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).
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.
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.
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)
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.
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.
Anonymous, I'll take that into consideration. There's several ways it could be balanced:
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).
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.
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.
p0ss, fun set! If I need new sounds I'll be sure to post here on the forum.
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)
Cheshire,
Once again, excellent work!
I made a few changes and checked it in (revisions 238 and 239).
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.
Cheshire,
Some tips when thinking about tooltips on monsters:
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.
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)
Cheshire, excellent work. I'm going to make a couple minor tweaks and check this feature in.
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