Oh thanks makrohn! I usually pay attention to everything on a site really but I completely missed that and yes, this is exactly what I was talking about.
Did you take a look at the chapel image? I know it's very basic but still.. xD
I was thinking about making an ice themed map, with crystal skeletons and tundra goblins or something like that wt do you think?
This what I had in mind for the place of the church/chapel:
Yeah I have Tiled :) I'm gonna read some tutorials so if you guys make one it would be awesome.
btw do you think it would be possible to make a menu with settings and stuff? I'm asking because it would be really nice to have an option to choose the mods you want to load in the game, well changing sound volume and screen res would be cool aswell but yeah.. xD
@makrohn - I used the quest reset and all went well, only thing that bugged was the amulet from the first try, it remained in the inventory bag.
btw do you want me to make a white dress for altea? :D
I scribbled around with Gimp and made a little chapel from a grassland house model
http://db.tt/QOM4s3KI I have not checked it myself so it probably dsnt even work but I hope you like it
As for more quests - keep them commin :D Especially chain quests
@pennomi Sure I'll map :D I just need a background story or a quest to make a theme, perhaps I could use some of those old maps if you guys are okay with it.
(probably a dumb question) -Can the game handle animations like campfire and torches, spells, weapon glows(this should be easy though) ? - I mean more complex stuff
Are you on 0.15 or on master? I wrote the whole thing in 0.15, and I hope to update it to master over the next couple of days. I didn't run into the Altea bug on 0.15. You might try editing your character file (or uncommenting the makrohn quest-resetters) to replay the Amulet quest, see if you can get it to happen again?
Well my game screen says "FlareAlphav0.15" and wt I did was adding your mod file in the original flare mods dir and then edited mods.txt to make your mod the last on the list (I believe it's how you overwrite the other mods right?) I'm sorry if that dsnt answer your question but I dunno wt master is xD maybe the up-to-date version?
I wanted to make sure she was near the docks, though. Is there anyone else you think needs to be moved?
I like the idea of the church entrance being near the graveyard, and putting Altea in there, but pretty soon we'd need to change the name of the Frontier Outpost to somthing that sounds a little more permanent! I'm certainly not against that.
I think she fits very well near the docks as often in games you see guild npc's near trading outposts/commerce routes just outside or right at the edge of the village/city or in the docks - the docks layout could be more flattering though and that is why I think the npc's feel sort of misplaced, I'll be working on editing that bit and maybe add a church/temple/chapel(My vote is for a chapel as this is a long-term outpost but not quite a village or a city and although I think we could develop the outpost to seem more like a village - it still remains an outpost (: ) then I'll post it here for testing :D
I am slightly amused by the idea of changing the game setting's developmental history into the in-game history. "What started out as a small mining outpost in the frontier soon built it's own church when missionaries arrived in FA (Flare Age) 115. That was the same year that they finally named the town ____."
I dont know if this is pratical in terms of game development but it certainly would be a test to the engine :P
Age of Conan did that whit it's quests - You would "unlock" the city as you completed certain quests i.e. If a boat was destroyed but you did a quest where you help rebuild it, in your client you would always see it as a repaired boat beyond that point. Perhaps the same "technique" could be aplied here - You quest and some of the quests eventualy develop the outpost.
I like the ideas!! :D
I'm still a BIG newb with linux - installed it 2 days ago xD but i'm a quick learner and Tiled is more friendly that I thought it would be - I'm gonna tryout GIMP and Blender for 2D stuff.
This game/engine is awesome!! I've been playing the game and I wanna contribute :D What can I do? I'm more of an "art guy" (have yet to build a portfolio..meh xD) but I can also code a bit and I have years of experience in all sorts of genres so quest storyline development is easy for me :)
But to be on topic - I'm loving the mods and I make mine pennomi's words
To improve:
-When I try to deliver the amulet to Altea a textbox appears "I found your amulet." but nothing happens afterwards -
him=Oh, thank you! It is a symbol of our goddess and... you=It's glowing! him=How surprising! Truly, you must be blessed. <-- this naver happened but perhaps my client bugged or something :S
-Npc's placement is a bit awkward but I feel that its the city layout that is at fault here, it needs a nice overhaull - I'll try to play around with tiled and some models. Also that curch/temple that is on the Flare's page is really nice and would fit nice in the city, perhaps it could be the shelter for refugees and Altea
-The log messages needs some tweaking and I think a quest tracker would really improve makrohn's hard work :)
It's really late so I'll edit this post with more input about makrohn's mod when I wake up ; )
Oh thanks makrohn! I usually pay attention to everything on a site really but I completely missed that and yes, this is exactly what I was talking about.
