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Monday, March 7, 2011 - 09:30

Another perk of having all the inventory items the same size is that the inventory items art is all a standard size, so it's probably easier to share to more projects.  E.g. I intentionally chose icon sizes that match Wesnoth's so that my icons could be used in their campaigns.

Monday, March 7, 2011 - 01:43

Excellent work CruzR: your starter set got the most votes!  Here's hoping to see some games use this great set.

http://opengameart.org/content/space-starter-kit

Monday, March 7, 2011 - 01:40

Congrats to Écrivain whose http://opengameart.org/content/carnival-rides song loop captured imaginations!

 

Sunday, March 6, 2011 - 14:11

I'm clintbellanger [at] gmail.com on google chat, probably the easiest way to IM me

Sunday, March 6, 2011 - 14:03

Cheshire,

Currently I use XCode on my Macbook.  Just because it was there, and it isn't bad.

I do like Eclipse.  I often use a plain text editor when I'm doing light development.

Friday, March 4, 2011 - 12:40

Here's More Than You Wanted To Know About Damage

Powers that do damage depend on the equipped weapon.

Melee attacks (Swing, Bleed, Cleave, Vengeance) deal melee weapon damage (swords).  If you don't have a sword, the default damage is 1-4.

Bow attacks (Shoot, MultiShot, Piercing Shot) deal ranged weapon damage (bows).  If you don't have a bow you can't use these powers.

Magic attacks (Shock, Quake, Freeze, Burn) deal magic weapon damage (staffs).  If you don't have a staff, the default damage is 1-4.

Heal restores based on your magic weapon damage.  If you're holding a sword or nothing instead, you heal yourself for 1-4.

Shield creates a barrier that absorbs your MAX magical weapon damage.  So if you're holding a plain Wand, Shield will absorb up to 6 damage until it disappears.  If you have no magic weapon, Shield absorbs 4 damage.

Creatures can have Absorb just like the hero.  Absorb is flat damage reduction.  So if you deal 4 damage to a creature wearing leather armor (1 absorb), you only deal 3 damage.  The minimum damage is always 1 on hit, UNLESS the creature or hero is Blocking (I haven't added Block AI to creatures).  Higher level creatures tend to have more natural absorb.

Crit, in a recent update (not an official release yet) now does a regular damage roll and adds max weapon damage on top of that.  So, say you swing a Longsword (4-10) and roll an 8.  If it's a crit, that is 18 damage.  This means crits are always worth more damage than regular attacks (before I was just doing x2 on the roll, which could still result in low damage crits).

At some point I will allow powers to deal a % of weapon damage, e.g. 150% or 200%.  If I add Talent Points, they might be spent to pump up the % damage for a particular spell or power.

The new patch by Cheshire helps show weapon damage indirectly, by showing an enemy life bar.  I recommend checking out the latest code, or if you're a Windows user I created a download for r247.  I might add optional floating combat text at some point, or optional combat logging as well.

Friday, March 4, 2011 - 11:30
Friday, March 4, 2011 - 10:53

Sxill,

I lowered the leveling curve this release, but only slightly.  It might be faster than before because of the zero-mana Shock.  In general, I like fast.  But the early levels might be too fast and the later levels might be too slow.  Expect the XP needed to reach each level to be tweaked a bit each release.  Some day when there are several large areas of level 2 or 3 creatures, it will make sense for the hero to level more slowly in the beginning.  In other words: the leveling speed will change to fit the amount of content.

I removed the mana cost for Shock in this release.  I did not find it fun being constantly OOM and unable to attack as a magic-user.  Once mana potions are on vendors, I might add the mana cost back to Shock.  Originally, Shock was supposed to be a chain-lightning spell (and still may be one day) to make it worth the mana cost, instead of just being a basic attack.  I'm thinking of adding a new "wand/staff shoot" power in the slot where Lore is, and have that be the magician zero-mana basic attack -- maybe with the drawback of having a short range, or less damage, etc.

I experimented with various ways of being able to see the character behind the walls in the cave.  I think some day I'll add "half-walls" to the cave, sorta like what the Dungeon has.  It seems to be the best-looking method in my opinion.  For now, though, I like hiding antlions behind walls *evil grin*.

 

Friday, March 4, 2011 - 10:46

OGA has recently started doing targeted fundraisers, and I'm happy to submit Flare items for fundraising.

So let's be frank here.  I have a full-time job that I enjoy (writing code, not game-related).  It pays the bills plus some. I also have a girlfriend of 5 years; we spend a lot of time together.  In whatever time remains, if any, that's when Flare gets progress.

I don't expect to make money from the game -- except in the form of a tip jar perhaps (Flattr is fine for that), or maybe selling game-related items (my best idea so far: selling high quality cloth maps of the game world!).  If I were jobless I'd definitely be trying to make some kind of money from this.  But given my current situation, I'm basically able to do Flare in my free time without any worries of money.  I have used my own money to fund a few essential art assets, and most of it has gone to OGA artists. 

What Flare will need, and soon, is a ton of art assets.  Right now Flare has only 2 tilesets (dungeon, cave) and even those could use many additions.  Flare essentially has 5 monsters (goblin, zombie, skeleton, minotaur, antlion) and those could use several more animations and variations.  I'll try to put together a list of most-wanted assets soon.

Friday, March 4, 2011 - 09:27

jaderamiso,

pennomi posted this for getting Flare dependencies in Ubuntu/Debian:

sudo apt-get install libsdl1.2-dev libsdl-image1.2-dev libsdl-mixer1.2-dev g++ svn

See his post here: http://opengameart.org/forumtopic/building-from-source-advice-requested#...

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