New flare mod - contributors wanted
Hi All,
Its been a while since ive been online for various reasons, but im still doing some work with flare. When I have the time, I have been working on a new mod. It still needs a lot of work before it will play like real game but theres enough done to get the gist of the what im trying to do. A lot of the map, player powers, npc and enemy work is done. Theres plenty more work to be done on enemies, maps and loot. Although I was trying to create a mod to work with the existing engine, theres also a few programming tweaks needed.
I have uploaded the files to a new git repo at the below address. The mod also requires the fantasycore and alpha demo mods.
https://github.com/RyanDansie/flare-mod-noname
The basic goals are to create a small game which will work on the v1 flare engine, which can be called complete with an achievable scope, which shows off some of the newer engine features and shows off some of the previously unused flare art from opengameart. The current files include all of the flare ready enemy graphics submitted to this site, including the nice work recently submitted by VWolfdog.
Compared to the alpha demo, i have tried to focus a bit more on character development. Leveling is much quicker and goes higher. Theres a slightly different approach to player powers, allowing the player to invest multiple skill points to improve a power. The powers may appear to be over powered but this is intentional and will be offset with more powerful enemies and greater quantities. The plan is to also 'unlock' new powers after completing certain quests. So the powers would not all be immediately available at the beginning of the game.
After the main game content, the player can go to the alpha demo maps where the enemies will be beefed up as appropriate to the player level. The current 'unknown location' areas will be replaced with areas containing uber bosses to tackle after completing the main game.
At this point, im hoping that somebody might want to join me on this and work on the mod together. If anyone is interested, I would be happy for them to take control of specific parts of the mod e.g. map development or eqipment. If anyone is interested, please let me know.
Ryan
if by desert 1 east exit you mean the asylum then have done that. Went till the governor and nothing. He just says something about a dark artefact and goes mumbling about becoming skeleton himself and that's about it till there.
A bug I saw is in powers in the passive segment. At the very bottom there is a skull and it says werewryn 5 and there are no werewryn powers. Sharing the picture for reference.
Update :- Another thing is this good ?
~/games/ryan-flare-engine$ git pull origin ng_engine
OR it should be :-
~/games/ryan-flare-engine$ git pull origin master
which is correct .
I *think* you have failed to mention that you are using a modified flare-engine in flare-mod-game README notes. That should be included alongwith notes to the branch and how that branch should be pulled.
passive-power-flare-mod.png 166.7 Kb [3 download(s)]
Completing the asylum unlocks the summon ghost power. Werewyvern is not available until later in the game.
a. Please implement the quest logs beyond the goblin caves so we know what is to be done .
b. Also please open levelling up after lvl 50. I'm at lvl 50 in the game and cannot proceed up/further.
New quest logs have been created and comitted earlier today.
Level 50 will remain the maximum level but the exp curve will become greater to make it more difficult to get to level 50. The plan is for the player to be normally somewhere around level 30 by the time they complete the main campaign with an additional 20 levels to gain while playing the alpha demo and other additional content - optional bosses etc. Levels 30-40 exp targets will be significantly increased and level 40-50 will probably be increased exponentially. With the current limit, it doesnt give the player the chance to max out all stat points and skill points. This prevents the player from becoming too powerful, adds an element of strategy in selecting stat and skill points and increases replayability.
ryan.dansie,
I noticed that the antlions are throwing spears. Do you need someone to make graphics for antlion projectiles? What do you want them to look like? I'd love to contribute, and really like the mod so far!
Short-Ribs thanks for the interest! Your contribution would be very welcome. I have started work on the enemy powers today so over the next week or so, you should start to see better and more relevent powers being used by enemies. Up to now there has been a single melee, ranged and magic power used by all enemies but these were just placeholders until I got around to implementing something better.
In the existing artwork, I dont believe that there is any relevant projectile which could be used by an antlion - except for an elemental antlion - so your suggestion would be welcome. I havent really thought about this but I suppose an antlion projectile would be some sort of stinger. An adaptation of the existing projectiles would probbaly work e.g. just take the spearheads from the existing spear art. With the size of this art, I'm sure it would make a convincing stinger. Of course im fairly flexible so your welcome to come up with whatever you think is suitable.
I was making NPC graphics, a little while ago and realized that one might fit Ieuan:
http://opengameart.org/content/isometric-knight-npc
Also find me on RPG Toolkit <a href="http://rpgtoolkit.net/member/vwolfdog/">here</a href>.
umm... just saw this after gitting, compiling and playing today :-
$ ./flare
No joysticks were found.
Using joystick #0.
No item sets were found.
ignoring unknown key set to in file ./mods/new_game_mod/powers/powers.txt
ignoring unknown key requires_mental_weapon set to true in file ./mods/new_game_mod/powers/powers.txt
ignoring unknown key requires_offense_weapon set to true in file ./mods/new_game_mod/powers/powers.txt
ignoring unknown key requires_offense_weapon set to true in file ./mods/new_game_mod/powers/powers.txt
ignoring unknown key requires_offense_weapon set to true in file ./mods/new_game_mod/powers/powers.txt
ignoring unknown key requires_mental_weapon set to true in file ./mods/new_game_mod/powers/powers.txt
ignoring unknown key requires_offense_weapon set to true in file ./mods/new_game_mod/powers/powers.txt
ignoring unknown key requires_offense_weapon set to true in file ./mods/new_game_mod/powers/powers.txt
ignoring unknown key damage_multiplier set to 75 in file ./mods/new_game_mod/powers/powers.txt
ignoring unknown key requires_offense_weapon set to true in file ./mods/new_game_mod/powers/powers.txt
ignoring unknown key damage_multiplier set to 15 in file ./mods/new_game_mod/powers/powers.txt
ignoring unknown key requires_offense_weapon set to true in file ./mods/new_game_mod/powers/powers.txt
ignoring unknown key requires_offense_weapon set to true in file ./mods/new_game_mod/powers/powers.txt
ignoring unknown key damage_multiplier set to 75 in file ./mods/new_game_mod/powers/powers.txt
ignoring unknown key damage_multiplier set to 150 in file ./mods/new_game_mod/powers/powers.txt
ignoring unknown key damage_multiplier set to 75 in file ./mods/new_game_mod/powers/powers.txt
ignoring unknown key damage_multiplier set to 150 in file ./mods/new_game_mod/powers/powers.txt
ignoring unknown key requires_offense_weapon set to true in file ./mods/new_game_mod/powers/powers.txt
ignoring unknown key requires_offense_weapon set to true in file ./mods/new_game_mod/powers/powers.txt
ignoring unknown key requires_offense_weapon set to true in file ./mods/new_game_mod/powers/powers.txt
ignoring unknown key requires_offense_weapon set to true in file ./mods/new_game_mod/powers/powers.txt
ignoring unknown key requires_offense_weapon set to true in file ./mods/new_game_mod/powers/powers.txt
ignoring unknown key requires_offense_weapon set to true in file ./mods/new_game_mod/powers/powers.txt
ignoring unknown key requires_offense_weapon set to true in file ./mods/new_game_mod/powers/powers.txt
ignoring unknown key requires_offense_weapon set to true in file ./mods/new_game_mod/powers/powers.txt
ignoring unknown key requires_offense_weapon set to true in file ./mods/new_game_mod/powers/powers.txt
ignoring unknown key requires_offense_weapon set to true in file ./mods/new_game_mod/powers/powers.txt
ignoring unknown key requires_offense_weapon set to true in file ./mods/new_game_mod/powers/powers.txt
ignoring unknown key requires_offense_weapon set to true in file ./mods/new_game_mod/powers/powers.txt
ignoring unknown key trait_ignore_avoidance set to true in file ./mods/new_game_mod/powers/powers.txt
ignoring unknown key trait_ignore_avoidance set to true in file ./mods/new_game_mod/powers/powers.txt
ignoring unknown key trait_ignore_avoidance set to true in file ./mods/new_game_mod/powers/powers.txt
ignoring unknown key trait_ignore_avoidance set to true in file ./mods/new_game_mod/powers/powers.txt
ignoring unknown key trait_ignore_avoidance set to true in file ./mods/new_game_mod/powers/powers.txt
ignoring unknown key trait_ignore_avoidance set to true in file ./mods/new_game_mod/powers/powers.txt
ignoring unknown key trait_ignore_avoidance set to true in file ./mods/new_game_mod/powers/powers.txt
ignoring unknown key trait_ignore_avoidance set to true in file ./mods/new_game_mod/powers/powers.txt
ignoring unknown key trait_ignore_avoidance set to true in file ./mods/new_game_mod/powers/powers.txt
No item sets were found.
Could not open text file: ./enemies/hobgoblin_mage.txt
Warning: no animation file specified for entity: hobgoblin_mage
Warning: no sfx_prefix specified for entity: hobgoblin_mage
Error loading animation definition: animations/enemies/.txt: ./animations/enemies/.txt
EnemyManager physical attack sound: Loading sound ./soundfx/enemies/_phys.ogg (soundfx/enemies/_phys.ogg) failed: Mix_LoadWAV_RW with NULL src
EnemyManager mental attack sound: Loading sound ./soundfx/enemies/_ment.ogg (soundfx/enemies/_ment.ogg) failed: Mix_LoadWAV_RW with NULL src
EnemyManager physical hit sound: Loading sound ./soundfx/enemies/_hit.ogg (soundfx/enemies/_hit.ogg) failed: Mix_LoadWAV_RW with NULL src
EnemyManager die sound: Loading sound ./soundfx/enemies/_die.ogg (soundfx/enemies/_die.ogg) failed: Mix_LoadWAV_RW with NULL src
EnemyManager critdeath sound: Loading sound ./soundfx/enemies/_critdie.ogg (soundfx/enemies/_critdie.ogg) failed: Mix_LoadWAV_RW with NULL src
Could not open text file: ./enemies/hobgoblin_archer.txt
Warning: no animation file specified for entity: hobgoblin_archer
Warning: no sfx_prefix specified for entity: hobgoblin_archer
btw the quest notes for the asylum quest (meet the governer) are not there. Also the dark artefact does not appear in the inventory, shouldn't it ?
Update: Also this at the very end :-
Could not spawn all enemies in group at desert2.txt (x=99,y=31,w=11,h=12), 14 missing
VWolfdog that makes a great npc. Its been added now. I setup the animation like you suggested looping through frames 0-21 a few times before going through the full animation.
umm... how do I get to the marshlands ? I went through desert 2 to the 3 wyerwyn caves but didn't find anything after the third wyerwyn cave.
In desert there seem to be only 2 exits, one up north which goes to the wyerwyn cave and the one south which leads back to desert 1.
Another query - are you going to implement stash or how is our hero going to make more money ? As of now he can make the most 340 coins. He can buy stuff and then sell them at a loss but that's not a good way to make money. Also 1 coin=1 health potion it seems.
Looking forward to know more.
Update: there is an exit going up from the 3rd wyewryn cave, that gives northwood cottage . Dunno why I didn't see it the first time.
Also there are no quest logs for the four wyewryn tails as well as getting the antillion heart.
shirish theres still some work to be done on items/gold. There are probably some issues in the quest logs which Ill need to look at. I tested it by following all of the instuctions from the quest log exactly in the specified order from the beginning of a new character. Theres probably a few combinations of actions which I havent considered which would cause the quest logs to get messed up. Theres a few similar issues for npc dialogue if the npcs are not spoken to in the intended order at the intended times. I think the quest log should correct itself once you finish that quest.
Looking forward to updates.
One of the things which would be nice is to have some sort of quest log in-game as well. Something that can be shared as a record.
For instance I see the various quests in ~/.local/share/flare/default/save1.txt
campaign=ieuan_valley_init,progress_arrived_town,ieuan_town_init,
evan_init,horse_tamed,horse_tamer_complete,vlad_init,
goblin_cave_clear,goblin_complete,evan_chatter2,leaving_town,
ieuan_chatter1,bryn_init,asylum_complete,vlad_chatter3,
wp_sage_home,bethan_init,wyvern_complete,werebear_defeated,
werebear_returning,werebear_complete,bethan_quests_complete,
minotaur_intro,wp_dungeon_way,vlad_chatter2,
minotaur_complete,wp_dungeon_10,wp_end
About the quest log, for instance after getting the wyewryn tails and the other things requested, the hero gets a certain optional quest to bring something. That did not appear in the quest log and I have forgotten what the quest was .
Update:-
@ryan.dansie - where did you the model made by VVWolfdog ?
http://opengameart.org/content/isometric-knight-npc
I haven't seen him .. yet .
I made two different projectile animations for the antlions to fire. One is a stinger, and the other is a wad of spit or slime, since their attack animation sort of looks like they are spitting.
http://opengameart.org/content/flare-mod-slime-projectile
http://opengameart.org/content/flare-mod-antlion-stinger
I uploaded them both, so you could decide which you like better. Hope this works well!
