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Friday, March 4, 2011 - 09:24

Anonymous, I'll take that into consideration.  There's several ways it could be balanced:

  • Heal potions could restore a fixed amount instead of 100% health
  • Heal potions could restore health gradually instead of instantly
  • Heal potions could be incredibly expensive

Healing Orbs are a decent idea because they can't be hoarded.  I could also add map features for one-time health regains (e.g. Diablo style Wells or Altars).

Friday, March 4, 2011 - 09:20

Of course, the source is available real-time on svn at Google Code: https://code.google.com/p/flare-engine/

If you're not a programmer and don't want to get into building source code, I could do an occasional extra build.  My packaging process isn't one-step just yet, so I really can't do nightlies at this point.

Instead of nightlies/weeklies, I can put out a binary whenever something cool is ready.  E.g. right now there's mouse movement and enemy info display (courtesy Cheshire).  Maybe I'll put up an out-of-band build today.

Friday, March 4, 2011 - 09:14

I'm entertaining the idea, after thinking about what the mod community might do if it's very easy to change the game.

My long-term goal with Flare is to make several games.  After a few games are done, the core framework/engine will be tried and tested.  Perhaps when I start making game #2 I'll find that I need the flexibility granted by scripting.

Thursday, March 3, 2011 - 22:22

p0ss, fun set!  If I need new sounds I'll be sure to post here on the forum.

Thursday, March 3, 2011 - 20:44

Cheshire,

I made the tooltip visible when mouse-over on a corpse.  This does not affect the mouse-over check when attacking on mouse-movement mode.  See latest revision (240 or later)

Thursday, March 3, 2011 - 19:50

Cheshire,

Once again, excellent work!

I made a few changes and checked it in (revisions 238 and 239).

  • Changed the Enemy Menu position so it is always top center, regardless of Screen Size settings
  • Changed it so it still shows even when no longer mouse-over

Please svn update to the latest revision.

As for adding a main menu, the way I want to handle that will require a slight restructure of the GameEngine class.  So you might want to wait on that for a bit, until I have that class prepared.

Thursday, March 3, 2011 - 18:36

Cheshire,

Some tips when thinking about tooltips on monsters:

  • The enemies array isn't sorted in screen-y order.  So enemyFocus() is returning the first match, not the first match which is closest to the "camera".
  • I'd like to see the enemy name and health bar at the top-middle of the screen like Diablo and Diablo 2.  Maybe this is best handled by a new MenuEnemyTooltip class?  A good place to start is looking at the MenuHealthMana class.
  • If you want specific art for it, let me know. 
Thursday, March 3, 2011 - 18:04

Cheshire,

I added a couple more tweaks with revision 237.  Mainly you'll see that EnemyFocus is now using the creature's animation frame size.

Thursday, March 3, 2011 - 17:40

Cheshire, how would you like to be credited?  e.g. just Cheshire, or your full name?

Also, I made a couple tweaks to the patch (committed in revision 236)

  • Holding shift will prevent movement and enable power use
  • To enable, edit the save file and set mouse_move=true
  • Made some mouse_lock tweaks so you can continually swing at a target
  • Changed some logic checks to fix WASD movement

 

Thursday, March 3, 2011 - 16:58

Cheshire, excellent work.  I'm going to make a couple minor tweaks and check this feature in.

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