Yes, but 1023 is more than enough for our uses. Each of Flare's tilesets contain less than 300 unique tiles. If 1023 isn't enough for you, you might be able split up your tilesets by theme/location (like we do with cave/dungeon/grasslands).
It looks like you didn't add the tileset property to the Map Properties in Tiled. In Tiled go to Map -> Map Properties. Then create a new property with the name tileset and make the value the filename of the tilesetdef (ex: tileset_dungeon.txt).
This sounds like a good idea to me. Currently, we have the joystick deadzone hard-coded, so making it configuarble would be handy. I've opened an issue on Github about this topic: https://github.com/clintbellanger/flare-engine/issues/634
I'm pretty sure that Ubuntu uses the Debian package, which is 2 (nearly 3) versions old. Much has changed internally since, so upgrading will in fact mean that you lose your progress. You can back up your saves before trying the git build, so if you want to go back to the version in Ubuntu's repos you can. Your save files should be located in:
The flare-rpg-git package will get you the absolute latest from the flare-game repo. The pacakge that is at 0.17.1 is the last stable version, and the other packages are obsolete afaik.
Don't worry about those console messages. They are known and expected.
Good news! That wiki page is apparently incorrect. The amount of tiles you can have is "unlimited" according to this commit: https://github.com/clintbellanger/flare-engine/commit/ac024815a714b67c8f...
Yes, but 1023 is more than enough for our uses. Each of Flare's tilesets contain less than 300 unique tiles. If 1023 isn't enough for you, you might be able split up your tilesets by theme/location (like we do with cave/dungeon/grasslands).
This page does a better job of explaining tile set definitions than I can: https://github.com/clintbellanger/flare-engine/wiki/Tile-Set-Definitions
It looks like you didn't add the tileset property to the Map Properties in Tiled. In Tiled go to Map -> Map Properties. Then create a new property with the name tileset and make the value the filename of the tilesetdef (ex: tileset_dungeon.txt).
Strange, I'm not noticing any whitespace errors. If you copy/pasted from the Github page, try downloading the raw file instead: https://raw.github.com/dorkster/tilesetdef-generator/master/tilesetdef-g...
I've created a script to generate a tilesetdef and image from an existing Tiled map file:
https://github.com/dorkster/tilesetdef-generator/blob/master/tilesetdef-...
Run the script in the same directory as your map file and images with:
./tilesetdef-generator FILENAME.tmx
It doesn't pack tiles, so it's a bit inefficient in that regard. Nonetheless, it should still do the job.
This sounds like a good idea to me. Currently, we have the joystick deadzone hard-coded, so making it configuarble would be handy. I've opened an issue on Github about this topic: https://github.com/clintbellanger/flare-engine/issues/634
Ah you're right. I've opened a Github issue for this here: https://github.com/clintbellanger/flare-engine/issues/587
@CraftyZA
I'm pretty sure that Ubuntu uses the Debian package, which is 2 (nearly 3) versions old. Much has changed internally since, so upgrading will in fact mean that you lose your progress. You can back up your saves before trying the git build, so if you want to go back to the version in Ubuntu's repos you can. Your save files should be located in:
~/.local/share/flare/
The flare-rpg-git package will get you the absolute latest from the flare-game repo. The pacakge that is at 0.17.1 is the last stable version, and the other packages are obsolete afaik.
Don't worry about those console messages. They are known and expected.
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