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Thursday, February 4, 2021 - 15:07

This page has a description of the "animation" property:

It may also be helpful to look at an example, such as the animated brazier in flare-game's dungeon tileset:

Thursday, February 4, 2021 - 10:33

They switched to Unity.

I don't consider anything in the data files to be source code, so you're free to modify those any way you see fit. The best place to get started is to play with existing data files while referring to the wiki:

Wednesday, February 3, 2021 - 23:33

The player collision system is overly simple. Instead of checking a box around the sprite, we instead only check to see if the player's exact position intersects with a collision tile. So the end result is the sprite overlapping tiles in that manner. Unfortunately, there's not much you can do about it right now besides adding some more collision tiles to keep the player from getting too close to the wall.

Wednesday, February 3, 2021 - 23:25

Yes, there are already some GPL licensed titles on Steam. Flare wouldn't be an exception. You would just have to be able to make any changes to the engine source code publicly available.

I was communicating with someone who had the same plan, but they ultimately ended up switching to another engine.

Tuesday, December 15, 2020 - 23:55

I think the behavior of rendering visual effects like this could be handled better on the engine side of things. Powers have the "floor" property, and effects have the "render_above" property. Both pretty much do the same thing. I'd be in favor of replacing these with a single new property that offers more granular control. Perhaps named "render_layer" or "render_z".

The new property would have something along the lines of the following options: "bottom", "below_entity", "above_entity", "top", and "layer". The "layer" option would take an additional property with the name of a layer that the effect would be rendered on top of.

The other approach to getting this sort of effect would be to extend the parallax layers feature to support centering a fixed image on the screen. Might be worth doing that for other reasons...

>is there anyway to zoom in/out dorkster?

There is currently no way to zoom the display. It's been brought up before on our issue tracker:

Monday, December 14, 2020 - 11:28

Unfortunately, what you're trying to accomplish simply won't work. Spell effects are essentially drawn with the player, so they are affected by draw order just like the player sprite is. Yes, there's the option to draw these effects on the background "floor" layer. But there is currently no option to draw the effects above all of the object layers.

Sunday, December 13, 2020 - 09:27

The bug with damage reflection was fixed upstream and will no longer be an issue in the next release: Here's the patch:

To change the music, you could create a simple mod.

2. In your mod, create a directory called "music/"
3a. Add your music file and rename it to override one of the tracks listed here:
3b. Alternatively, you could add your track to the "music" directory without renaming it and alter the map files. For example, if you wanted to change the music in Perdition Harbor, you would create "maps/perdition_harbor.txt" with the following contents:


Sunday, November 22, 2020 - 19:36

The Attribute Reference is generated from comments in the engine code, so it shouldn't be manually edited. So I've added the documentation properly and re-generated that page:

Sunday, November 22, 2020 - 15:17

Let me clarify a few things:

3) Absorption affects ALL damage, regardless of elemental type. If the target has an elemental resist bonus, it is applied to the incoming damage before aborption.

4) Items can not currently have direct elemental damage attached to them. This is something I'd like to implement in the future.

6) bonus_power_level works as long as the power isn't already at max level. So if Cleave is at level 2 and you have a +1 bonus, it will become level 3. But if it's at the max of level 5, the bonus will do nothing.

7) Item bonuses can be any of the following:
- "speed"
- "attack_speed"
- Any of the stats like "hp_regen" or "xp_gain"
- Damage types as listed in engine/damage_types.txt. This file is included with the engine's default mod and is where "dmg_melee_min" and the like come from.
- Primary stats as listed in engine/primary_stats.txt. Also included with the default mod. It includes "physical", "mental", "offense", and "defense".
- Resistances using elements defined in engine/elements.txt. Example: if the element has the name "fire", you can set a resistance bonus by appending "_resist" so that it becomes "fire_resist"
- Power levels with bonus_power_level (explained in point 6)

Wednesday, November 18, 2020 - 10:23

Flare maps are a tile-based grid. I recommend looking at the wiki for an introduction to how mapping works: