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FLARE [ARCHIVED]

FLARE - Feedback

Clint Bellanger
Thursday, June 17, 2010 - 09:14
Clint Bellanger's picture

Have you tried FLARE?  Let me know what you think!

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Clint Bellanger
joined 15 years 8 months ago
Thursday, March 24, 2011 - 19:57
Clint Bellanger's picture

"Mental Offense" is a Discipline.  Mental and Offense are both Attributes.

Your discipline scores are automatic, they are two Attributes added together.

Equipment has Attribute requirements, and Powers have Discipline requirements.

I admit it's a weird system, I'm just trying something slightly different.  It probably won't survive Beta.

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Clint Bellanger
joined 15 years 8 months ago
Thursday, March 24, 2011 - 20:08
Clint Bellanger's picture

> "just make him stop completely instead of sliding. Perhaps not the most playable solution, but I don't think pressing 2 keys simultaneously is hard"

My first implementation did this.  It is insanely frustrating.

> "make the character face movement direction when sliding. This won't fix the "legs move much faster" issue"

hmm... I suppose I can just have the character face the slide direction and run full speed instead.  I'll ponder this.  It's a solid suggestion; thanks!  I've been playing the game so long that sometimes I don't even think about these things.

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b0rsuk
joined 14 years 2 months ago
Friday, March 25, 2011 - 00:30

pennomi:

I don't think being able to run away safely is an useless power in melee ! Or when you face 2 dangerous enemies, immobilize one to pull him away and hit a couple of times before the other monster catches up. Or heal. And when collision detection is implemented, it would be possible to block choke points with immobilized mosters. Not to mention what happens if weapon ranges are implemented.

In any case, it would be good to print a message saying why my skill doesn't work (because it needs a ranged weapon).

----------

Channel is a strange power - it's available to anyone, but it requires a magical weapon. All of these seem to be level 3 or higher (you start with 2 points). So in theory Channel requires 2 Mental, but you can't use it before you have 3.

----------

I find the current interface insufficient for melee combat. To fight effectively, I have to keep looking at 3 places on the screen that are far away from each other:

- my hit points, in upper left corner

- monster's hit points, on the top

(I need to compare the 2 above to know if I should keep attacking, run away, or heal. FLARE combat seems faster than Diablo's, it's not a big deal for ranged combat because you don' take as much damage)

- my character and enemies surrounding him, to make sure I'm actually hitting them

I have an idea how it could be improved: cursor color could be used to display your HP (for warrior types) or MP (for caster types). The choice could be made based on the skill bound to first mouse button. If it's a melee skill, display HP, otherwise display MP. This would free me from glancing over upper left corner of the screen.

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Anonymous (not verified)
joined 0 sec ago
127.0.0.1
Friday, March 25, 2011 - 05:24

No Fullscreen, no game for me, sorry. This looks very nice though. Why no fullscreen :( ?

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Clint Bellanger
joined 15 years 8 months ago
Friday, March 25, 2011 - 05:26
Clint Bellanger's picture

anon,

If you're playing a pre-built version, run the game with -f or --fullscreen to get fullscreen mode.

The latest check-ins have a config file instead where the player can set fullscreen (and resolution, keybindings, etc)

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Clint Bellanger
joined 15 years 8 months ago
Friday, March 25, 2011 - 05:33
Clint Bellanger's picture

b0rsuk, now that I've improved some weapons-requirements code for Powers, I should be able to auto-add a line to each power's tooltip that specifies its usage requirements (e.g. "Requires Offense weapon" or "Requires MP").

I know lots of WoW modders enjoyed putting health/mana in the center of the screen with the character, e.g. "parenthesis" shaped bars with some translucency.  I'll be thinking about how to make the MenuHPMP flexible enough to be done both ways.

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b0rsuk
joined 14 years 2 months ago
Friday, March 25, 2011 - 06:45

A fairly simple feature that Diablo (and Nox) should be ashamed not to have: sort backpack contents. POWDER is a graphical roguelike, with paper doll style equipping interface and diablo-like backpack (except that items are always 1x1). In POWDER, sorting is not done automatically - but you can issue a single command to sort your backpack. Items are sorted first by class (potion, wand, scroll) then by type (healing, blindness, acid, poison...).

Add a button "sort backpack" and people will be telling you "I wish Diablo had this !". Bonus points for a stable algorithm.

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pennomi
joined 14 years 6 months ago
Friday, March 25, 2011 - 06:51
pennomi's picture

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

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Clint Bellanger
joined 15 years 8 months ago
Friday, March 25, 2011 - 09:31
Clint Bellanger's picture

b0rsuk, pennomi: sure I'll take a look at that.  The vendor is simply sorted by item ID, which is fairly arbitrary (and is organized because I'm the only one making official items so far).  By the way, feel free to add these kinds of things as enhancement requests directly into the Google Code project.

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Anonymous (not verified)
joined 0 sec ago
127.0.0.1
Friday, March 25, 2011 - 12:06

Just dropped in to say that you've done excellent work with FLARE, I'm loving it to bits. You've got talent and it shows.

Thank you.

--Alex

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Clint Bellanger
joined 15 years 8 months ago
Friday, March 25, 2011 - 12:07
Clint Bellanger's picture

Thanks Alex!

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Anonymous (not verified)
joined 0 sec ago
127.0.0.1
Tuesday, May 10, 2011 - 12:00

0.13 was really a breeze to compile for AmigaOS 4.1, I just made a simple Makefile (since I wasn't cross compiling and there's no cmake port). Thanks a lot!

-Thematic

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Anonymous (not verified)
joined 0 sec ago
127.0.0.1
Thursday, May 12, 2011 - 06:05

I know Flare since the 0.12 version, and I like a lot what you are doing. Thanks a lot, and please keep going.

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Anonymous (not verified)
joined 0 sec ago
127.0.0.1
Tuesday, May 17, 2011 - 19:17

 

It's awesome!

Some suggestions (but I'm absolutely not insist on it, it's just a some thoughts):

 

- about HTML5, this probably can be a killer feature, but as You said it's unclear is the canvas capable to provide the performance needed to render isometric view. But it probably can provide performance for the top-down view (a sample of playable HTML5 game stephank.github.com/orona/bolo.html )

 

- It would be interesting to be able to play in DotA-like game, with semi-automated hero (or heroes) and strategy-like controls (select with rectangle and send hero to target). But probably it's too early to do such a stuff.

 

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j.williams
joined 13 years 11 months ago
Monday, May 23, 2011 - 09:13

Not very sure if this is the right place to issue a feature request, but I can not find the right place to post. 

I download the source, compile and play it a while. This is a very good game. I like it very much. 

And I have a feature request. I understand this feature might not be scheduled as this is an open source project, but that would be great if it can be implemented. The feature is about mod system so a game designer, who does not know programming e.g. c++, would still have a chance to create free/ open source games. For example, a game can be created for illustrating stories of a hero in history or in myth. So students or children can enjoy the games, and hopefully to gain some ideas what happened in the past. 

Thanks for making this engine. 

 

 

 

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j.williams
joined 13 years 11 months ago
Tuesday, May 24, 2011 - 06:43

Some other features if possible to be added.

1.) Mist system. so players do not see all monsters immediately until they move close them. 

2.) Also, it seems that the fighting require to face the monster at the right direct (at particular direction) then the attacking would work. It happens several times that my attacking is not suceesffuly because the direction is sligtly deviated the monster. And my character suffers losing lots of HP (sometimes the chacter just dies). Hopefully some auto-adjust can make sure the attacking isn't missing too much. 

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