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Saturday, June 12, 2021 - 10:48

@Danimal A few corrections:

  1. You'd have to create the stamps yourself, but you can use Tiled's "tile stamp" feature for placing commonly used groups of tiles. For example, I use this on the 16 grassland tileset floor tiles to make a 4x4 square (the texture repeats cleanly when laid out like this).
  2. I highly recommend not using tilesetdef-generator anymore. Instead, use the Tiled extension from flare-tiled-tools. It works better in general and even supports external tilesets in addition to embedded tilesets. Once installed, using it is as simple as going to File -> Export and then selecting "Flare tileset definition" as the file type.
Tuesday, June 8, 2021 - 00:26

Flare is first and foremost designed as a combat RPG in the image of Diablo (the first game more so than the second). Anything outside of that will take some creativity and a little "smoke and mirrors". To use OpenValley as an example again, the rocks & sticks on the farm are "enemies" which are killed to harvest their resources.

In the game we ship, the player has 4 primary attributes: Physical, Mental, Offense, and Defense. But these can be customized entirely. The most obvious non-combat attribute would likely be one focused around speech. More points into a Speech attribute could equal more and/or different dialog choices with NPCs. Or for a sci-fi game, maybe a Hacking skill would let the player access normally out-of-reach areas.

I personally don't think it's wise to try and create a completely non-combat game with Flare, since combat is in its DNA. But there's certainly room to introduce non-combat skills as an alternative method of solving problems.

Documentation in general for Flare is sparse, so there's been just about nothing written on this topic. The best way to learn at the moment is just to poke about in existing mods to see how they do things. I'd say 90% of non-combat gameplay would employ the use of Flare's event system. As with most things, there's a lack of documentation, but the section in the Attribute Reference page is a start.

Monday, June 7, 2021 - 18:32

I'm currently the only active developer on the project. I don't always have to time or the drive to work on stuff, so saying the project is "active" might be subjective. Nonetheless, engine feature requests are best done on the Github issue tracker (I opened an issue for the resource thing in particular):

Unfortunately, I don't know any other good resources for this type of art. Just about everything we've gotten has been from contributors on OpenGameArt.

The last version of Blender to work with Clint's models is 2.7. We did migrate the blog when we updated the website, so searching for "blender" might get some of the articles you're after.

As for the community, theres two that I would consider to have been active:

Monday, June 7, 2021 - 10:58

Sorry, but that type of customization is not available in the engine right now. HP and MP are hard-coded resources, so you're limited to those. Although I do think being able to customize these attributes would be a feature worth having. For example, it would be nice to remove or replace "mana" as a resource for a game in a modern setting.

Wednesday, March 10, 2021 - 15:32

In menus/minimap.txt, you can define the following:


The the alpha value (the last one in each entry) being set to zero will skip drawing of those elements on the minimap. You can also set color & alpha for:


Wednesday, March 10, 2021 - 03:15

You can add "show_on_minimap=false" to Event and NPC objects on the map to hide them.

Wednesday, March 10, 2021 - 03:13

A static event will continually try to activate without player interaction until a scenario causes it to stop. Setting repeat=false will result in the event activating once and will not be able to reactivate. If you set repeat=true, you can stop/start the event by setting and unsetting status.

However, if the event you described continually activated, all it would do is apply the mapmod over and over. It would not at any point clear the tiles. You would still need a separate event.

Tuesday, March 9, 2021 - 23:04

To remove a tile, simply use a mapmod with a tile ID of 0. For example, if you wanted to remove the collision tile at position (33,19), you would use "mapmod=collision,33,19,0".

Wednesday, February 24, 2021 - 13:04

No, the parallax layers can't currently be changed via an event.

Friday, February 19, 2021 - 13:04

I'm unable to reproduce that issue. For me, the event correctly triggers only when "new_day" is set. Perhaps you have another event that's setting the new_day status?