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FLARE

Flare v0.15 "Translations and Mods"

Clint Bellanger
Friday, December 23, 2011 - 20:19
Clint Bellanger's picture

http://clintbellanger.net/rpg/blog/20111223

Thanks to everyone who helped! Even those of you who simply played it and sent feedback.

I'm going take a nap now.

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nubux
joined 12 years 5 months ago
Saturday, December 24, 2011 - 12:09

Thank you again for this great update.

The grassland tileset is really nice but I think that the wood logs are really too big and don't match with the other trees that have a normal scale.

Hope you will find the time to do more tutorials for moding (including a more detailed tilset and translation tutorial).

I've only played for about 1 hour but i'll try to make more  feedbacks.

 

 

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Clint Bellanger
joined 13 years 6 months ago
Saturday, December 24, 2011 - 13:09
Clint Bellanger's picture

nubux, I do plan to make modding and map tutorials. Hopefully soon.

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Anonymous (not verified)
joined 0 sec ago
188.104.181.200
Sunday, December 25, 2011 - 13:04

Nice Update! But I'm not able to find a way to change the lagnuage of the game.

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Clint Bellanger
joined 13 years 6 months ago
Sunday, December 25, 2011 - 17:35
Clint Bellanger's picture

To change language, look in your settings.txt file.

On Windows it will be in the "config" folder with Flare.

On *nix type systems it will be in ~/.config/flare

 

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Clint Bellanger
joined 13 years 6 months ago
Sunday, December 25, 2011 - 17:38
Clint Bellanger's picture

Linux players using CMake: did any of you experience an issue with v0.15 where there were zero creatures in Frontier Plains (the large map)?

Dorkster sent in a fix for this. I think it might be affecting anyone who has the mods folder in a different parent directory than the executable.

I assume this was affecting most linux users, so I tagged a v0.15.1. The changes so far don't affect the Win or OSX builds so those will stay at v0.15.

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c
joined 12 years 1 week ago
Monday, December 26, 2011 - 18:20

I'm a Linux user and I never saw anything like that. But I'm running it out of the build directory, not from an install

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Anonymous (not verified)
joined 0 sec ago
76.73.107.107
Thursday, December 29, 2011 - 04:22

This update is freaking awesome, thanks Clint.

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Redshrike
joined 13 years 7 months ago
Thursday, December 29, 2011 - 12:25
Redshrike's picture

I have enjoyed this quite a bit!  The huge increase in content was great, of course, and overall the game just keeps getting better and better.

One thing I found was that it was relatively easy (though not a 100% shot) to abuse corners.  I could hide behind them and strike at lured monsters while not being able to be hit.  This is the only way I could beat the brothers, for instance, though it felt kind of cheap.  Pretty useful for skeletal snipers, though; if you get two of those on your case they are terrifyingly deadly.

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Clint Bellanger
joined 13 years 6 months ago
Thursday, December 29, 2011 - 15:07
Clint Bellanger's picture

Redshrike, glad you enjoy the new content!

Some of that pathfinding stuff is much improved for the next release (v0.16). Already we have an A* implementation added.

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Anonymous (not verified)
joined 0 sec ago
178.214.177.154
Friday, December 30, 2011 - 13:30

So a just played the game and i totaly enjoyed it alot. I wish your project lots of mods, improvements, dungeons, generated weapons and mobs, a great community of fans and assistants too.

The whole atmosphere and old school gameplay, beautiful graphics are awesome. Tested it on win7 х64 and ubuntu 10.10 х64 successfuly. If i would had some skills in programming i would helped with pleasure. I will be gladly follow your project.

 

And now some questions:

1. I set the screen resolution to 1920x1080 and found that the health, mana, exp bars is not very convenient to look into the top left corner, can you make it on the bottom? Or give the opportunity to move through the settings in the future.

2. Will it support the generation of locations, weapons and alignment of monsters? It would make the game more replay value.

That's all for now,  will be waiting for the next update. Thanks for your work.

 

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Clint Bellanger
joined 13 years 6 months ago
Friday, December 30, 2011 - 22:35
Clint Bellanger's picture

Anon, thanks for the kind words! Hopefully it keeps getting better from here.

Answers:

1. Part of the plan for version v0.17 is to put all menu options in config files under mods/[modname]/engine. Game makers will be able to set a corner/edge for each menu to attach. So you'll be able to change this, though it's something usually mod or game makers would change. Side note, try Flare at half your resolution (960x540) and see if you like it.

2. If we get the quality good enough, we will do random level/item/enemy generation. That's something we'll probably aim for later, maybe in an experimental branch while the core engine is in Beta.

Also, as far as replay value: I'll be putting out map-making tutorials soon. All those map areas that currently say "Unknown destination" are places where people can easily add in new maps via mods. I hope we'll see a large amount of community content for download. 

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Anonymous (not verified)
joined 0 sec ago
82.83.36.46
Friday, January 6, 2012 - 14:09

Really nice game! I play the port to AmigaOS 4 by the way.

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