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Wednesday, July 25, 2012 - 01:21

Lanowar, the mods folder should contain several folders (e.g. "fantasycore" which will contain the main images folder). If your mods folder is empty, try copying over the mods folder that came with the source package.

Tuesday, July 24, 2012 - 22:19

Submitted the bug report and contributor "dorkster" fixed it. It'll be fixed in v0.17.

Thanks for the report!

Tuesday, July 24, 2012 - 21:32

Those SDL_devel downloads (for SDL, SDL_image, SDL_mixer, SDL_ttf) should come with .lib and .a files (probably inside a lib folder). Those should be placed in MinGW's lib folder so that you can compile SDL programs.

Also on Windows I make sure C:\MinGW\bin is in my Path.

Once that's done, I run this command in the folder with Flare's src files:

g++ -I C:\MinGW\include\SDL src\*.cpp src\*.c -o flare.exe -lmingw32 -lSDLmain -lSDL -lSDL_image -lSDL_mixer -lSDL_ttf

This should create a flare.exe file.

Tuesday, July 24, 2012 - 14:23

I had weird colors too. I did a color calibration on OSX and disabled the gamma option on Flare and it helped.

Tuesday, July 24, 2012 - 14:00

Weird. Maybe try renaming that file from .c to .cpp to see if you can trick OSX's compiler into accepting it.

Tuesday, July 24, 2012 - 13:52

I may have time tonight to hop onto my OSX machine and send you my project file. I'm still on Snow Leopard and XCode 3 though.

Monday, July 23, 2012 - 16:27

This looks neat, but I'm afraid we can't encourage this. The characters of Ninja Gaiden are copyrighted, and it doesn't look like you have permission to use them here.

At OpenGameArt we care a lot about doing things legally.

If you decide to use Ninja Gaiden's gameplay style but different art and characters, it would be a better and legal route.

I'm locking this thread. Messge me or Bart if you want to discuss this.

Friday, July 20, 2012 - 12:56

Dave,

Glad you're enjoying Flare so far!

Some of the disconnect you're seeing between those quests is us testing the modding system. The entire Averguard quest chain and area is a mod. The entire Living Bones/Brothers area is another mod. Because the mods aren't guaranteed to both be there, we don't want them to depend on each other for quest info.

But that's really under the hood stuff. As a player you want the experience smoothed out. Currently we're building a handful of remaining features needed to put together a real full game. These features will make the current alpha/test maps feel old.

We'll likely be creating all new maps and scenarios for the final game. The campaign will be all in one mod, so we can smooth out all of the quest connection issues that you mentioned.

And answers to your technical questions:

I actually don't know if Ubuntu Software Center will notice if Flare is updated. I don't personally maintain that build of the game and I don't have an Ubuntu machine handy.

Version 0.16 is out but hasn't made it to Ubuntu yet. Once read it'll appear in Debian first ( http://packages.debian.org/sid/flare ) and Ubuntu shortly after.

 

 

Tuesday, July 17, 2012 - 13:29

I'm excited about the fixes and features that are coming from Polymorphable!

Tuesday, July 17, 2012 - 13:26

I was able to restore the post.

And you should be able to comment on posts now via Disqus.

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