It's nothing to worry about. The stash file didn't exist because it was your first time playing. It is created after saving the game (i.e. exiting the game, moving to another map, or acessing the stash itself).
When using a controller, only 1 item in the stack is picked up, as if we were holding Shift. In fact, there's no way way to pick up a whole stack with a controller currently.
Gamma, in rough terms, allows the player to adjust the brightness of the game. A more detailed article about Gamma correction can be found on Wikipedia.
Disabling animated tiles causes the creation of a "background surface" that we use for caching the background layer of tiles (aka the ground). We only do this for the tiles that are visible on screen, so that few millisecond pause you're seeing happens when we update this surface. Perhaps it would be better render the background surface for the entire map. This would use more memory, but would remove the stuttering.
The reason you're getting those errors in Flare and the black screen is because we changed some of the filename syntax. We include parent directories in file paths now.
When you're done editing, be sure to export the map (File -> Export As) and select "Flare Map Files". This will output a txt map that's compatible with Flare.
requires_flags; I searched through the source and didn't find anywhere these are printed. No translation necessary.
all flavour texts in the Averguard books; These appear to be being translated for me. EventManager.cpp line 224 catches them
we didn't regenerate po/pot files for flare-game this time around because there was so little data changes, and the fact that Clint is hard at work on new content. Of course, we'll regenerate everything for the 1.0 release.
One minor thing I'd like to see is the combined prices of the starting equipment for each class to be the same. When I created the classes, I set a fixed amount of gold that all classes would have (I think it was around 50 gold). I then "spent" that gold on the base weapons and armor for each class, which meant there were leftover gold amounts that we added to the player's inventory to compensate.
Correct. They are supposed to be infected miners and the existing zombie artwork was suitable. They're slower than normal zombies and only have one attack.
Have you tried something like 7-zip to open it?
It's nothing to worry about. The stash file didn't exist because it was your first time playing. It is created after saving the game (i.e. exiting the game, moving to another map, or acessing the stash itself).
@Stefan
When using a controller, only 1 item in the stack is picked up, as if we were holding Shift. In fact, there's no way way to pick up a whole stack with a controller currently.
Gamma, in rough terms, allows the player to adjust the brightness of the game. A more detailed article about Gamma correction can be found on Wikipedia.
Disabling animated tiles causes the creation of a "background surface" that we use for caching the background layer of tiles (aka the ground). We only do this for the tiles that are visible on screen, so that few millisecond pause you're seeing happens when we update this surface. Perhaps it would be better render the background surface for the entire map. This would use more memory, but would remove the stuttering.
@TheArmGamer
The reason you're getting those errors in Flare and the black screen is because we changed some of the filename syntax. We include parent directories in file paths now.
The txt map files in Flare are exported versions of the Tiled maps. Tiled uses tmx files. The tmx file for River Road is here: https://raw.github.com/RyanDansie/flare-mod-noname/master/tiled/new%20ga...
You'll need to update the references to filenames when editing that with Tiled. To see how current maps work, try taking a look at some of these: https://github.com/clintbellanger/flare-game/tree/master/tiled/frontier
When you're done editing, be sure to export the map (File -> Export As) and select "Flare Map Files". This will output a txt map that's compatible with Flare.
@GunChleoc
Thanks for the screenshot. I can definitely see that problem, so I'll attempt to fix it.
UPDATE: It looks like we need to add this line to xgettext.py for use in fantasycore:
extract('../engine/equip_flags.txt')
We have it in the engine repo's default mod xgettext.py, but we don't have equip flags in default mod.
I submitted a fix for two of the issues here: https://github.com/clintbellanger/flare-engine/pull/910
As for the others:
One minor thing I'd like to see is the combined prices of the starting equipment for each class to be the same. When I created the classes, I set a fixed amount of gold that all classes would have (I think it was around 50 gold). I then "spent" that gold on the base weapons and armor for each class, which meant there were leftover gold amounts that we added to the player's inventory to compensate.
If you haven't already, copy over mods/fantasycore/engine/stats.txt to the matching folder in your mod. Then you can add the following line:
stat_points_per_level=5
And just in case you want to change the number of power points per level, you can add something like:
power_points_per_level=2
Happy modding!
Correct. They are supposed to be infected miners and the existing zombie artwork was suitable. They're slower than normal zombies and only have one attack.
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