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FLARE [ARCHIVED]

Planning a new Flare HD mod

rubberduck
Sunday, December 1, 2019 - 07:44
rubberduck's picture

I plan making a new Flare mod using HD graphics soon.

Planned is a new campaign like the current, but with some changes. A different story, maybe combine the character class (ranged, adept, brute or how they are called) with the skill system, where you can decide in the game what you want to be and different characters starting with different stats.

I don't know where to start, I know about another flare project / demo that uses HD assets, but I don't know if it uses a different engine version.

Do I need to fork the engine and make bigger modifications to the engine?? Also I don't have any experience in flare modding right now.

Before making the campaign I want to experiment with modding and making some sort of demo mod, including some test maps.

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rubberduck
joined 11 years 6 months ago
Wednesday, February 26, 2020 - 10:45
rubberduck's picture

updates on trees - 3 done, 2 more planned

Attachments: 
Preview
trees_wip_02.png trees_wip_02.png 179.7 Kb [2 download(s)]
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rubberduck
joined 11 years 6 months ago
Monday, March 2, 2020 - 13:53
rubberduck's picture

leaves!!! finished trees coming soon - including dead trees / without leaves...

Attachments: 
Preview
trees_wip_03.png trees_wip_03.png 3 Mb [7 download(s)]
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Julius
joined 15 years 7 months ago
Monday, March 2, 2020 - 14:29
Julius's picture

Starting to look really nice. Will there be some simple animations for the foliage?

--

http://freegamedev.net

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rubberduck
joined 11 years 6 months ago
Wednesday, March 4, 2020 - 10:17
rubberduck's picture

I finished the trees: https://opengameart.org/content/isometric-trees-1

Animated trees are more or less polishing now and is planned for the future...

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rubberduck
joined 11 years 6 months ago
Friday, March 13, 2020 - 11:18
rubberduck's picture

I noticed a render order problem and don't know how to solve it - without restrictions on usung only a few layers??

Currently I need to use 2 layers for the rocks (object and object2)

currently my layers are like that: (visually order in tiled)

background < object < object2 < collision

and order by id:

background < object < collision < object2

 

 

Attachments: 
Preview
flare_render_order_bug.png flare_render_order_bug.png 171.7 Kb [0 download(s)]
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rubberduck
joined 11 years 6 months ago
Tuesday, March 17, 2020 - 11:55
rubberduck's picture

i found a solution for this bug, it was just the order of the layers...

and started working on some buildings now...

Attachments: 
Preview
flare_buildings_wip_01.jpg flare_buildings_wip_01.jpg 259 Kb [0 download(s)]
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rubberduck
joined 11 years 6 months ago
Friday, March 20, 2020 - 12:48
rubberduck's picture

more progress...

Attachments: 
Preview
buildings_wip_02.jpg buildings_wip_02.jpg 269.2 Kb [2 download(s)]
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Danimal
joined 14 years 9 months ago
Saturday, March 21, 2020 - 12:54

Looking great Ruberduck!

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heruca
joined 5 years 5 months ago
Tuesday, March 24, 2020 - 12:43
heruca's picture

Subscribing. This looks like it's going to be great.

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bornInUssr
joined 5 years 6 days ago
Sunday, May 10, 2020 - 03:55

Looks great!

subsc. 

 

 

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WithinAmnesia
joined 8 years 2 months ago
Tuesday, January 18, 2022 - 20:30
WithinAmnesia's picture

@rubberduck Can these Flare HD art assets use / be compatible with / in 256 x 128 scale pixel tiles? Also I am without a clear understanding as to how to turn this: https://www.deviantart.com/withinamnesia/art/Balduran-s-Sea-Tower-Redesi... into this: https://github.com/flareteam/flare-game/blob/master/art_src/tilesets/gra... . I am hoping to have a 'Flare x 4' prototype working and eventually I hope to piece by piece replace the enlarged x 4 original Flare art assets / animations with new Flare HD art assets. Basically Flare but 4 times the pixel density / each original art asset pixel is split into 4 to start to get a working prototype with enlarged x 4 original flare art assets. How close is this 'Flare x 4' to your ideas of 'Flare HD'? For example can the 'Flare HD' tilesets work as rendered 256 x 128 scale pixel tiles? Also how can one make a 256 x 128 scale pixel tile standard lighting rig / work pipe line / get blender to make 256 x 128 scale pixel tiles from say a bunch big castle 3D models?

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