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Wednesday, March 23, 2011 - 22:41

Hm, maybe try this first.

sudo apt-get install build-essential

 

Wednesday, March 23, 2011 - 22:15

c, yes!  Thanks for the reminder; I need to move that setting.

Wednesday, March 23, 2011 - 20:06

I've been meaning to try SFML (I've done lots in Allegro and SDL in the past), so this would be a decent excuse for me.

Wednesday, March 23, 2011 - 19:19

You're correct.  For reference, I found the previous Reddit game jam themes:

  • Reddit Game Jam 05 (Love)
  • Reddit Game Jam 04 (Metamorphosis)
  • Reddit Game Jam 03 (300x250 pixels)
  • Reddit Game Jam 02 (Opposites)
  • Reddit Game Jam 01 (Space)
Wednesday, March 23, 2011 - 18:58

I agree with SDL for 2D.  If we go with that, we are allowed to reuse existing code bits if it's already published/public/open before the jam begins.  I can provide a decent main loop and input handling for C++ with SDL from Flare.

Note that the game jam will announce a Theme when it begins, so we can't really pick a genre ahead of time.

 

Wednesday, March 23, 2011 - 15:34

I especially like the frame.  I've decided to combine this frame with the existing bars.

Wednesday, March 23, 2011 - 15:13

The new health bar is nice and crispy!  I'm checking the new version into flare now.

Wednesday, March 23, 2011 - 11:15

c,

Thanks for the extensive feedback!  Let me see if I can respond.

  • Yes, screen size and fullscreen are now easier-to-set options
  • For now I don't mind a dungeon staying cleared while the player is in it.
  • I do like the idea of patrols.  When I get around to doing another AI pass I'll consider a waypoint-based patrol system, which should be pretty straightforward to implement.
  • I probably won't add new core stats, but I probably will add stealth or invisibility at some point
  • Right now equipment slots are kept to a minimum to make art creation faster.  Ideally some day the number and type of equipment slots will all be in simple config files.
  • Scrolls are a great idea which would already work.  I'll hunt down or comission a scroll icon so I can start adding these.
  • The main/off hand distinction is also to simplify art needs.  E.g. no two-handed weapons because that requires more animation options.  I'll probably support it later though.
Wednesday, March 23, 2011 - 10:30

b0rsuk,

the reason for slingshots is simple: I needed four tiers of Bow-like weapons and they all had to use the same animation.  Slingshots use the same human animation as bows.  Slings and Crossbows would both require new animations.  I made that decision early on, primarily to keep art needs to a minimum.  That's also why, for example, Flare uses few equipment slots: the less art needed, the faster a game can be put together.

As far as century, this isn't a historical game so I'm not concerned.

And, people using the Flare engine (when it's ready) will not be forced to use Slingshots in their games.  As an example, the second Flare-based game I will make will probably be a modern zombie action rpg with pistols, shotguns, machetes, etc.

Wednesday, March 23, 2011 - 09:37

Anon, what operating system are you on? And do you have a C++ compiler installed?

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