Did you take a look at the chapel image? I know it's very basic but still.. xD
I was thinking about making an ice themed map, with crystal skeletons and tundra goblins or something like that wt do you think?
This what I had in mind for the place of the church/chapel:
http://i.imgur.com/XDTN9.jpg
And this is a life-saver http://code.google.com/p/flare-engine/wiki/MapEditing How
How updated is it? xD Well I'll check when I get home
Cheers
Yeah I have Tiled :) I'm gonna read some tutorials so if you guys make one it would be awesome.
btw do you think it would be possible to make a menu with settings and stuff? I'm asking because it would be really nice to have an option to choose the mods you want to load in the game, well changing sound volume and screen res would be cool aswell but yeah.. xD
Hey there just got home :D so.. updates!
@makrohn - I used the quest reset and all went well, only thing that bugged was the amulet from the first try, it remained in the inventory bag.
btw do you want me to make a white dress for altea? :D
I scribbled around with Gimp and made a little chapel from a grassland house model
http://db.tt/QOM4s3KI I have not checked it myself so it probably dsnt even work but I hope you like it
As for more quests - keep them commin :D Especially chain quests
@pennomi Sure I'll map :D I just need a background story or a quest to make a theme, perhaps I could use some of those old maps if you guys are okay with it.
(probably a dumb question) -Can the game handle animations like campfire and torches, spells, weapon glows(this should be easy though) ? - I mean more complex stuff
Cheers
Well my game screen says "FlareAlphav0.15" and wt I did was adding your mod file in the original flare mods dir and then edited mods.txt to make your mod the last on the list (I believe it's how you overwrite the other mods right?) I'm sorry if that dsnt answer your question but I dunno wt master is xD maybe the up-to-date version?
I think she fits very well near the docks as often in games you see guild npc's near trading outposts/commerce routes just outside or right at the edge of the village/city or in the docks - the docks layout could be more flattering though and that is why I think the npc's feel sort of misplaced, I'll be working on editing that bit and maybe add a church/temple/chapel(My vote is for a chapel as this is a long-term outpost but not quite a village or a city and although I think we could develop the outpost to seem more like a village - it still remains an outpost (: ) then I'll post it here for testing :D
I dont know if this is pratical in terms of game development but it certainly would be a test to the engine :P
Age of Conan did that whit it's quests - You would "unlock" the city as you completed certain quests i.e. If a boat was destroyed but you did a quest where you help rebuild it, in your client you would always see it as a repaired boat beyond that point. Perhaps the same "technique" could be aplied here - You quest and some of the quests eventualy develop the outpost.
I like the ideas!! :D
I'm still a BIG newb with linux - installed it 2 days ago xD but i'm a quick learner and Tiled is more friendly that I thought it would be - I'm gonna tryout GIMP and Blender for 2D stuff.
Cheers
Hi guys o/ first post!! :D
This game/engine is awesome!! I've been playing the game and I wanna contribute :D What can I do? I'm more of an "art guy" (have yet to build a portfolio..meh xD) but I can also code a bit and I have years of experience in all sorts of genres so quest storyline development is easy for me :)
But to be on topic - I'm loving the mods and I make mine pennomi's words
To improve:
-When I try to deliver the amulet to Altea a textbox appears "I found your amulet." but nothing happens afterwards -
him=Oh, thank you! It is a symbol of our goddess and...
you=It's glowing!
him=How surprising! Truly, you must be blessed. <-- this naver happened but perhaps my client bugged or something :S
-Npc's placement is a bit awkward but I feel that its the city layout that is at fault here, it needs a nice overhaull - I'll try to play around with tiled and some models. Also that curch/temple that is on the Flare's page is really nice and would fit nice in the city, perhaps it could be the shelter for refugees and Altea
-The log messages needs some tweaking and I think a quest tracker would really improve makrohn's hard work :)
It's really late so I'll edit this post with more input about makrohn's mod when I wake up ; )
Cheers