empyrean_campaign is related to the final content of Flare-Game. I started it a while back but haven't gotten to return to it. If you enable fantasycore and empyrean_campaign and start a new character you can see a test map or two. Anyway that might change depending on the stuff I'm working on now.
I'm not sure what new_game_mod is, but I imagine that's the mod containing his new content.
It includes my script to render objects in 8 directions.
This is more about rendering all the frames needed. I use an external tool to combine the individual frames into one sprite sheet (I use Imagemagick montage).
I noticed the a/e and the extra bottom pixel. I think it's all perfectly in line with how the font should work with lowercase. In pixel art games I've been using this font with line heights of 10 pixels (for dense text, maybe 15 pixels for relaxed text), so the dangling g,j,p,q,y will fit comfortably.
For Flare we use "campaign statuses" to tell where the player is in the story. During triggered map events or while talking to NPCs, scripts can set a status or check a status. So if you're on a certain quest an NPC might have unique dialog. Or an NPC will thank you if you have the status that proves you returned their lost item.
The statuses are unique strings, so the current campaign state is a set of these strings. Example campaign statuses are "found_silver_key" or "hunt_the_goblins" for tracking items and quests.
A common expansion on this system is to have a string and number combination for quest chains. The string is the tag of the overall quest chain and the number is your current progress through the quest. I think World of Warcraft does it this way. So you might have a hunt_the_goblins quest chain that starts off at 0 and ends at 100 when the quest is complete (basically allowing one quest to have 100 possible steps/branches, but you can combine multiple long quests easily). This is good if you have many long quest chains. E.g. every time you have a quest to find an item you have three states: accepted the quest, found the item, returned the item. If you're only using strings you need three unique identifiers e.g. silver_key_accepted, silver_key_found, silver_key_returned. If you combine with numbers it might be silver_key:0, silver_key:50, silver_key:100 instead.
Hope this helps! We use the simpler string-only version and it works well enough for us.
He says different things depending on whether a campaign status exists (request_status) or does not exist (requires_not) and also moves the story forward himself (set_status). Whenever it's time for this NPC to talk the game checks all the available dialog choices to find one that meets the current quest requirements.
empyrean_campaign is related to the final content of Flare-Game. I started it a while back but haven't gotten to return to it. If you enable fantasycore and empyrean_campaign and start a new character you can see a test map or two. Anyway that might change depending on the stuff I'm working on now.
I'm not sure what new_game_mod is, but I imagine that's the mod containing his new content.
jeremyW maybe that error means you tried using the 64 bit version accidentally?
Flare uses SDL, and the SDL TTF font system doesn't have good support for RTL languages. So Flare doesn't either, for now.
We would love to work towards RTL support. I'm kinda clueless there, so if anyone can help with a strategy that would be awesome.
Here's my article on the topic: http://clintbellanger.net/articles/isometric_tiles/
It includes my script to render objects in 8 directions.
This is more about rendering all the frames needed. I use an external tool to combine the individual frames into one sprite sheet (I use Imagemagick montage).
Pasted it here: http://pastebin.com/2itTxYgt as found in some of the newer Blender art source files for Flare-game.
CAGEStudios: Half of these models were lost, so I couldn't really add more frames easily.
I wouldn't mind doing a larger, better quality set like this some day. Especially if I can work with a concept artist with a strong aesthetic.
I noticed the a/e and the extra bottom pixel. I think it's all perfectly in line with how the font should work with lowercase. In pixel art games I've been using this font with line heights of 10 pixels (for dense text, maybe 15 pixels for relaxed text), so the dangling g,j,p,q,y will fit comfortably.
I saw usr_share just introduced lowercase glyphs: http://opengameart.org/content/boxy-bold-font-0 in case you want to include them!
Nice work by the way, I have no idea how to create TTFs but I'll really put this to use.
Oh this is fantastic! I didn't think there were enough pixels left to do lowercase well, and this looks superb.
For Flare we use "campaign statuses" to tell where the player is in the story. During triggered map events or while talking to NPCs, scripts can set a status or check a status. So if you're on a certain quest an NPC might have unique dialog. Or an NPC will thank you if you have the status that proves you returned their lost item.
The statuses are unique strings, so the current campaign state is a set of these strings. Example campaign statuses are "found_silver_key" or "hunt_the_goblins" for tracking items and quests.
A common expansion on this system is to have a string and number combination for quest chains. The string is the tag of the overall quest chain and the number is your current progress through the quest. I think World of Warcraft does it this way. So you might have a hunt_the_goblins quest chain that starts off at 0 and ends at 100 when the quest is complete (basically allowing one quest to have 100 possible steps/branches, but you can combine multiple long quests easily). This is good if you have many long quest chains. E.g. every time you have a quest to find an item you have three states: accepted the quest, found the item, returned the item. If you're only using strings you need three unique identifiers e.g. silver_key_accepted, silver_key_found, silver_key_returned. If you combine with numbers it might be silver_key:0, silver_key:50, silver_key:100 instead.
Hope this helps! We use the simpler string-only version and it works well enough for us.
Have a look at this example NPC file from Flare. https://github.com/clintbellanger/flare-game/blob/master/mods/alpha_demo/npcs/guill.txt
He says different things depending on whether a campaign status exists (request_status) or does not exist (requires_not) and also moves the story forward himself (set_status). Whenever it's time for this NPC to talk the game checks all the available dialog choices to find one that meets the current quest requirements.
Pages