Short-Ribs they look really good thanks a lot for providing them. I have used them both for two different ranged attacks used by the same enemy. They have been added to the mod and commited so you can see them in action.
Hi, is there any chance you could use this guy of mine for anything? i would be delighted to see him even if just as a working farmer NPC:
http://opengameart.org/content/adventurer-militia-peasant-low-poly
Hi Danimal. Thanks for the pointing me to this. I created a full enemy sprite sheet from your model. Unfortunately the animations dont quite look natural when put onto an enemy in the game. Especially the walk animation which has only the legs moving and the rest of the body staying still. It will make a good npc though as you suggested. I will add it to the first town.
adventurer.png 1.1 Mb [15 download(s)]
alsp could you let me know how to get the pitchfork. im not very familiar with blender.
thanx for the gold bit. There stil seems to be lot of powers which are left to be implemented as well as sounds .ogg files.
Another thing in asylum 2 when you meet bryn, he gives a quest to find the governer which isn't reflected in the log. Just made issue 38 for it.
Similarly, when our hero reaches Battlefield 1, bryn gives him another quest for a vial. I wish there was a quest log for this too. I went back but couldn't find the ingredients he asked, are they there ?
Thanks ryan.dansie! Im quite happy to see it get used, the animations that use the farm tools are into the last part of the time graph, also if you just want the tools, all of them are stored on the 2nd and 3rd layer and swapped to the first layer depending on need:
http://wiki.blender.org/index.php/File:Manual-Layers-draw-pane-layers.jpg
http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Navigati...
I can also change the walking animation to look better, i was learning a lot of things at the time and recived many critics about it, i want to do a mk2 version soon when i have free time, but making it look better is no big deal (just giving movement to the arms). Just one but, i think the head gets cuts on one of the death animations?
Also, just changing its hair and clothes colour can get you a legion of different peasants should you need them.
@Danimal go, go, go . It would be awesome to see some more NPC's.
NPC added. Thanks Danimal!
Not able to see the image, could you use some other photo-sharing app. as well.
The url is http://i.snag.gy/UR8mN.jpg
I got it also to https://dl.dropboxusercontent.com/u/6520164/UR8mN.png
It is a png format, but originally ended in .jpg
he is looking nice! do you want me to make a few skins with different colours? it would be kinda easy
Danimal that would be good. I still need a couple more npcs in this mod.
Now where the hell is this Greenwood point :(
Maybe you could make the game stop being a sausage fest or a turnip field; these models i found on blendswap could be useful to you as well:
http://www.blendswap.com/blends/view/3269
http://www.blendswap.com/blends/view/3084
http://www.blendswap.com/blends/view/3180
http://www.blendswap.com/blends/view/3308
http://www.blendswap.com/blends/view/57619
http://www.blendswap.com/blends/view/3185
Hey Dannimal. I'm trying to render your training dummy to use for my decoy skill. I cant for the life of me get a shadow to appear. Do you have any idea why its not working for this model? I have attached the altered blend file.
My god, i dont know how you can work with the new blender... The solution is easy, go to "Scene" button (looks like an old camera, lower left) , select model mesh (not bones) and go to shading menu, and check shadows
Thanks. Got it working and added it to the mod.
buwaaah.......... can't see the training dummy nor the greenwood point. I bet both are in the same place.
shirish greenwood point is just a new name for the second map. a few maps have different names now. I dont plan to add any new maps except to fill in the missing locations from alpha demo. the training dummy is used in the player power called decoy. this is in the tactical branch of the power menu asnd available after maxing the traps skill.
I added 3 more color variations:
http://opengameart.org/content/adventurer-militia-peasant-low-poly
but since i have the colour sense of a crazy daltonic you can tell me if you want to modify them (its really easy for me)
@Ryan
Now that your long standing pull requests have been merged to clints version, are there still features not incorporated in that mainline version?
