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Friday, March 25, 2011 - 09:51

b0rsuk, good idea on the sort backpack thing! Maybe you could use the same algorithm as the vendors?

Thursday, March 24, 2011 - 19:37

Etory, thanks for the feedback! You are correct, I intended to render this out for sprites, but I think I will be more conservative in the future on polygon count. Do you know of an easy way to reduce the number of polygons in blender? If so, I'd love to learn a new valuable trick!

Thursday, March 24, 2011 - 11:29

If you are good, you can do the same thing with your fists. With one point in defense, let the minotaur run up to you, hit him with Blood Strike and then run away (you are faster than he). Wash, rinse, repeat. It's slow, but it works. Also note that you want to not kill him with Blood Strike, because if the bleed damage kills him, you don't get the XP (bug?).

Thursday, March 24, 2011 - 11:20

b0rsuk, Immobilize is a ranged power (if you notice, the icon is an arrow going through someone's foot). You must have a ranged weapon equipped to use it. Besides, it would be near to useless as a melee power since it simply pins the enemy down instead of stopping the enemy from attacking.

Wednesday, March 23, 2011 - 20:36

As far as scrolls are concerned, I just uploaded a 3D scroll model. I wasn't sure if I could match your animation style, Clint, so I didn't actually didn't animate it flying in the air or make sprites. I think I'd be able to turn it into an icon if you'd like. Since it takes some time to get through to the public, I can email it to you if you'd like.

Wednesday, March 23, 2011 - 13:53

I've been thinking about patrols for quite some time now. That would be one way to really power down a ranger character, because they might get attacked from behind while they are keeping the distance from the monsters they are currently attacking. I do agree with c that a random wander function would be nice too...

Maybe in the config file it could be "patrol=wander" or "patrol=3,3;7,3;(etc)"

c, I don't think that physical mental powers are supported in this engine (yet), just like offense defense powers aren't. This is because the stats are opposed to one another.

Monday, March 14, 2011 - 12:19

People should be able to ruin their own fun by grinding if they so choose. Since FLARE is simply an engine, it would make sense for selling to be allowed, and then whoever makes the actual game can decide whether they want players to be able to sell or not.

Thursday, March 10, 2011 - 00:23

Great! Issue fixed. And thanks for the error reporting method!

Wednesday, March 2, 2011 - 15:26

I wrote two .sh scripts that should first fetch all the FLARE dependencies (untested, I think I got them all!) and second checkout and compile the code from the source in the svn repository (works like a charm!). These scripts will only work if your particular Linux distro supports sudo and apt-get (Ubuntu for instance).

get_FLARE_dependencies.sh: http://ubuntuone.com/p/fpb/

update_and_compile_FLARE.sh: http://ubuntuone.com/p/fpd/

Before running either of these scripts, you have to chmod them to be executable.

Naturally, you only have to get the dependencies once. Every time there's a new revision available, you can run update_and_compile_FLARE.sh to run the latest version available.

pfunked: If you want, I'll make a .sh script like the above to include with your source code download for Ubuntu users.

Monday, February 28, 2011 - 22:07

p0ss: I have a binary for Ubuntu x64 processors if anyone wants it... I also can give instructions to anyone who wants help compiling it.

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