the problem is with oversized tiles, such as a tower (8x10 tiles iirc), so if there is a tower near the visible part of the screen we still want to render it as its origin may be at some x,y coordinate but it's drawing to x+8 as well, and as we're currently not dealing with each side on its own, the engine also assumes at x-8.
The actual screen is 640x480, which divided by tilesize (64x32) is 10x15 = 150.
As we only shift by half a tile when going up or down, we need to multiply by 2: 10x15x2=300.
Now we add the oversized tiles:So we need to add 2x8 and 2x10 to the sides:
In terms of where the amended code would be redistributed, would this be centrally (Github), or on my website perhaps, as a site-specific thing?
Well this is up to you. For other people it would be easiest if you'd have a github repository with these changes. However, if you'd ask a laywer: "How would I follow the GPL license without providing the source code easily?", they'd maybe advise you to provide the copies of the source code on CDs (for a fee covering creation/shipping of course). This way not many people would actually care to obtain the sources.
Would the redistribution be the isolated amendments/additions ("here's some stuff to plug in"), or a contiguous source with everything in (i.e. "the ohaithere version")?
I would be the ohaithere version.
How would story, game settings, art, sound, etc, be extracated from the redistributed code on a practical level?
To be honest I have no experience with this one. However there is Warsow and Quake, whose engines are open source by now, but the assets have a different license. So you still need to pay if you want to play Quake with the 'real' textures/levels/monsters, but there are enthusiasts trying to create free versions of levels/monsters/textures.
Is there a crediting process, and if so, what/where?
sorry for my late reply. I do not really see a way how to accomplish the goal with not redistributing the changes added to flare. So I'd be really interested as well, how you plan to work with the licenses here.
If you really want to have a closed source game, you'd probably not enjoy flare much, as the GPL is indeed a very viral license.
If you just want to have your assets (maps/graphics/sounds etc) closed, but the engine open, you'd have a good start using flare as engine.
> just slower to remove from public view?
This is possible, when the public view, which is requested quite often, is cached for less load on the original server.
I have no idea if this technigue is deployed here at oga though.
I cannot reproduce that
This issue can also be found at
https://github.com/clintbellanger/flare-engine/issues/1084
the problem is with oversized tiles, such as a tower (8x10 tiles iirc), so if there is a tower near the visible part of the screen we still want to render it as its origin may be at some x,y coordinate but it's drawing to x+8 as well, and as we're currently not dealing with each side on its own, the engine also assumes at x-8.
The actual screen is 640x480, which divided by tilesize (64x32) is 10x15 = 150.
As we only shift by half a tile when going up or down, we need to multiply by 2: 10x15x2=300.
Now we add the oversized tiles:So we need to add 2x8 and 2x10 to the sides:
(10 + 2x8) x (15 x2 + 2x10) = 1300.
The observed 2450 calls seems to have uncovered a bug, which was fixed in
https://github.com/clintbellanger/flare-engine/commit/5752afd17cffaed2c5...
Now you'd only see 1300 instead. (which is still a lot compared to 300)
If you have ideas how to remove the rather large safety margin off screen for the oversized tiles, feel free to share.
TrentS,
The current game is an alpha demo, showing off the capabilities of the engine, rather than being a full featured game.
That said, thanks for playing :)
There are alternative mods, which may come closer to your ideas, such as
https://github.com/igorko/flare-mod-noname
http://github.com/makrohn/polymorphable
nevermind, feel free to ask away.
Hi findingme,
the rule looks fine.
However in the map2.tmx there is only a layer "Tile Layer 1", but the the rule is looking for "grass" layers.
There are already other games based on the flare engine such as
https://github.com/makrohn/polymorphable
It has no connection to flare except it's using it as an engine, so the license is complely up to the composer of that game.
Well this is up to you. For other people it would be easiest if you'd have a github repository with these changes. However, if you'd ask a laywer: "How would I follow the GPL license without providing the source code easily?", they'd maybe advise you to provide the copies of the source code on CDs (for a fee covering creation/shipping of course). This way not many people would actually care to obtain the sources.
I would be the ohaithere version.
To be honest I have no experience with this one. However there is Warsow and Quake, whose engines are open source by now, but the assets have a different license. So you still need to pay if you want to play Quake with the 'real' textures/levels/monsters, but there are enthusiasts trying to create free versions of levels/monsters/textures.
As of now we just had https://github.com/clintbellanger/flare-engine/wiki/Credits, maybe a Credits text file would do.
I'm on linux, igorko (another core-developer) is on Windows, while Clint tends to develop on Mac. So I'd claim it's in pretty good shape.
The maps cannot be larger than 256x256 tiles.
Currently all the tiles for one need to be in one tileset, which (depening on your graphics card) needs to be smaller than 2048x2048 pixels.
That's what comes to my mind, not sure if there are any other limits, which may be a problem in practice.
Hi,
sorry for my late reply. I do not really see a way how to accomplish the goal with not redistributing the changes added to flare.
So I'd be really interested as well, how you plan to work with the licenses here.
If you really want to have a closed source game, you'd probably not enjoy flare much, as the GPL is indeed a very viral license.
If you just want to have your assets (maps/graphics/sounds etc) closed, but the engine open, you'd have a good start using flare as engine.
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