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Monday, August 13, 2012 - 17:51
Monday, August 13, 2012 - 17:51
Saturday, August 11, 2012 - 13:12

Yeah those terms are not FSF's definition of Free. So I couldn't include that art in the project. A modder can create content using that art, as long as they warn end users of the license terms.

Thursday, August 9, 2012 - 20:30

First, have a look at the sprite sheets used by Flare: mods/fantasycore/images/enemies/*.png

Notice a few things:

  • Always 8 rows, one per facing direction
  • Starts with facing "left" and continues clockwise
  • Animation frame sets are together in columns

Next, look at how the animations are defined: mods/fantasycore/animations/*.txt 

  • The basic size per frame and drawing offset (from the center of the creature's feet to the top left corner of the frame)
  • A short list of animations. The names in brackets are important and must match what the engine expects (not all animations are required; if you put something unexpected in the brackets it will be ignored)
  • Position is the starting column (base 0).
  • Frames is the number of frames for this animation (to the right of the starting column).
  • Duration is how long each frame displays in milliseconds (best to use multiples of 33 really)
  • Type allows some animations to loop or play back and forth.

In the enemy definition files, the art and animations are referenced: mods/fantasycore/enemies/*.txt 

  • gfx_prefix= refers to the sprite sheet .png file
  • animations= refers to the animation .txt file

So you'll need to create the sprite sheet and the animation file. The animation file is just a lot of manual work -- probably best to take an existing file and edit it. The sprite sheet, you'll have to create by combining the individual frames into one large image. Perhaps you can use a tool like ImageMagick's "montage" to help.

Friday, August 3, 2012 - 21:13

Not a problem. All of this may help plenty other players.

Friday, August 3, 2012 - 21:02

OK we'll try a couple more things.

First, make sure the flare folder was extracted, and that all of this isn't happening inside a zip file.

After that, try running flare directly from command line. Start, run, cmd.exe. Then navigate to the extacted flare folder using the cd command. Once you are in the flare folder, run the dir command to make sure flare.exe and SDL.dll are there. If so, type flare and hit enter.

Friday, August 3, 2012 - 20:51

Try renaming the .bat file to a .cmd file, see if you get a different result?

Friday, August 3, 2012 - 20:34

If you check Flare's github page you can download one from there.

http://github.com/clintbellanger/flare

Scroll down and you'll see a Launch Flare batch file. Save it to your flare folder. essentially it's a plaintext file with a .bat extension that only contains the line: flare.exe

Run a .bat file by doubleclicking it in windows explorer.

Friday, August 3, 2012 - 20:21

Is there a file named SDL.dll in the flare game folder? If not, you'll probably want to download again.

If it is there, it's probably a path issue (some people said this happens on Vista?). Try running flare.exe from a batch file (flare.bat) in the same folder. 

Wednesday, July 25, 2012 - 03:14

I added CC-BY license options. Should be easier now to use it in any project.

Unfortunately I think the original .blend files to these are lost to time.

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