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Do you intend on letting
Wednesday, June 23, 2021 - 16:54

@Danimal * Do you intend on letting people like myself use your new content and mix and remix it and add on onto it for many different projects across the community?

For my current game being built with Flare I hope to sell the whole game on the usual online game store sites and offer a shareware version (like the original Doom being ~1/3 of the game but free). I wish to make a commercially viable game (like how every other 'proper' / established RPG and video game developer operates) but the assets and the engine and everything it is constituted from is open source / free for the community / properly credited / generally open and free to use and remix.

I am just interested in making a 'proper' game that is sold mainly for the time and or work investment. Also so I can pay for more outside developer work and assets. For example I pay for developers to work on my Unity tank game. I am working towards making that Unity tank game commercially viable to justify the devlopment cost investment. In my heart of hearts the players must always win first; profits second and the lion's share of the profit must be reinvested into developers and high quality content.

What is your view / the general view of the community / general legality of such a commercial development intent? I think that it is possible to create a commercially viable RPG game from the Flare engine and assets with the current licenses with Flare and most of the assets on Opengameart.org (proper accreditation / credits and openness for people to use the assets). Yet to my current understanding a person can copyright an IP / 'completed game'.

This is more or less like what Clint Bellanger did with the Flare RPG game; I think / believe. I think Clint Bellanger legally owns the copywrite to the 'completed Flare game' but he kept it open source to play. I think Clint Bellanger then also kept the engine and assets ~'open source' / free to use for the community for personal and commercial games.

* Does that '@' even work? How do you properly '@' someone this forum like you did yourself to myself; reply?

@Danimal I have not tinkered
Wednesday, June 23, 2021 - 16:32

@Danimal I have not tinkered with chance to spawn enemies but I do think that is an option for random spawns based upon % chance. Although I am not sure if it is for events or enemies. Also the enemies who are spawned in by events have a random north / south / west / east etc. direction and do pursue and reset if they are unable to find the player after a pursuit. @dorkster To my knowledge the wander / pathing commands for only for enemies and not event commands. I wish there were also working event commands for wandering range and pathing for events so that the event spawned level scaling enemies can do more than stand in one spot. I like the ruined settlement + statue idea, much like the campaign in Path of Exile.

Also what is the work flow / pipeline for making a new animation asset for a Flare compatible enemy / npc / hero from start to finish; is there a ~video / gallery around for visual learners? Specifically what script(s) is/are used and all of the little tricks used along the way? I feel that there is a trick to this process and once a person understands from start to finish all of the enemies / creature animations can more or less be cranked out in a similar efficient process to convert art assets in blender into finished working Flare creature / armour / weapon animations. Is there a tutorial or a guide or something to follow before I start stumbling around in the dark XD?

Also how is it possible to use the hero / heroine armour animation customization but for enemies / npcs? Like in World or Warcraft they use player models as enemy 'bandit' and or 'evil cultist' but it uses the same hero / heroine model. I am aware that there are pre-baked villains that use a non-customizable hero / heroine animation but it is limited and cannot be remixed and matched for a huge variety / possibilities like if there is a way to use hero / heroine animations for enemies. Has anyone in Flare used hero / heroine animations for enemies / npcs successfully?

What is your custom content
Tuesday, June 22, 2021 - 00:09

What is your custom content and what is the unused content? What are your plans for the mod / content / use of the project? Where is your minotaur? Do you have any more animals and npcs?

It is a pain a bit to scale
Monday, June 21, 2021 - 21:12

@Danimal It is a pain a bit to scale the levels of the enemies for you have to make separate instances of each enemy and you have less command options but it does work; you just have to work two or three times harder each enemy than with the default campaign.

Say you want an enemy to give half xp after so many levels below the player, you need to spawn all enemies as events (like the surprise zombies event in the graveyard map). Use the ~'Requires level' event thing with the events on the map for the enemies. Then with your half xp version of the monster you spawn that once the player is above a certain level. Then have the 100% xp version spawn for if the player is below the desired xp 'cutoff' level. This is a 'hack' and it (as far as I can currently tell) 'disables' the enemy layer and enemy commands so no wandering; but it works. It can get more complicated (more enemy versions) but that is the simpler version.

