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Thursday, February 7, 2013 - 09:49

Yeah should be in one of those places. I'm not 100% sure where Ubuntu has them in the package.

A good place to start is /usr/share/games/flare/mods/fantasycore/engine/ -- that has several of the very basic settings for the game.

Thursday, February 7, 2013 - 09:44

Good difference. I'll patch it into the icon.png and icon.xcf files when I get a moment.

Thursday, January 24, 2013 - 16:00

Somehow I missed this thread earlier. I'm always excited when this art gets more mileage!

I'll find some time soon to try this game out.

Wednesday, January 23, 2013 - 11:35

Yes, basically you can subdivide the current "GameStatePlay" into the player's turn and the enemies' turns. That would be the primary change.

Beyond that it would be changing some features to turn-based, tile-based conventions. The targeting system would probably involve choosing a specific tile. Area spells would target a pre-set tile area shape. Movement would be changed to tile-based instead of free roaming. etc.

Wednesday, January 23, 2013 - 11:15

A lot of Flare's engine is built with action gameplay in mind (it's even part of the name!). I don't plan to support turn-based gameplay in the core engine.

I'd be quite happy for anyone to fork the engine and gut it to create a turn-based engine. But note that there may already exist some engines that do this well. Example: it looks like one of the the FIFE engine's major goals was to reimplement Fallout 1/2 which uses turn-based gameplay. It's quite possible that one could combine Flare's assets with the FIFE engine to get up and running quickly.

Wednesday, January 23, 2013 - 11:04

I haven't done a side-by-side yet but if it's an improvement I'll be glad to update the base icon sheet.

Thursday, January 17, 2013 - 16:54

(the following only applies to SDL 1.2 or earlier).

Note that in Flare we solved this issue by borrowing a function from SDL_gfx that correctly blits one alpha surface to another. The two files are:

  • SDL_gfxBlitFunc.c
  • SDL_gfxBlitFunc.h

The function name is SDL_gfxBlitRGBA. Note it's done in software so it's slow.

Thursday, January 17, 2013 - 16:48

I added a "bicycle.png" sprite sheet that is the bike in 8 directions with 8 frames of pedaling animation. It's built to the scale of one 64x32 isometric tile = 1m^2.

Monday, January 14, 2013 - 13:42

We could run the site in two ways: as a curated collection of only the highest quality art, or as a community where anyone can submit just about anything. We chose the latter. I think it's more in the spirit of the free/libre community -- create something and release it, you never know who might find it useful or build upon it.

The other option is to pick a quality line and only accept submissions above that quality. Like any other user-driven community, only the best 10% is widely useful (aka "90% of everything is crap"). And choosing that line is hard -- what's useless to one person might be perfect for another.

Personally some of my earliest works I now consider useless -- but if it weren't for this community giving me critiques and letting me grow I would have never created my more recent useful works. Several other artists have grown significantly through the community. I think this is a good thing that wouldn't be possible in a more exclusive club.

Sunday, January 6, 2013 - 15:01

On most *nix style operating systems we use the full XDG standard on where to put data:

http://standards.freedesktop.org/basedir-spec/basedir-spec-latest.html

The main exception is OSX, where we put the game data inside the .app folder.

For now we release Windows all in one folder. There are preferred places in Windows to put the user's save games and config data but we're not using those (yet).

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