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Wednesday, August 22, 2012 - 15:10

I actually think that it can be a separate option called Mouse Aiming or Cursor Aiming. On by default; if you disable it, powers are aimed the way the hero is facing. This also opens up possibilities for input devices that are unusual e.g. surely there's a handheld device with analog stick AND stylus touch-screen.

Wednesday, August 22, 2012 - 15:03

If you're feeling adventurous you could create a GitHub account, fork Flare, add your .po files to your repo, then send in a Pull Request.

But that's a hassle especially for non-coders or people not already on github. It's completely fine to send the .po file to me via email: clintbellanger at gmail

Wednesday, August 22, 2012 - 00:54

The GNU Unifont is GPL license only, correct? I don't think you can relicense it under CC-BY.

Via http://unifoundry.com/index.html

"The precompiled fonts are released under the terms of the GNU GPL version 2, with the exception that embedding the font in a document does not in itself bind that document to the terms of the GPL."

Tuesday, August 21, 2012 - 13:02

My current ideas:

For the dungeons, add more foor rubble. Bricks, stones, bones. Maybe missing stones, or stones with blood marks. This will help a lot to make the dungeons feel dirtier.

The dungeons and caves need stairs up/down and modeled exits. These will replace the glowing blue panes that mark map exits.

I may add a couple larger houses to the Grasslands map. Maybe. We'll see.

Thursday, August 16, 2012 - 19:47

You'll probably have to talk to the artist on this one.

Technically you'd have to attribute the artist every single place the logo appears -- that's probably not going to be feasible. The artist may give you specific permission to attribute her in other ways.

Further, you may want to discuss with the artist because it enters Trademark territory, and CC licenses don't really deal with trademarks. You'll want to make sure the artist is cool with you using that art as your trade mark.

Thursday, August 16, 2012 - 12:18

Note to self: Maybe we need to separate the facing option from the joystick option? Or maybe there's some better way to let the player know what's happening. nobody_special666 isn't the first person to get stuck this way, and it's definitely non-obvious what's happening.

Thursday, August 16, 2012 - 10:25

I'll check on the Key Bindings text. It's possible it doesn't have translation enabled yet; if so we'll fix that.

If you want to create your own blank po files, make a copy of the "data.pot" or "engine.pot" files and rename them (I think that's how others do it?)

We'll gladly add a Portuguese translation! Let me know if you need any other tips.

Wednesday, August 15, 2012 - 14:47

Usually that Cel-shading look is done with shader settings. That's because the outline is supposed to be "heavier" around the edges of the object, based on your current perspective. So it changes in real time.

You might be able to paint some edge lines directly onto the texture, but it won't look as good for all cases.

Wednesday, August 15, 2012 - 14:33

I don't think there's a way to do that. Edge seems to be a post-process effect, not part of the actual native render.

Wednesday, August 15, 2012 - 09:54

- Can I use Flare and its art to create a commercial game?

The art and code portions will continue to be free/libre so anyone can share them. If you distribute your fully-original campaign data as a stand-alone mod, just that data can probably remain proprietary. You can sell all of it commercially (though people are free to share the core art/code portions, and any specific derivative works).

- Does/Will it support localization, dialogs, effects like poison, fire damage or area effects.

It supports localization, dialogs, and some kinds of spell effects. Version 0.18 will expand upon the variety of effects.

- Will/can I give custom attributes to the characters?

The four main attributes (Physical, Magical, Offense, Defense) are somewhat set in stone. You can rename them and tweak the size of the bonuses they give. For completely changing the attribute system (let's say, changing to D&D style or GURPS style attributes) you'd need to dig into the code and create a fork.

Maybe in the distant future we'll make these customizable, but it would probably require converting the entire engine to use a scripting language.

- Do you plan to provide any tool sets like graphical editors etc?

The Tiled Map Editor is used to make maps. Besides that, everything else is editing plain text files (or creating art). I don't plan on providing graphical editors.

- Will the games run under Windows, Mac and Linux? Perhaps on mobile devices, too?

Windows, Mac, Linux. It can be ported to mobile devices that have SDL support. Note that the GPL may be incompatible with some app store terms.

- One more thing: I noticed that there is quite a long loading time when moving into another area. Will this speed up in the next versions of Flare?

Load time varies by system (on the largest maps, my laptop loads in about 3 seconds; my desktop loads in about 0.25 seconds). There are some optimizations we can do that should help in the future.

 

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