The multiple layers is a 'hack' / glitch / bug / thing I found after brute force experimenting with the maps to get them to work after making new tileset definitions. A person can have duplicate layers with the same name in Tiled then still being compatible with Flare. Then have all of the ~'stacking layers' named as "object" (I think) and layer all of them the way you see fit. Also 'background' works as usual.

How hard is it to make new armour / weapons for the player hero / heroine and monsters? I downloaded pretty much ~3/4 of the rpg assets on Opengameart (one by one, list by list, artist by artist organized by individual artists folders to give proper credits; ~2,000 assets yesterday alone). Although I am going to have cross the bridge with more enemies and arts assets probably sooner than later and I have some experience with blender; but I need to get better in general to work efficiently. I really like your https://opengameart.org/content/charging-minotaur .

The person needs some cloths
Sunday, June 13, 2021 - 16:14

The person needs some clothes XD

I guess ikt is time to start
Sunday, June 13, 2021 - 15:56

I guess it is time to start shopping around for a pc, well maybe not given the chip shortages :-P. A backup pc is a good idea to keep peace of mind when a pc breaks. A plan B / upgrade type of thing. Also backup your stuff on mega.nz, google drive and external hardrives. I have been through 6-10 pc's over the past ~2 decades; an ounce of prevention is worth a pound of cure.

https://fxhome.com/product
Sunday, June 13, 2021 - 03:03

https://fxhome.com/product/hitfilm-express + https://obsproject.com/download + YouTube Upload. Every shot not taken is a shot missed. If you do something as best that you can to your own ability it will lead to new opportunities.

I am currently undergoing a
Sunday, June 13, 2021 - 02:46

I am currently undergoing a bunch of game mechanic experiments to see how much MMORPG and grand scale RPG type features I am able to work with given the restrictions and opportunities found with the Flare engine.

I hope to migrate and implement much if not most of my other experiences and 'game spirits' I have enjoyed from myself working on / tinkering with RPG projects and modules from other games such as Baldur's Gate, World of Warcraft Classic->Wrath of the Lich King, Diablo 2 and even Classic Everquest.

I have my own RPG series that is inspired from many games, films, books, history and many sources in general woven into a single deep multilayered realistic fantasy setting. I have a few RPGs from different game engines and projects that I have cancelled and or frozen to realign and focus myself on creating a new grand scale RPG built up from my own setting and medieval fantasy universe.

I wish to keep my personal sovereignty intact while simultaneously starting relatively small and make a game worth playing that is commercially viable and can be made with low input high output to really harness and enhance my creative power. I am seeking my own creative potential fulfillment built over decades; to share upon the world finally an RPG series where the players win first. There must be an RPG series to succeed the classic greats.

I am attracted to the creative power offered by Flare in itself using Tiled compatibility + simple text based ~INI files. This combination I found to be a very potent and efficient creatively expressive yet still remarkably productive workflow experience when building a dignified Role Playing Game. Many game engines do one or the other well but not both as well as Flare and still be commercially viable.

I realize that either-way it is much more fun than working alone in being with like-minded creative people working towards a common goal :-). Bit by bit, piece by piece until it is ready. Everything large is made of small pieces all put together one by one. Even the longest journey begins with the first step. Iterate, iterate, iterate. If one keeps improving year after year, month after month, week after week, day after day; never complacently stagnant with constituting one's own potential. Then all one has to do is add time and keep having the personal sovereignty to maintain one's own staying power; to earn the opportunity to work hard. Then one will succeed at anything.

You could try to make more
Sunday, June 13, 2021 - 02:09

You could try to make more tilesets (like a beach themed tileset) for flare with the same https://creativecommons.org/licenses/by/3.0/# liscence and publish it on opengameart for an idea? Or even icons or art assets that people could use. Everyone loves infrastructure; never enough art:-).

Okay thank you.
Monday, June 7, 2021 - 22:44

Okay thank you.

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