I was able to reproduce the bug where Flare failed to launch when alpha_demo was enabled. As it turns out, there was a regression in one of our GetText functions. It is fixed now in the latest falre-engine git master.
I've also updated xgettext.py so that it can add the "text" entries from book definitions to data.pot. So they can be translated now.
And yes, the Minotaur Necromancer definitely needs some adjustments. We haven't really done that style of enemy in Flare yet, so it's a lot of experimenting.
I don't think a bestiary is really necessary. However, if we did want one, it wouldn't need to be implemented on the engine side with C++. We could use in-world books to provide a picture and a short blurb on the various enemies.
As for your font question, you can definitely modify that font to include in the flare-game repo. Here's an excerpt from the OFL faq:
3.1 Can I change the fonts? Are there any limitations to what things I can and cannot change?
You are allowed to change anything, as long as such changes do not violate the terms of the license. In other words, you are not allowed to remove the copyright statement(s) from the font, but you could put additional information into it that covers your contribution. See the placeholders in the OFL header template for recommendations on where to add your own statements. (Remember that, when authors have reserved names via the RFN mechanism, you need to change the internal names of the font to your own font name when making your modified version even if it is just a small change.)
First off, thanks for showing so much interest in our game.
The fonts used for books are in mods/empyrean_campaign/fonts/. I'm not sure if they have the glyphs you would need for Polish, though.
The only odd thing I've discovered that when I activated only fantasycore and alpha-demo mods, I could create character (male Adventurer), get into the game and because I didn't want to play for now, I've saved and quit to menu, checked characters list (my character didn't have legs - I've uploaded a screenshot showing this) and quit the game. After that I tried to open the game - with no success. Process "flare" has been created, it used one core of my Quad-Core processor and nothing happenned, I couldn't even close that process. The only solution was put out alpha-demo mod from "mods" folder and launch the game. Putting alpha-demo in "mods" again did the same problem as described.
Yikes, that's not good. I will definitely look into fixing that.
On the content side of things, I actually prefer the amount of text to be limited. Action RPGs in the style of Flare don't really benefit from verbose dialog and books. I'm okay with leaving some things unexplained, and having the player fill in the gaps themselves. Plus it's less work for translators such as yourself.
Of course, I'm still working on more content, so maybe the end result will have a respectable amount of things to dig into.
This is something that has been addressed during development of the next engine version. There's now a dialog for picking up a certain amount of an item. I wrote a bit about it on my blog: http://dorkster.github.io/blog_2015-08-27_23-04-11.html
That bug should be fixed now: https://github.com/clintbellanger/flare-engine/commit/37e2e92e0d548e815f...
Thanks. I've merged your pull request and added you to the Credits page: https://github.com/clintbellanger/flare-game/wiki/Credits#fonts
I was able to reproduce the bug where Flare failed to launch when alpha_demo was enabled. As it turns out, there was a regression in one of our GetText functions. It is fixed now in the latest falre-engine git master.
I've also updated xgettext.py so that it can add the "text" entries from book definitions to data.pot. So they can be translated now.
And yes, the Minotaur Necromancer definitely needs some adjustments. We haven't really done that style of enemy in Flare yet, so it's a lot of experimenting.
I don't think a bestiary is really necessary. However, if we did want one, it wouldn't need to be implemented on the engine side with C++. We could use in-world books to provide a picture and a short blurb on the various enemies.
As for your font question, you can definitely modify that font to include in the flare-game repo. Here's an excerpt from the OFL faq:
First off, thanks for showing so much interest in our game.
The fonts used for books are in mods/empyrean_campaign/fonts/. I'm not sure if they have the glyphs you would need for Polish, though.
Yikes, that's not good. I will definitely look into fixing that.
On the content side of things, I actually prefer the amount of text to be limited. Action RPGs in the style of Flare don't really benefit from verbose dialog and books. I'm okay with leaving some things unexplained, and having the player fill in the gaps themselves. Plus it's less work for translators such as yourself.
Of course, I'm still working on more content, so maybe the end result will have a respectable amount of things to dig into.
Sine building on Window is a pain and you only seem interested in playing, here's a build I made that includes the Empyrean mod by default: https://docs.google.com/uc?id=0B1BVtHygCIkWbjlEdk5wMWhET1U&export=download
For the record, engine 0.19 and the Empyrean mod are incompatible. Judging from your other post, it seems you've already figured it out.
This is something that has been addressed during development of the next engine version. There's now a dialog for picking up a certain amount of an item. I wrote a bit about it on my blog: http://dorkster.github.io/blog_2015-08-27_23-04-11.html
Which operating system are you using?
Well, there are packages for 0.19 available on Ubuntu 15.04. So you could try installing those.
Otherwise, yes, you'll need to compile from source.
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