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Thursday, April 7, 2011 - 05:35

Ok, partially added pennomi's scrolls

https://code.google.com/p/flare-engine/source/detail?r=336

 

Wednesday, April 6, 2011 - 19:47

I know these are kind of messy but they'll work: http://opengameart.org/content/elemental-scrolls

Wednesday, April 6, 2011 - 13:57

Packaging for any distro is great. I know someone is doing it for Arch Linux already.  Let me know if I can help in any way, though I don't know much about packaging for distros/repos.

I do plan on looking into the openSuse Build Service when the game is a little further along.

Wednesday, April 6, 2011 - 12:58

Yes I'll merge these scrolls in soon.

Wednesday, April 6, 2011 - 12:03

If you would like to outline a base Units.cpp class, it definitely would be helpful to me.  I could handle the trickier differences between Enemy and Avatar (just not immediately).

For timeline info: I plan on releasing v0.13 late April and v0.14 late May.  That will probably come with a Beta tag and a freeze on major features.  A lot of the coding I'll be doing in Beta will be refactoring, mostly to move hardcoded configs into text files.  At some point in there I'll probably think about a base Units class, and maybe a separate UnitAnimation component.

 

Wednesday, April 6, 2011 - 11:16

hennr, I'll start tagging with v0.13.  Thanks for your pointers!

Wednesday, April 6, 2011 - 10:17

I prefer using composition when possible, rather than inheritance.  I think of inheritence as a necessary evil complexity saved for extreme circumstances.

Having a base class for units/entities I'm okay with.  Right now there's only Avatar and Enemy so I didn't bother (my style of actually getting a project done: write it sensibly now, refactor it to be pretty later).  It would be good to have a Unit class eventually because it'll help with moving NPCs or multiplayer avatars.

It's something floating on my to-do list that isn't a priority (better to write new features than refactor old ones while in Alpha).  If you want to take a crack at it though, feel free.  Simple is better -- if you spend more than one new class (e.g. Unit.cpp) I might not accept the solution.

Sorry to be a hardass about this, but I'll be the one looking at and maintaining this code for the rest of my life :)

Tuesday, April 5, 2011 - 17:03

I vaguely understand the concepts of branches and tags, but so far I'm not using them in Flare.  So far they haven't been strictly necessary so I skipped it.

One (inconvenient) way to see which commit number goes with which point release is to look at the google code update history.  https://code.google.com/p/flare-engine/source/list I'm the only committer, so it should be in order.

Thursday, March 31, 2011 - 15:35

Congrats to p0ss: his 3 dead trees is OGA's favorite!

http://opengameart.org/content/3-dead-trees

Thursday, March 31, 2011 - 15:34

Check out our entries tagged Fauna: http://opengameart.org/search/art?keys=fauna

The entry with the most Favorites will be declared the challenge winner!

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