Yes, stuff like egg sacs and wrapped humans are good for spawning spider hatchlings.
That can be done as an event - clicking causes the tile to change to "bursted" and spawns enemies. It can also be done as an enemy itself -- you can cause damage to it to disable it (maybe stop it from continually spawning), or it could spawn hatchlings once you cause enough damage to kill it. Or both.
rubberduck, the props look good. That second set has lights that are close enough to match current Flare tile sets.
As I'm preparing for the full game I'll be releasing big updates to the tile sets, depending on the pieces I need to finish up the game. It'll take some planning so that the tile sets are usable and not a mess of parts in random order. But likely I'll be able to use lots of existing assets like the ones you're posting. I'll start up a discussion when I'm ready to start planning out the sets.
We use SDL TTF which currently doesn't support RTL languages. Someone wanting to help Flare should see if it's possible to contribute RTL support directly to SDL TTF.
Reminds me of the kind of fun we had deciphering and converting the images for Abuse. That's one advantage of an art community full of programmers, we'll find a way.
Works for me on the dev build. Both required powers show up on the tooltip as Red. And I have to unlock those required powers before I can unlock the last one.
Are you doing this under the v0.18 release? If so maybe it was fixed since then.
Yes, stuff like egg sacs and wrapped humans are good for spawning spider hatchlings.
That can be done as an event - clicking causes the tile to change to "bursted" and spawns enemies. It can also be done as an enemy itself -- you can cause damage to it to disable it (maybe stop it from continually spawning), or it could spawn hatchlings once you cause enough damage to kill it. Or both.
rubberduck, the props look good. That second set has lights that are close enough to match current Flare tile sets.
As I'm preparing for the full game I'll be releasing big updates to the tile sets, depending on the pieces I need to finish up the game. It'll take some planning so that the tile sets are usable and not a mess of parts in random order. But likely I'll be able to use lots of existing assets like the ones you're posting. I'll start up a discussion when I'm ready to start planning out the sets.
We use SDL TTF which currently doesn't support RTL languages. Someone wanting to help Flare should see if it's possible to contribute RTL support directly to SDL TTF.
I made this Blender file that lets you render Terrain like this yourself.
http://opengameart.org/content/terrain-renderer
Supply the desired texture image and it will generate all the terrain shapes.
I made it for someone else who wanted to do the exact same terrain image you posted (that first one), so I know the tiles I generate are the full set.
I'll be redesigning flarerpg.org soon to be more organized. It's just hard to prioritize that.
Reminds me of the kind of fun we had deciphering and converting the images for Abuse. That's one advantage of an art community full of programmers, we'll find a way.
Let's see the errors, that will tell us how to fix this for you. I suggest copying them and pasting them to pastebin.com to keep the formatting.
I also posted similar instructions here:
https://github.com/clintbellanger/flare-engine/wiki/Ubuntu-Build-Instructions
It's about the simplest possible way to compile the game yourself.
The feature was added to the engine two months ago, during v0.19 development:
https://github.com/clintbellanger/flare-engine/commit/08d6c61fd185ebfb0c0dba7f0f1ec6eccff87666
This pull request is named "Handle multiple occurrences of requires_power".
So it won't work in v0.18. You can try building v0.19 build or just wait for a couple weeks for us to release v0.19.
Works for me on the dev build. Both required powers show up on the tooltip as Red. And I have to unlock those required powers before I can unlock the last one.
Are you doing this under the v0.18 release? If so maybe it was fixed since then.
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