, it is not clear whether it should be at the top of the list  i.e. above or at the bottom of the list i.e. overriding the others. I found it needs to be in the middle, at the top does nothing at the bottom prevents tile display.

Mods placed at the bottom of the list have the highest priority (we should add a note to the readme, or possibly in-game). The flare-mod-noname mod is possibly out of date, since you should be able to place it at the end of the mod list and have things just work.

Thursday, May 15, 2014 - 14:05

Sorry! I haven't really touched the starter pack in a while, so it works with a version of the engine that isn't 0.19 nor the latest git. I've created a branch that fixes it so it'll work with 0.19. Here's the zip file: https://github.com/dorkster/flare-starter-pack/archive/branch0.19.zip

Unfortunately, we don't provide development binaries for any platform. Of course, anyone who wants to provide such builds is welcome to.

Wednesday, May 7, 2014 - 10:43

Well, the file you got from both our site (which links to SourceForge) and IndieDB are supposed to be the same.

I've never heard of Torch, but from what I gather it looks like a shady fork of Chromium. Maybe you should try downloading Flare with a major browser like Mozilla Firefox or regular Google Chrome/Chromium.

Tuesday, May 6, 2014 - 08:27

I know you said you downloaded it twice, but corruption could have happened during the download both times. Try checking the MD5 sum with something like this to make sure you got the proper file. The checksum should be:

cfad6da5f283587bfea512795ef1e009  flare-game.0.19.zip

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