FLARE does not like virtual displays apparently, at least not under Ubuntu Linux. My screens are set as follows and my issue is when I run the game Full Screen:
Main: 1280x1024
Second: 1024x768
I get an extra choice now of 2304x1024 which seems to work, spanning the game across both screens.
The problem is when I select a resolution that should run on just one of the screens such as 1280x1024.
- The game appears (duplicated) on both monitors.
- When I [Exit Game] I get what looks like reversed resolutions where the main screen only shows 1024x768 of the desktop and the secondary screen shows extra around the edges (screen background pic is 1024x768 but monitor displays 1280x1024).
Kill the brothers, loot the runed chests, then go do it all over again with a different class or (even better) start playing around with the mods and/or code.
Add the following to mods/fantasycore/enemies/skeletal_warrior.txt:
passive_powers=143
Then go look in the atrium. If it were available for enemies, I'd expect to see nothing of the skeleton when it was far enough away.
P.S. Once again, this is an idea for the Polymorphable game. Every form has a useful ability except bats. All they can do is fly. I thought it would be nice if they could also detect invisibility/stealth with their sonar.
But is the tooltip limited to a single line or can it display multi-line? The example I gave is (purposely) too long to look good on a single line, especially at lower resolutions.
I'm thinking that when a module is activated, it should not be moved to the bottom of the active list, but to the position it should be in by default. I'm guessing that's what happened with me. I'm pretty sure it wasn't from using the up/down arrows. I don't recall even noticing them there until I used them to fix this issue. So if fantasycore is activated after alpha_game for instance, it should be slipped in before alpha_game rather than after. Then it can be moved up/down if the person wants to change things. For that matter, consider hiding the priority adjustment until an override button (with warning) is activated or at least make that an option to the ones designing games to be played by non-developers. Players don't need access to this as far as I can see.
Wish List Item:
I'd also like to see a little summary of what each mod is for. That would allow the game designers to simply add some text like...
Under Thunder: Find your way through the Maze of Monsters, defeat the Big Bad Beast, and return the Pretty Princess Pomerania for your rightful reward. This is a hack-and-slash dungeon crawl. Requires the following modules: fantasycore, alpha_game
This text would be displayed at the bottom when that module is moused over like a tooltip, but potentially with a scroll bar if the description is too long.
FLARE does not like virtual displays apparently, at least not under Ubuntu Linux. My screens are set as follows and my issue is when I run the game Full Screen:
Main: 1280x1024
Second: 1024x768
I get an extra choice now of 2304x1024 which seems to work, spanning the game across both screens.
The problem is when I select a resolution that should run on just one of the screens such as 1280x1024.
- The game appears (duplicated) on both monitors.
- When I [Exit Game] I get what looks like reversed resolutions where the main screen only shows 1024x768 of the desktop and the secondary screen shows extra around the edges (screen background pic is 1024x768 but monitor displays 1280x1024).
Is anyone else seeing anything like this?
I believe it wil be 1.0 before that happens.
Kill the brothers, loot the runed chests, then go do it all over again with a different class or (even better) start playing around with the mods and/or code.
So the answer is that there is currently no stealth for the enemies/NPCs. Thanks.
I'll open a wishlist item.
https://github.com/clintbellanger/flare-engine/issues/737
Add the following to mods/fantasycore/enemies/skeletal_warrior.txt:
passive_powers=143
Then go look in the atrium. If it were available for enemies, I'd expect to see nothing of the skeleton when it was far enough away.
P.S. Once again, this is an idea for the Polymorphable game. Every form has a useful ability except bats. All they can do is fly. I thought it would be nice if they could also detect invisibility/stealth with their sonar.
Nice! So yeah, a description field and tooltip would do it. Thanks.
Opened issues against the engine:
https://github.com/clintbellanger/flare-engine/issues/732 : Add a mod description field
https://github.com/clintbellanger/flare-engine/issues/733 : Implement mod dependencies
I was thinking of a text area that would do the wrapping actually, and mousing over a mod would change the content to descride that particular mod.
A single-line tooltip would still help though and those designing the games can just keep it short I guess. :P
P.S. The reason I don't like the idea of manual line breaks is because it assumes a certain resolution.
But is the tooltip limited to a single line or can it display multi-line? The example I gave is (purposely) too long to look good on a single line, especially at lower resolutions.
I'm thinking that when a module is activated, it should not be moved to the bottom of the active list, but to the position it should be in by default. I'm guessing that's what happened with me. I'm pretty sure it wasn't from using the up/down arrows. I don't recall even noticing them there until I used them to fix this issue. So if fantasycore is activated after alpha_game for instance, it should be slipped in before alpha_game rather than after. Then it can be moved up/down if the person wants to change things. For that matter, consider hiding the priority adjustment until an override button (with warning) is activated or at least make that an option to the ones designing games to be played by non-developers. Players don't need access to this as far as I can see.
Wish List Item:
I'd also like to see a little summary of what each mod is for. That would allow the game designers to simply add some text like...
Under Thunder: Find your way through the Maze of Monsters, defeat the Big Bad Beast, and return the Pretty Princess Pomerania for your rightful reward. This is a hack-and-slash dungeon crawl. Requires the following modules: fantasycore, alpha_game
This text would be displayed at the bottom when that module is moused over like a tooltip, but potentially with a scroll bar if the description is too long.
Ahah! In the GAME you mean, not the mods.txt file. Sorry I didn't catch that. That fixed it. Thanks a bunch!
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