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Wednesday, January 25, 2012 - 12:26

Thanks, I'll add this.

Friday, January 20, 2012 - 12:10

Anonymous,

I need to create a tutorial on how to make Tiled maps for Flare. For now I suggest getting a copy of Flare from github, especially the Tiled folder:

https://github.com/clintbellanger/flare/tree/master/tiled

In the Frontier folder are the newest maps that use Tiled properly. Open those maps in Tiled and poke around, see how they're set up. Try altering those maps to see how it works.

From Tiled 0.8 you can Export as Flare's map format. If you're experimenting on the Frontier maps, put your new map files in /mods/frontier/maps/

Feel free to ask questions!

Sunday, January 8, 2012 - 05:53

Anonymous,

Apologies that the Goblin mission is confusing. I realized it too late before releasing v0.15. I'll try to make it better next time.

As c said, shift-click will pull one item from a stack. I'll try to add some helpful tooltips to the menus later that explain all this.

I created most of the art myself, though many people have contributed pieces. Most of the sound effects are from here on OGA. The music is contributed by two composers. Full credits: https://github.com/clintbellanger/flare/wiki/Credits

In a more complete game there would be more areas to explore, so it wouldn't feel like there was nothing to do but grind between areas. What you're playing really is still an alpha demo. I am glad you already find it addictive!

 

Wednesday, January 4, 2012 - 23:59

No boost please. I have intentionally kept the dependencies on this project minimal.

(edit) Oh, I see you're using boost for unit testing. If it's possible to keep that separate, so that people simply building the game don't need boost, that's fine.

I'd stick with C++03. I can't actually compile C++11 in my primary dev environment (old macbook with XCode 3) without changing to a new IDE or maybe buying upgrades.

Wednesday, January 4, 2012 - 10:05

Should I just create a virtual destructor in GameState? I'm a bit rusty on that stuff. I'll get in there and fix that.

I haven't used those types of pointers before. I don't mind doing that kind of careful preventative coding, but I'll probably put that off until Beta after the feature freeze is in place.

Same situation with the std namespace, at some point I'll go and clean up that code but it might not be until Beta. Thanks for the reminder, I'll definitely create a ticket for this.

I like your direction array idea, I'll ponder it. I might only hesitate to consider 16 directions, which I think Diablo 2 used to great effect.

Hm, I might have made a mess of the tarball if I created it on my OSX machine. OSX likes to put .DS_Store files everywhere; were those the files you see?

Thanks for the tips. One thing I love about working in Open Source is that people with different expertises are happy to help.

Saturday, December 31, 2011 - 22:40

Interesting. Maybe it's time for an ice elemental creature in Flare.

Saturday, December 31, 2011 - 01:35

Anon, thanks for the kind words! Hopefully it keeps getting better from here.

Answers:

1. Part of the plan for version v0.17 is to put all menu options in config files under mods/[modname]/engine. Game makers will be able to set a corner/edge for each menu to attach. So you'll be able to change this, though it's something usually mod or game makers would change. Side note, try Flare at half your resolution (960x540) and see if you like it.

2. If we get the quality good enough, we will do random level/item/enemy generation. That's something we'll probably aim for later, maybe in an experimental branch while the core engine is in Beta.

Also, as far as replay value: I'll be putting out map-making tutorials soon. All those map areas that currently say "Unknown destination" are places where people can easily add in new maps via mods. I hope we'll see a large amount of community content for download. 

Thursday, December 29, 2011 - 18:07

Redshrike, glad you enjoy the new content!

Some of that pathfinding stuff is much improved for the next release (v0.16). Already we have an A* implementation added.

Sunday, December 25, 2011 - 20:38

Linux players using CMake: did any of you experience an issue with v0.15 where there were zero creatures in Frontier Plains (the large map)?

Dorkster sent in a fix for this. I think it might be affecting anyone who has the mods folder in a different parent directory than the executable.

I assume this was affecting most linux users, so I tagged a v0.15.1. The changes so far don't affect the Win or OSX builds so those will stay at v0.15.

Sunday, December 25, 2011 - 20:35

To change language, look in your settings.txt file.

On Windows it will be in the "config" folder with Flare.

On *nix type systems it will be in ~/.config/flare

 

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