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Thursday, December 29, 2022 - 07:57

Spammer and necrothreading aside, it would be interesting to have something like "Week favourite" but for collections, these highlighted ones being created/curated by the admins. Since user made ones tend to be real hotpots (mines included).

Saturday, December 10, 2022 - 06:56

Why would you want that? Flare is much better...

Saturday, December 10, 2022 - 06:55

Image not showing, try to downsize it.

Wednesday, November 30, 2022 - 06:54

That looks awesome, do those planets rotate their suns?

Tuesday, November 29, 2022 - 12:07

Thank you VRS, what kind of changes are you planning for the TBS to make it more X-comy? Ranged attacks?, also are these the steps to make a full game or just proof of concept?

Monday, November 28, 2022 - 15:30

Vrs1 that´s quite amazing; what Unity version do you recommend to install?

Is there any good unified tutorial place for unity (free if possible)?

Also could you send that project to me? I only want to have a look at the code, I promise I won´t use it for anything else.

I actually always wanted to make a game mixing "Mount and Blade" freedom of movement and city management(shorta) in a sandbox world with the style and class progression system of "Disciples" and a dash of pokemon. I never decided in the combat system for the battles though, if real Time like M&B or  TBS like you posted.

My other project (I´ll never do but dream to like the previous one) would be something very distinct, I doubt any of you have ever played "Idle car manager", but it´s a game where you design cars by researching their pieces, selling cars to the market and using the money to rise a company, make more and better cars to sell and win racing competitions. I would like to switch from car to mechs, a galactic setting with roaming and research trees with the goal to become the biggest space warmonger supplier.

Sunday, November 27, 2022 - 06:14

No, if I start something it would be completly different genre and into a mature engine like Unity.

Saturday, November 26, 2022 - 21:44

Yeah, wait for something better. While possible to solo a flare mod, it will be a poor product unless you pour way too much time on things that are taken for granted today in any decent engine. Everything about it is hard to learn, apply and use.

Hell, for example, once you finish a map for it in tiled (no random map generation either) you need to use a script if you included even a single new sprite not included into the lacking basic sets, generate a new kind of terrain definition for the change to get used, save it into the terrains folder, THEN save the map, edit the map file and add inside the new terrain definition over the faulty autosaved one, or the map won´t load(and game crash) or be gibberish if you are lucky.


And this is just one example of too many infuriating ones; quality of life is non existant here.

Saturday, November 26, 2022 - 18:44

There are instructions on how to get it to work on the project wiki. Playing the mods shouldn´t be hard.

As for development, sincerely, don´t do it. Flare is very lacking in many aspects, poorly documented if at all, take it only if you like pointless challenges.

Most of all I did was learnt by reading posts on this forum and extracting hard to understand information, bumping my head on walls all the time; that there is not proper tutorials anywhere (or any tutorials at all) should be a good hint on the use difficulty and lack of care from the creator.


I sincerely wanted to make a full campaign, but as I advanced I saw the many ways in which the engine falls short, the worst in my eyes are:

Items: Which need to be created one by one by hand, stats included (another option is making an external item definitions generator by yourself like I did), but then the items need to be added to two different list (items and loot) and individually maintained in case you change something somewhere else. TL,DR: no random item generation, all are predefined, variety can be faked but at a high labor cost with many limits.

Enemies: Also created by hand, one by one, you need to create an enemy definition .txt for every enemy lv and type (boar_lv1.txt; boar_lv2.txt,...) and set their full stats per each one as well. So no dinamical enemy lv scaling, upscaling or downscaling (again way too much work for something trivial in any other engine).

Development has almost halted; the engine is just being maintained. So all above issues will never be resolved.


Should you want to try your hand at it you can use my mod to learn or base yours on it. My old posts contain lots of wisdom nuggets from tools install, to creating enemies, to new powers or workarounds to make not-possible things possible. I was left so dissapointed at the engine that I can´t be bothered anymore about it. Pity because I really digged the Diablo retro style.

Saturday, November 26, 2022 - 17:50

He/she migrated to another engine and is well on the way to finish it: