Generally speaking, yes. There's nothing wrong with slow speeds, but they probably won't look right for most powers. But I could imagine a slow-moving magical orb that could use a speed < 8.
The problem with extremely fast speeds is that the power's hitbox may be moving so fast that it passes right "through" potential targets.
Also, another way of thinking of power speed is "the power will move X tiles per second, where X is the speed".
In Tiled, each tileset has a single tile size. For the "base" part of flare-game's tilesets, we use 64x128 tiles. The "wall" tiles use that entire space, but smaller tiles will use the bottom 1/2 or 1/4. For tiles bigger than 64x128, there are two options. Either slice them into 64x128 chunks, or create a separate tileset for the larger size. For example, the dungeon stairs tiles are in their own tileset with a 256x256 tile size.
If you're creating your own tilesets in Tiled, I recommend looking at flare-tiled-tools. This extension adds an export format to Tiled for Flare's tileset definitions.
I messaged m7600, the author of that page, to let them know.
In the meantime, there is also this page, which also covers creating a map for Flare. The only difference is that tutorial doesn't use flare-game assets.
Yes. There are 3 redesigned maps/quests along with Ardwen's Ring. There is also the addition of Mushrooms as a crafting resource, with 4 new potions that can be crafted. The "Game Updates" section of the release notes summarizes what's new for players: https://github.com/flareteam/flare-engine/blob/master/RELEASE_NOTES.txt#...
Yes, Ardwen's Ring is the only new unique piece of equipment. I was redesigning the Family Crypt quest and thought it would be a good idea to have a guaranteed unique item for players early on. All the other unique items have a random chance of dropping.
No concrete plans for new content, but I want to use the old ruins tileset (https://opengameart.org/content/old-ruins-tileset) in something. New map(s) would likely mean new bosses with their own unique item drops. But all this is for after 1.12 releases.
Looks like having a melee_range > 1 causes Rakk's AI to freak out when around the pillars. Rakk's has a short-range ice attack, and I was trying to get it so that it triggered when the player was a little outside the typical melee range. But I guess this also breaks Rakk's more standard physical melee attack, so I'll just set the melee_range back down to 1.
Generally speaking, yes. There's nothing wrong with slow speeds, but they probably won't look right for most powers. But I could imagine a slow-moving magical orb that could use a speed < 8.
The problem with extremely fast speeds is that the power's hitbox may be moving so fast that it passes right "through" potential targets.
Also, another way of thinking of power speed is "the power will move X tiles per second, where X is the speed".
Yes, that's right.
In Tiled, each tileset has a single tile size. For the "base" part of flare-game's tilesets, we use 64x128 tiles. The "wall" tiles use that entire space, but smaller tiles will use the bottom 1/2 or 1/4. For tiles bigger than 64x128, there are two options. Either slice them into 64x128 chunks, or create a separate tileset for the larger size. For example, the dungeon stairs tiles are in their own tileset with a 256x256 tile size.
If you're creating your own tilesets in Tiled, I recommend looking at flare-tiled-tools. This extension adds an export format to Tiled for Flare's tileset definitions.
I messaged m7600, the author of that page, to let them know.
In the meantime, there is also this page, which also covers creating a map for Flare. The only difference is that tutorial doesn't use flare-game assets.
Making the statue a boss would be interesting. I'm not that great with Blender, but I might try animating the model at some point.
Yes. There are 3 redesigned maps/quests along with Ardwen's Ring. There is also the addition of Mushrooms as a crafting resource, with 4 new potions that can be crafted. The "Game Updates" section of the release notes summarizes what's new for players: https://github.com/flareteam/flare-engine/blob/master/RELEASE_NOTES.txt#...
(FYI is short for "For your information")
Yes, Ardwen's Ring is the only new unique piece of equipment. I was redesigning the Family Crypt quest and thought it would be a good idea to have a guaranteed unique item for players early on. All the other unique items have a random chance of dropping.
No concrete plans for new content, but I want to use the old ruins tileset (https://opengameart.org/content/old-ruins-tileset) in something. New map(s) would likely mean new bosses with their own unique item drops. But all this is for after 1.12 releases.
FYI, Ardwen still can drop the gloves, but the ring is a 100% chance to drop.
Here's a list of all the unique items that bosses can drop (in order of appearance):
Looks like having a melee_range > 1 causes Rakk's AI to freak out when around the pillars. Rakk's has a short-range ice attack, and I was trying to get it so that it triggered when the player was a little outside the typical melee range. But I guess this also breaks Rakk's more standard physical melee attack, so I'll just set the melee_range back down to 1.
If you got 1.12rc1, the process should be the same for gettng 1.12rc2.
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