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Monday, February 28, 2011 - 19:26

If you replaced Lore with a "Shoot"-like power, it would be possible to store spells in the wand like bows can currently store different ammo types. Maybe "depleted wands" wouldn't have spells attached to them, but would still increase your magic damage when you cast other spells.

It would be WAY exciting to find "Wand of Fire", which you could use even with 1 point into Magical. That way, even a mostly physical character could get some spells from a small bonus in magical.

Monday, February 28, 2011 - 12:50

You haven't played FLARE until you've played v0.11! Good job on updating that cave map! Those hoards of baby antlions popping out of "nowhere" scared me quite a bit! Also, the cave map is quite a bit harder than everywhere else. New characters have a really hard time surviving.

I'm curious, what's next?

Thursday, February 24, 2011 - 17:37

Haha, I never really thought about it, but I guess so! I'll make sure to congratulate my parents on their excellent choice!

Feel free to use my name as you like! The only thing I'd ask is you send me a message notifying me when you do it, so I can brag to all of my friends. ;)

Thursday, February 24, 2011 - 16:50

Whichever way is standard is good for me. Feel free to use my real name; Thane "pennomi" Brimhall will do just fine. If there's ever anything having to do with license, just release my contributions under the same license as the rest of the game. (GPL or CC-BY).

Thursday, February 24, 2011 - 16:28

cave_level1.tmx: http://ubuntuone.com/p/eqJ/

Yes, the only thing I edited was related to the minecart-room event. I had to flatten out the wall north of the event to make it work correctly.

How do you make an activiation zone for an event larger? In fact, what do the last 2 numbers on events actually do? I think I just copied them from an already existing event in another map.

Thursday, February 24, 2011 - 15:36

Glad you liked it! Did you find the two "surprise" events? The one is going to need a new sound effect. I was looking for one on OGA, but couldn't find a suitable sound. Maybe you know someone who can do that? (Sorry about the ambiguity here... it just might be more fun for people to discover them on their own ;) ).

Oh, and I forgot to mention that I modified the Tiled map slightly. Do you need the updated .tmx file?

Thursday, February 24, 2011 - 15:06

Okay, the cave map has been populated, and there's a few events in there too. I couldn't figure out how to add in barrells and crates because they aren't in Tiled yet... so you'll have to add more stuff to loot.

I created the Goblin Shaman as a new creature, but he has no new powers. (He just uses shock and the protection spell). He also has no visual distinction from the other goblins.

Also, I created a commented out entry at the bottom of the cave1.txt file for an antlion queen, if you ever decide to make a large version of the antlion. It should be easy to just scale it larger, right? (I have no idea...) Maybe baby antlions would be good too?

cave1.txt: http://ubuntuone.com/p/eph/

goblin_shaman.txt: http://ubuntuone.com/p/epi/

Give it a play and see if it works or if it's what you're looking for. Of course, feel completely free to change anything/everything around if you so choose.

Thursday, February 24, 2011 - 12:54

I've got most of the map working (creatures and a few surprise events), but I am having trouble figuring out how the loot property works for events. What do each of the numbers mean?

Wednesday, February 23, 2011 - 14:02

I'll go ahead and start populating the cave map, and then I'd be happy to help with new creature creation or documentation. I can't use blender (I've never learned) so I can't produce any art, but I can at least make new monster files.

I've seen (and already used) your new antlions. I really hate those spitters. Which, of course, is the reason I'll put them in the caves. I can whip up a few new creature types as well, if you'd like. I have already seen your Monster Levels wiki page; I'll apply those guidelines to see if they are balanced.

Question about creature placement on cave maps. On the normal maps, you have the "half wall", so that visibility is increased. In the caves, no such tile exists and it's difficult to see the creatures sometimes. Do you like the idea of creatures jumping out from behind the wall to attack the hero? Or would you rather have all enemies visible by default? I think it adds to the creepy ambiance of the caves to rush forward to attack a lone antlion only to be ambushed by 3 more. Players may not like the "gotcha!" effect to it, though.

Wednesday, February 23, 2011 - 11:35

Perfect! MissileCount and MissileAngle will be pretty awesome. As far as the auto_aim option is concerned, could you also add a random_aim option? Think of a weak missile that when it hits, it shoots out 2 or 3 randomly aimed missiles of the same type. In a large group of closely-spaced enemies, it could be a powerful chain effect, but when there's 2 enemies, or enemies spaced far apart, it would be nearly ineffective, because of the random aim.

I'm fairly excited to get 0.11 ready for release. Do you have any non-code jobs that need taken care of that you would want help with, eg. populating the cave map, etc.? (I do code, but I don't know your code well enough to help...)

Edit: Maybe help with documentation?

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