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Wednesday, March 10, 2021 - 15:24

Is there a way not to show the enemies in the minimap? O.o

Wednesday, March 10, 2021 - 03:38

thanks for the explanation, but in the end, reloading the map (without exiting) I solved, and aesthetically it does not come "ugly to see" :p

being creative is also this: finding alternative ways LOL

Wednesday, March 10, 2021 - 03:27

thx so much :)

Wednesday, March 10, 2021 - 02:53

problem solved, i add this event on the map:

# hidden passage
intermap=maps/spring-secret-woods.txt,34,20,0,0 *

* it serves to reload the map without exiting, so the parts of the map of the other event disappear

is there a way to not show the minimap of a specific map?
otherwise you see the blue parts of the intermap and players know where to go to activate things

Tuesday, March 9, 2021 - 09:34


Is there a way to make a tile disappear when activating/deactivating a status, without having to reload the map?

# hidden passage

before entering in the map it activates hide_part_1, in the map there is an "on_trigger" event that deactivates hide_part_1 and activates unhide_part_1 but, unfortunately the tiles of the event I posted don't disappear

if I do it the contrary, instead, they appear at status activation, without having to reload the map (but it is very inconvenient for me to do it this way)

thanks for any clarifications

Thursday, March 4, 2021 - 08:51

for now it is not yet "testable"... I released a .7z file with the version of flare that I use + the game folder... currently the hours, days, dates and seasons work, nothing more XD
find everything at the link of my first post
(I have updated the .7z file to today's date)

i don't use git because i hate git, but if someone wants to contribute i can upload everything on nextcloud, where you can edit files online, even to multiple people :)

Sunday, February 28, 2021 - 10:25

Is it possible to add to the spawn.txt file a requires_class to the event that brings the player to the initial map?
so that each "class" starts from a different map

ok, it can be done ... I wrote the class wrong (i'm a fucking noob, i know it) XD

Tuesday, February 23, 2021 - 05:31

is it possible to change parallax with an event instead to creating many version of one map with a different parallax?

Monday, February 22, 2021 - 10:00

problem solved:
I had set an event that deactivated the "new_day" status 10ms after saving... instead of "before"...
calmly, slowly I'll solve it by myself too XD

currently the game starts at 06:00 and ends at 00:30 every 7 seconds the time advances by 10 minutes, every day changes the date and the day of the week and every 28 days the season changes (almost like in the original game)...
the only thing i can't implement are the years, because they don't have a "continuous" cycle like the rest u.u

Friday, February 19, 2021 - 13:58

I looked in the shell (with f5) if that status was active and no, it's not active... but when I restart it jumps a day ahead...
the only two things that activate that status are an event trigger and an event that only triggers at midnight...
I don't know what I'm doing wrong
I uploaded the file here:
for anyone who wants to see where the error lies O.o