Or the other way round: Am I expected to be able to play with the mainline version?
yes the mainline is now the best version to use however there are some issues currently due to the changes in requires not status. i also have a couple more tweaks planned for the engine which i will aim to finish this week.
no updates for sometime :(
http://opengameart.org/content/giant-egg-sack put that into a cave along with giant ants :D
egg-sac.png 241 Kb [4 download(s)]
hi all,
ryan, good to see you back on track. Btw I just raised issue 126 on the bug-tracker. See and tell if it's something correct or not.
https://github.com/RyanDansie/flare-engine/issues/126
Hey, some new was just posted by my friend Short-Ribs; it might come in handy.
http://opengameart.org/content/flare-mod-goblin-charger
http://opengameart.org/content/flare-mod-goblin-shaman
Also find me on RPG Toolkit <a href="http://rpgtoolkit.net/member/vwolfdog/">here</a href>.
do u have to copy file by file or is there a way to download the entire folder on github?
pls because im getting tired of copying file by file
There is a link at the lower right, "download as zip"
when i run flare with the mod this is what happens enemies are invisible th river road is all black the arrows are invisible
Error loading animation definition: arrows.txt: ./arrows.txt
Error loading animation definition: arrow_stuck.txt: ./arrow_stuck.txt
Error loading animation definition: arrows.txt: ./arrows.txt
Error loading animation definition: zombie: ./zombie
Error loading animation definition: wyvern: ./wyvern
Error loading animation definition: cursed_grave: ./cursed_grave
Error loading animation definition: goblin: ./goblin
Error loading animation definition: goblin_runner: ./goblin_runner
Error loading animation definition: goblin_elite: ./goblin_elite
Error loading animation definition: antlion_small: ./antlion_small
Error loading animation definition: quake.txt: ./quake.txt
Error loading animation definition: blast.txt: ./blast.txt
Error loading animation definition: icicle.txt: ./icicle.txt
Error loading animation definition: lightning.txt: ./lightning.txt
Error loading animation definition: spark_blue.txt: ./spark_blue.txt
Could not find enemy category goblin_charger_elite, returning empty enemy
Could not find enemy category goblin_charger_elite, returning empty enemy
Could not find enemy category goblin_charger_elite, returning empty enemy
Could not find enemy category goblin_charger_elite, returning empty enemy
Could not find enemy category goblin_charger, returning empty enemy
Could not find enemy category goblin_charger, returning empty enemy
Could not find enemy category goblin_charger, returning empty enemy
Error loading animation definition: quake.txt: ./quake.txt
Error loading animation definition: arrows.txt: ./arrows.txt
Error loading animation definition: arrow_stuck.txt: ./arrow_stuck.txt
Error loading animation definition: blast.txt: ./blast.txt
and i get this
2013-12-10-171842_1920x1080_scrot.png 172.7 Kb [1 download(s)]
thanks i realised at good timing but look at my other post
So, I have upgraded engine.cs.po, there were mistakes and several empty places. To whom I should send it?
Socrates - "There is only one good, knowledge, and one evil, ignorance."
that would be me
Hello,
I'm trying to run this mod on win7, wasn't succesfull yet.
tried placing it in the flare 0.19 mod folder, it would start with music, but a black screen.
tried the win precompiled flare-engine pack, placed everything (fantasycore, alpha-dem + no name mod) in the mods foder, enabled the mods in the order discribed above, but it would crash as soon as I had picked a character and started the game. tried adding the folder location to the .bat, same result.
Not sure whetner I'm missing something, or there might be incompatiblities between latest git versions? The /default folder in /mods also has me suspicious, should it be overitten or left original?
had similar problems with concordia, never got it working on my system.
I'd be happy if someone could point out whats going wrong, or ist there a working 'packaged' flare+noname zip compiled for win out there?
cheers
Hi.
it doesn't work because there were a lot of changes to game engine. So game data became outdated. The only fully working mod is flare-game which should be run on engine-master. Also I have updated new-game-mod so it can be run on engine-master, but there still may be some issues.(I have discovered one issue which will be fixed soon on engine side) You can try new-game-mod on engine master and play with it. If you discover any issues(visual or reported in game log) please report them.
Concordia and Polymorphable are still outdated and can't be run on engine-master.
Also note it was moved to https://github.com/igorko/flare-mod-noname
The mod doesn't work for Linux versions 0.18 or 0.19. This seems to be because of the way maps are referenced. maps/fern_valley.txt, instead of just fern_valley.txt on the map files.
As I have already siad, mod is updated to work on engine-master and will not work with previous versions (0.18 or 0.19). v1.0 will be the next engine release, which will have defined game data syntax that will not change in future. So we do not support previous game versions, as their data syntax changes very frequently. You should build engine by yourself from master repository, on Linux it's very easy (see engine readme file)
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