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Sunday, October 24, 2021 - 08:18

The woman animations are exactly done the same way, go to the Flare github repo (art-rsc) and download all the bases for each body piece, that will save you lots of time since they are already set to only render the needed body part. For this particular one, look for female shields files. Copy paste dagger (it works!) with the blends open and replace the script for the one i passed you , pretty sure it has an older one that won´t work.

For stitching the file you need to use imagemagick.

 

Re-read this threads for how to:

https://opengameart.org/forumtopic/new-enemy-versions-for-flare

https://opengameart.org/forumtopic/about-flare-rpg-assets

Sunday, October 24, 2021 - 07:29

Those are already included, just run the script that´s in a nearly closed window to the right

Friday, October 22, 2021 - 13:15

Here, I´m attaching the bare chest and the chitin armor that´s directly derivated of it by extruding. That should give you some ideas of how to create new equipment. Extruding has the benefit of keeping the same weigth bones effect so you don´t need to add them yourself.

I included the dagger on left hand file as well, just put a weapon on the chosen hand and parent to the hand bone. You will need some practise, but it´s quite easy.

Lastly on github repository you can find all bases for the different armor pieces; download an use them for each specific part and your life will be easier.

 

https://www.dropbox.com/s/d78ud4bgyf6to9z/3d-samples.7z?dl=0

Friday, October 15, 2021 - 15:49

I haven´t forgotten about you but I´m kinda busy these days. I´ll pass you the models as soon as i can.

Saturday, October 2, 2021 - 18:47

Depends on armor the enemy wears and country/discipline. Heavy knights carried 30-40 kgs of armor, when they fell from their horses they became clunky slabs of iron with little movement but unholy protection and long reach from their weapons, on the other hands scottish highlanders carried little to no armor, two-handers and could pull what is shown on the videos.

As for ranged is the same, crossbows were used to pierce heavy armor plates, while bows had many types of arrow heads to take care of different kinds of armor, and bow sizes depended on shooting distance and power; likewise, as the highlanders, mongols trained into speed shootings (even firing 3 arrows while falling from a horse and hitting the target) since their enemies carried little armor and each landed shot meant serious damage.

The line to use ammo is:

requires_item=24,1

24 would be item ID that would be used, and 1 the quantity per shot.

As for the other i can´t answer, one way would be to have an inventory slot (quiver) that is disabled by all weapons except for bows, giving it extra effects aside from damage or stats requires to exchange normal arrow power for a new one with desired extra effects.

replace_power=605,1205

Saturday, October 2, 2021 - 08:23

I changed their speeds in \items\base\weapons base text files, so you can make weapons that inherit all the base attributes, and then modify the item description to make them different to base (like icon, extra power...) "bonus=attack_speed,70" is what you need to add.

As for weapons speed versus damage, thats another playstyle discussion, fast weapons with lower damage have better results agaisnt low armored enemies, but struggle versus heavy armor. While the opposite happens with heavy weapons, less attacks that will easily bypass heavy armor but you get risk getting mobbed by light enemies. Think of it like deciding between using a machinegun or a rocket launcher when faced by tanks and infantry. It´s all to the player to exchange them for flexibility or stick to one.

As for ranged, thats why I nerfed speed to 60%, I tested, less than that and it doesn´t feel good to the player, remember this is a game meant to have fun, you have to make things fair. I tried expending ammo and mana as well, but it destroys the fun with unnecesary add-ons. Also, for real life wounds, flesh wounds are far less lethal than piercing ones, depends on many things like strike places, but the chances of piercing something vital are higher than a slash. But there are so many variables in real life that it´s stupid to translate that to a simple game as Flare.

I agree with you at magic, mages should need to play it strategically or splurge on mana potions, making it more expensive than other classes. That´s the price of extreme power, anyways I´m making the "Magic bolt" power attack have no mana cost, and gain lesser mana leech at max level. That way the player can keep a distance and recover mana at the cost of low dps and short range.

Friday, October 1, 2021 - 21:04

m7600 I would like to use this awesome set, will you release it?

Friday, October 1, 2021 - 20:48

I would not do the "Fist" weapon unless it´s very eye catching, but yes, that´s is the bare minimum.

The off-hand weapons need the "item_type=off" line in it´s file.

As for balance i went a different direction, for starters all weapons get their attack speeds nerfed, 60% for bows, 90% for daggers, 80% for rest of one handed, 70% for two handed (but they get multiple enemies hit). I never liked the machinegun attack speed of Flare, i also buffed all enemies "Poise"(interruption resistance) to 50% minimun. This guarantes that you can´t speed beat an enemy without retaliation.

As for damage % i think your take is good. I tested and can confirm that the damage gets added properly no matter the sources (even from armor) to the total.

Give me a couple of days and i will upload a blend file with the left hand weapon for you to use as base.

Thursday, September 30, 2021 - 18:57

Dorkster, that plant boss is quite cool, do you know the render size? i guess it´s Flare max as well, which i don´t know.

Your dream game could be doable in Flare with a few new sci-fi sets, the tech could just be new loot unique to ship types (like metal-made for human hulks and fleshy-like for alien hulks).

The combat would demand a better animated model, also bigger models, like original Diablo. You would ignore all Flare existent assests (fantasy) and start anew, adding the possibility of new  maniouvers like roll. Small stat values would help to keep numbers sane.

You could have a spacestation as activity hub to get missions, trade...  and a radar to locate hulks, which would create random maps based on hulk race and your level (someone in this forum left one script halfway done) to get loot and materials, and a fixed hulk (high level) that would be the main mission needed to advance history.

 

As for me, I would like to a do a full conversion and turn Flare into a mech game, equipment would turn into legs, arms, heads pieces, shoulder mounts... and you would stomp into warring cities with lil tanks and infantry around, crashing buildings, dodging artillery strikes...

Wednesday, September 22, 2021 - 09:22

It worked only while the program was first running(from small window to full), it went full screeen, after i closed and open again the issue returned. Invisible screen that locks all pc focus.

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