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Tuesday, March 22, 2011 - 08:27

Updates for v 0.04:

  • Added a new monster : spider (thanks to Wciow and John.d.h).
  • New model for the hero : a goth woman (thanks to TiZiana). The quality of animations is quite poor: this is my first attempt at animating a 3D model :P. I'll soon try to improve her animations, and i'll upload the result on OGA.
  • Started to work on the inventory. You can now switch weapon with the ones you dropped and drag potions on the shortcut bar.
  • Monsters can now drop items. Added new items (katana, staff, mace, HP, SP and MP potions). Potions stack and give 10 units back.
  • Reduced the map size: the previous maps were a little too big, causing overflows in vertices buffers.
  • Improved transparency: trees should have a better look.
  • Started to use jquery : skills and items should now be draggable with all recent browsers.
  • The description of skills and items is now shown when the mouse is over the icon.
  • Improved the pause a little bit.
  • Now a 'miss' appear when dodging attacks.

Next time i'll try to add more content and add a little quest system.

Tuesday, March 22, 2011 - 07:51

Very nice ! I'll have to try this game :P.

Friday, March 18, 2011 - 11:45

"Please use these models with or without credit to me, I am releasing them openly to the general public for unlimited commercial and non-commercial purposes."

I had to say I liked his page, here is the model list :

Colt M4 Model - 7,000 tris

Low Poly Alien - 2,120 tris

Base Mesh (Human Head) - 6,000 tris

Base Mesh (High Poly Male) - 11,000 tris

Base Mesh (Low Poly Male) - 450 tris

Low Poly Skateboard - 2,000 tris

Low Poly Audi R8- 1,400 tris

Ford Fusion Nascar (Low Poly) - 800 tris

AH1W SuperCobra - 68,000 tris

All credits goes to fatbox, website is :

It seems they all are in obj and are not textured. I'm still at work, if no one else has time, I will upload them later.

Friday, March 18, 2011 - 08:58

For the moment Brekel, and other softwares, can export data to bvh, and then you can import bvh into blender. The problem is to match the bvh skeleton with the model's skeleton :/.

A thread on brekel's website speaking about directly using kinect into blender :

But the most promising things I've seen in forums so far is :

And a nice video here :

Thursday, March 17, 2011 - 17:27

I resolved my problem with blender, and managed to export it to md5, so the model is now ingame :).

In the animation, idle could be improved a little bit : the corpse is quite static, perhaps add a small vertical movement ?

Anyway, I'm very happy with it, you both did a great job !

Thursday, March 17, 2011 - 12:49

The format is more like a .ini

You can open FLARE map files in a text editor and see how they are writen. Additional information can be found in the thread given by Clint.

Thursday, March 17, 2011 - 12:25

I think one of the best solution would be to combine preset rooms with random positions. It's very hard to randomly generate a room that has a good look, but generating a random maze is quite easy.

And in diablo 2, not all levels are random (inner cloaster, chaos sanctuary, baal throne, ...).

It's quite fast and easy to randomly generate a level for FLARE (without accounting the quality of the level of course) with a python script. If people want random levels, they can try generating their own, submit them to the comunity and get a vote, then the generating algorithm of top rated levels would be implemented.

Thursday, March 17, 2011 - 09:53

2.800 faces ? Good job ! I like it :).

Sunday, March 13, 2011 - 07:19

kawabunga !

Saturday, March 12, 2011 - 05:00

Very nice set again !

I use some of your icons for my project (there is a thread here : webGL action RPG, but i can't put the link because of spam filter)

Also some icons can be combined to make new ones : eg meteor with fireball + rock (it works at least for the level 3).