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I think the behavior of
Tuesday, December 15, 2020 - 20:55

I think the behavior of rendering visual effects like this could be handled better on the engine side of things. Powers have the "floor" property, and effects have the "render_above" property. Both pretty much do the same thing. I'd be in favor of replacing these with a single new property that offers more granular control. Perhaps named "render_layer" or "render_z".

The new property would have something along the lines of the following options: "bottom", "below_entity", "above_entity", "top", and "layer". The "layer" option would take an additional property with the name of a layer that the effect would be rendered on top of.

The other approach to getting this sort of effect would be to extend the parallax layers feature to support centering a fixed image on the screen. Might be worth doing that for other reasons...

>is there anyway to zoom in/out dorkster?

There is currently no way to zoom the display. It's been brought up before on our issue tracker: https://github.com/flareteam/flare-game/issues/780

Unfortunately, what you're
Monday, December 14, 2020 - 08:28

Unfortunately, what you're trying to accomplish simply won't work. Spell effects are essentially drawn with the player, so they are affected by draw order just like the player sprite is. Yes, there's the option to draw these effects on the background "floor" layer. But there is currently no option to draw the effects above all of the object layers.

The bug with damage
Sunday, December 13, 2020 - 06:27

The bug with damage reflection was fixed upstream and will no longer be an issue in the next release: Here's the patch: https://github.com/flareteam/flare-engine/commit/c91a53fbc30222a84eba212...

To change the music, you could create a simple mod.

1. https://github.com/flareteam/flare-engine/wiki/Creating-an-empty-mod
2. In your mod, create a directory called "music/"
3a. Add your music file and rename it to override one of the tracks listed here: https://github.com/flareteam/flare-game/tree/master/mods/fantasycore/music
3b. Alternatively, you could add your track to the "music" directory without renaming it and alter the map files. For example, if you wanted to change the music in Perdition Harbor, you would create "maps/perdition_harbor.txt" with the following contents:

APPEND
[header]
music=music/dungeon_theme.ogg

The Attribute Reference is
Sunday, November 22, 2020 - 16:36

The Attribute Reference is generated from comments in the engine code, so it shouldn't be manually edited. So I've added the documentation properly and re-generated that page: https://github.com/flareteam/flare-engine/wiki/Attribute-Reference#itemm...

Let me clarify a few things:
Sunday, November 22, 2020 - 12:17

Let me clarify a few things:

3) Absorption affects ALL damage, regardless of elemental type. If the target has an elemental resist bonus, it is applied to the incoming damage before aborption.

4) Items can not currently have direct elemental damage attached to them. This is something I'd like to implement in the future.

6) bonus_power_level works as long as the power isn't already at max level. So if Cleave is at level 2 and you have a +1 bonus, it will become level 3. But if it's at the max of level 5, the bonus will do nothing.

7) Item bonuses can be any of the following:
- "speed"
- "attack_speed"
- Any of the stats like "hp_regen" or "xp_gain"
- Damage types as listed in engine/damage_types.txt. This file is included with the engine's default mod and is where "dmg_melee_min" and the like come from.
- Primary stats as listed in engine/primary_stats.txt. Also included with the default mod. It includes "physical", "mental", "offense", and "defense".
- Resistances using elements defined in engine/elements.txt. Example: if the element has the name "fire", you can set a resistance bonus by appending "_resist" so that it becomes "fire_resist"
- Power levels with bonus_power_level (explained in point 6)

Flare maps are a tile-based
Wednesday, November 18, 2020 - 07:23

Flare maps are a tile-based grid. I recommend looking at the wiki for an introduction to how mapping works: https://github.com/flareteam/flare-engine/wiki/Creating-a-Map-in-Tiled

>If minimizing the game by
Tuesday, November 10, 2020 - 12:16

>If minimizing the game by alt+tab and maximizing it again, you can very often hear the sound of "low health" even though it is not the case.

Interesting. First time I've heard of that happening, but thanks for making me aware of the bug.

>And in the Nazia Underground there seems to be the "wrong" music (music which rather fits to open grassland). Not my favorite track at all because it's so repetitive, by the way.

This was actually intentional. But I can understand why you might not like that track. It's a little too melodic, and I would personally like something more ambient.

The max level is 20. The game
Sunday, November 8, 2020 - 18:48

The max level is 20. The game is designed around the player finishing it around level 16.

If you use two 60% item find rings and nothing else, your effective loot chance modifier is 220% (100 + 60 + 60). This modifies the drop chances in each loot table. The Underworld items have a 3% base chance per dropped item, so their rate would be modified to 6.6%. In other words, if the boss drops 2 items, each item will have a 6.6% chance of being an Underworld item.

There's an option if you go
Friday, November 6, 2020 - 11:59

There's an option if you go to the Configuration menu's Input tab called "Attack with mouse movement". If you disable this, attacks won't be triggered if your cursor passes over an enemy.

Ogel drops the first 3
Friday, November 6, 2020 - 10:43

Ogel drops the first 3 Underworld armor parts (including the boots)
Rakk drops the second 3 Underworld armor parts
Lezaith drops the 3 Underworld weapons

For all the others, each boss has 1 unique item.

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