> ...and realism should be our least concern here. Not being able to sell is not realistic, but so is selling huge numbers of junk to a single person isolated from society. Where's the demand for it ?
I have some funny ideas about this. If I ever do a humorous "un-rpg" I'll explore this theme. The hero can ask a merchant for a discount; after all, he's saving the world. But the merchants will all laugh and laugh. The merchants know that the dungeons are all meat grinders, and so they happily sell equipment to adventurers at full cost. New heroes meant to save the world show up every day (and die in the dungeons every day). The merchants just send their interns into the dungeons to fetch the mostly-unused equipment from dead adventurer bodies, ready to resell to the next hero.
CyberTroll, if you're using Tiled to draw maps then you shouldn't have to worry about the tilesetdef file at all. Tiled's tmx files (CSV option) will save in decimal. And when you copy that data over to a Flare map txt file, layer data is decimal by default.
If you're getting stuck feel free to email your work in progress to me, and I can figure out if there's something missing: clintbellanger (at) gmail.com
CyberTroll, the tilesetdef file indexes are hex and the Tiled output is dec.
Also, note that a Tiled map must have the tiled_collision.png tileset first, then the main tileset for that map. If you don't have the collision tileset in place, all the map tiles will be 15 off I think. Basically the first tile in the main tileset should resolve to dec 16 or hex 10. If you forgot the collision tileset, it will resolve to 01 instead.
If you have a map done in Tiled and need help getting it working in .txt, let me know. You could send the map to me as well.
Right now the max map size is only about 384m x 384m (256x256 tiles and each tile is about approximately scaled to be 1.5m on a side). So it would take three max-sized maps just to travel 1km.
Now, traveling 1km on foot in a video game isn't always exciting. Game worlds tend to be far denser than our real world. But I think it'd be nice to have a world large enough to be lost in.
Even if I made a world the size of Oblivion it would take 20 max-size maps across and 20 down. Of course not all maps would be max size. Maybe because of the nature of an isometric action game, the world map doesn't need to be so vast.
Hopefully once more tilesets are built, people will send in their own maps and I'll add them to the official game world which will grow organically.
Side note, and I don't know if this affects your point of view:
You don't have to visit a vendor to sell items. Any carried item can be scrapped for gold wherever you are if you CTRL+click it. It's the same price a vendor would give you.
The way I play Flare now is that I pick up all loot until I get something that might be an upgrade. I open my inventory and compare it to what I'm wearing. If it's no good I CTRL+click it, along with every other garbage item I picked up. Meanwhile because the game is no longer paused, my health and mana are regenerating.
The ability to sell directly from the Inventory, and the ability to sell to vendors at all, could both be settings.
At first I wanted to implement a primitive tile-based light system like Diablo 1 had. That's easy code-wise, except that I don't have a function in SDL to blit a given sprite darker. It's possible I can find an advanced blit addon for SDL that can help here.
To do high-quality lighting requires some 3D data, even if using pre-rendered 2D sprites. Example, it would help to have a very rough outline of objects and do some sort of raycasting to separate light and shadow.
Probably there are good articles out there about efficient ways to implement this. I'm in favor of trying it.
Anon,
1. Fog of war isn't a concern of mine yet. It's tricky to implement correctly.
2. I don't have a configuration file yet. If you're compiling from source you could change the resolution in Settings.h
> ...and realism should be our least concern here. Not being able to sell is not realistic, but so is selling huge numbers of junk to a single person isolated from society. Where's the demand for it ?
I have some funny ideas about this. If I ever do a humorous "un-rpg" I'll explore this theme. The hero can ask a merchant for a discount; after all, he's saving the world. But the merchants will all laugh and laugh. The merchants know that the dungeons are all meat grinders, and so they happily sell equipment to adventurers at full cost. New heroes meant to save the world show up every day (and die in the dungeons every day). The merchants just send their interns into the dungeons to fetch the mostly-unused equipment from dead adventurer bodies, ready to resell to the next hero.
CyberTroll, if you're using Tiled to draw maps then you shouldn't have to worry about the tilesetdef file at all. Tiled's tmx files (CSV option) will save in decimal. And when you copy that data over to a Flare map txt file, layer data is decimal by default.
If you're getting stuck feel free to email your work in progress to me, and I can figure out if there's something missing: clintbellanger (at) gmail.com
CyberTroll, the tilesetdef file indexes are hex and the Tiled output is dec.
Also, note that a Tiled map must have the tiled_collision.png tileset first, then the main tileset for that map. If you don't have the collision tileset in place, all the map tiles will be 15 off I think. Basically the first tile in the main tileset should resolve to dec 16 or hex 10. If you forgot the collision tileset, it will resolve to 01 instead.
If you have a map done in Tiled and need help getting it working in .txt, let me know. You could send the map to me as well.
I'd like to build a vast world in Flare.
Right now the max map size is only about 384m x 384m (256x256 tiles and each tile is about approximately scaled to be 1.5m on a side). So it would take three max-sized maps just to travel 1km.
Now, traveling 1km on foot in a video game isn't always exciting. Game worlds tend to be far denser than our real world. But I think it'd be nice to have a world large enough to be lost in.
Compare the size of some other games: http://i.imgur.com/uBWCz.jpg
Even if I made a world the size of Oblivion it would take 20 max-size maps across and 20 down. Of course not all maps would be max size. Maybe because of the nature of an isometric action game, the world map doesn't need to be so vast.
Hopefully once more tilesets are built, people will send in their own maps and I'll add them to the official game world which will grow organically.
Morris989 sent this megaupload link. If someone tries it on XP lemme know if it works: http://www.megaupload.com/?d=2G05F4FI
Side note, and I don't know if this affects your point of view:
You don't have to visit a vendor to sell items. Any carried item can be scrapped for gold wherever you are if you CTRL+click it. It's the same price a vendor would give you.
The way I play Flare now is that I pick up all loot until I get something that might be an upgrade. I open my inventory and compare it to what I'm wearing. If it's no good I CTRL+click it, along with every other garbage item I picked up. Meanwhile because the game is no longer paused, my health and mana are regenerating.
The ability to sell directly from the Inventory, and the ability to sell to vendors at all, could both be settings.
begolf00, right now the way to test would be to compile from source.
What Operating System are you on? Maybe I can put up a test package.
Used as a merchant in Flare. http://opengameart.org/content/wandering-vendor-npc
I think about this often!
At first I wanted to implement a primitive tile-based light system like Diablo 1 had. That's easy code-wise, except that I don't have a function in SDL to blit a given sprite darker. It's possible I can find an advanced blit addon for SDL that can help here.
To do high-quality lighting requires some 3D data, even if using pre-rendered 2D sprites. Example, it would help to have a very rough outline of objects and do some sort of raycasting to separate light and shadow.
Probably there are good articles out there about efficient ways to implement this. I'm in favor of trying it.
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