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Tuesday, July 3, 2012 - 09:07

You need the following development libraries:

SDL

SDL_image

SDL_mixer

SDL_ttf

 

Saturday, June 30, 2012 - 11:41

There are new .pot files that contain the up-to-date strings.

If you have a .po editing tool, it should allow you to merge those new strings into the *de.po files. Unfortunately I'm not very familiar with those tools. Let me see if I can get someone else to chime in on this.

 

Saturday, June 30, 2012 - 10:54

Feel free to email me the .po files, attach them here, or fork on GitHub. Any method is fine!

Saturday, June 30, 2012 - 10:36

It's a thought.

The file name prefixes help there somewhat. All the Menus, Widgets, and GameStates are grouped together, and most of the remaining files are harder to categorize.

Friday, June 29, 2012 - 19:05

You retain copyright, as with all submissions to OpenGameArt.

(The obvious exception being if you specifically release your content to the Public Domain)

Sunday, June 24, 2012 - 20:16

davis123,

Thanks! I'm not really sure if the way my game is done is typical, but it seems to be easy to follow. In the end, as long as it works (the players won't care) and it's easy to maintain/update, it's good enough.

Maybe I can do a timelapse or tutorial one day about making Flare assets. Besides the camera position and output scripting, actually creating the models is mundane -- any Blender tutorial will be helpful there. Sometimes I get textures from OGA, sometimes I use some Public Domain sources (like the Blender Texture CD).

I imagine Diablo has a base MapGenerator interface and several derived classes for each major map type. Random map generation can be done in many ways. You might create rooms first, then connect them with hallways. You might use a Maze generating algorithm. You might create rooms, then enlarge them until they overlap with another room. You might have a few prebuilt chunks that you combine in a few random combinations. Or some weird combination of algorithms. I'm sure one day Flare will support random maps, but I don't yet know what method we'll use. I'll need to study up on existing algorithms.

Saturday, June 23, 2012 - 21:42

Anon,

Some notes about how attacks work. The Avatar and Enemy classes have a logic() routine. Enemy actually uses the BehaviorStandard::logic() routine; that one's cleaned up so maybe it's a good place to look.

When the player presses an attack button, or the enemy decides to attack, they switch to an attack state (which has an appropriate animation, like swing/shoot/cast). At a certain Active frame in the animation it calls PowerManager::activate(). If it is the kind of power that causes a Hazard, that's where it is created. Each frame, active hazards are compared to the list of enemies to check for hits. If you need a more detailed explanation of any part of that just let me know.

I'm not sure if Flare is a good place to learn. I want to think so -- many people from many different countries have worked on Flare, so it must be relatively easy to learn. It is definitely a very simple approach to a game engine. Most modern engines are far more complex, usually for good reasons though.

Friday, June 22, 2012 - 19:24

Fabio, feel free to use this work as long as you give me credit. I'll update this license to CC-BY.

Wednesday, June 20, 2012 - 09:36

TMM, feel free to make requests as well. Perhaps you have a great game idea, and some other artist is stuck not knowing what to create.

Tuesday, June 19, 2012 - 16:42

Woah, thanks for the detailed feedback!

I'll digest all of this and post a longer response soon. For now I can say that many of these things are just the alpha state of the game showing. 

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