But yes, the Flare community is kind of active and new art/mods are being made. Github is up-to-date, you can get the .blend files (base models) from there, also have a look at the latest posts, theres a lot of info in those helping newcomers. Sadly noone sat to make a full tutorial.
I lowered the chance for the lv2 rings and clothes to be like the others (15% -> 10%).
So you think maps are too big? What about difficulty?
Regarding items, currently they gift too many stats, will have to nerf them in the future; i was also told that level ups are hard to obtain, but if i soften the level curve, i will have to more clearly distribute enemies per lvs into zones, opposed to having just -1/+1 lv difference inside one zone. Im quite lost on how to do that, if you were able to understand what i mean, it basically means i need to estimate player level so any new zone is higher leveled than the player (which its not good either). I have no idea how big games do it without scaling mechanics (which Flare doesnt have).
Alchemy, i havent crossed it out yet, but since it adds so little at the moment i havent included it. My plans for it were a way to raise pet levels (Lv3 bat + Soul stone = Lv6 bat) or turn into elemental versions (lv 10 bat + ice stone = ice bat), same for some basic weapons and shields (Long sword + fire seed= Fire long sword). Maybe have books depicting recipes around the world, the main problem is that each recipe must be handmade (item X + item Y = Z item; this scalates wildly with many items), and just dropping the item as loot is way more simple and has the same effect with less item cluttering. On the good side it would force player to save rare alchemical ingredients and i could restrain it to just a handful of weapons per act that could be upgraded from common to unique with an element attached. Warrior and archer would benefit the most since mages spells are elemental damagers by nature...
count=40 ->Total number of times the power will fire
delay=1500ms -> delay between triggers
So every 1.5 seconds a "burn" fires, up to a total of 40 times. So desired time / interval = result total number of times it needs to shoot to acomodate to power.
Try to delete:
new_state=cast
And see if it works to avoid cast animation, but i think it will only appear the first time.
While you can do powers that poison (not much different to bleed) i have no idea about one that lingers around. Maybe its not that difficult, and it just need count and delay like before and some new graphic; why dont you try and tell me?
The very same power you are creating but intead of starting_pos=source change to starting_pos=target
It should create a burn centered at mouse, that fires 40 times each 1.5 seconds; if it goes well add post-effect poison, if it works, its just a matter of getting a new particle effect graphic of a green cloud.
Its looking quite charming :) . I wonder, will it be easier than Flare to build upon?. Also, use whatever you want from my stuff when needed. I think to remind you wanted to include a random loot generator, upgradable equipment and pets and many others, would be nice if you listed it your objectives and your progress somewhere.
Dorkster is the authority here, but i already asked something similar. The answer is the game cant track if the shield is on or not; that means that you need to make Shield + postpower of X time to achieve something similar to what you want.
You would give "shield" to player, apply counter-damage X time, but i dont think the game makes distinction on damage received to the shield (it does to the player, hence elemental resistances), so the shield only has one kind of hp that takes full damage from everything(? need testing), you could raise elemental resistances X time when casting shield, i already did it like that, have a look. As for dealing damage to attackers, its not possible in direct ways; the postpower cant aim damage spells to enemies, so you would need to use either a spell with random target around player (look caltrops, or any magic that fires in defined patterns like my final version of freeze) or an area of effect spell centered on player (quake or burn).
have a look at this:
https://opengameart.org/forumtopic/new-enemy-versions-for-flare
But yes, the Flare community is kind of active and new art/mods are being made. Github is up-to-date, you can get the .blend files (base models) from there, also have a look at the latest posts, theres a lot of info in those helping newcomers. Sadly noone sat to make a full tutorial.
That power is basically cheating.
I lowered the chance for the lv2 rings and clothes to be like the others (15% -> 10%).
So you think maps are too big? What about difficulty?
Regarding items, currently they gift too many stats, will have to nerf them in the future; i was also told that level ups are hard to obtain, but if i soften the level curve, i will have to more clearly distribute enemies per lvs into zones, opposed to having just -1/+1 lv difference inside one zone. Im quite lost on how to do that, if you were able to understand what i mean, it basically means i need to estimate player level so any new zone is higher leveled than the player (which its not good either). I have no idea how big games do it without scaling mechanics (which Flare doesnt have).
Alchemy, i havent crossed it out yet, but since it adds so little at the moment i havent included it. My plans for it were a way to raise pet levels (Lv3 bat + Soul stone = Lv6 bat) or turn into elemental versions (lv 10 bat + ice stone = ice bat), same for some basic weapons and shields (Long sword + fire seed= Fire long sword). Maybe have books depicting recipes around the world, the main problem is that each recipe must be handmade (item X + item Y = Z item; this scalates wildly with many items), and just dropping the item as loot is way more simple and has the same effect with less item cluttering. On the good side it would force player to save rare alchemical ingredients and i could restrain it to just a handful of weapons per act that could be upgraded from common to unique with an element attached. Warrior and archer would benefit the most since mages spells are elemental damagers by nature...
See how everything scalates wildy? @w@
Sems like currency is the only one to get that treatment:
autopickup_currency |
bool
| Enable autopickup for currencyautopickup_range |
float
| Minimum distance the player must be from loot to trigger autopickup.count=40 ->Total number of times the power will fire
delay=1500ms -> delay between triggers
So every 1.5 seconds a "burn" fires, up to a total of 40 times. So desired time / interval = result total number of times it needs to shoot to acomodate to power.
Try to delete:
new_state=cast
And see if it works to avoid cast animation, but i think it will only appear the first time.
While you can do powers that poison (not much different to bleed) i have no idea about one that lingers around. Maybe its not that difficult, and it just need count and delay like before and some new graphic; why dont you try and tell me?
The very same power you are creating but intead of starting_pos=source change to starting_pos=
target
It should create a burn centered at mouse, that fires 40 times each 1.5 seconds; if it goes well add post-effect poison, if it works, its just a matter of getting a new particle effect graphic of a green cloud.
Wot?
Its looking quite charming :) . I wonder, will it be easier than Flare to build upon?. Also, use whatever you want from my stuff when needed. I think to remind you wanted to include a random loot generator, upgradable equipment and pets and many others, would be nice if you listed it your objectives and your progress somewhere.
You need to declare a postpower into it:
post_power=2629
Then something like this (power from mod different to mine):
[power]
id=2629
name=Cadaverous Explosion
type=fixed
icon=37
description=Make a corpse explode, damaging nearby enemies.
new_state=cast
face=true
requires_los=false
requires_targeting=true
animation=animations/powers/blast.txt
soundfx=soundfx/powers/burn.ogg
use_hazard=true
base_damage=ment
lifespan=600ms
radius=2.0
floor=true
trait_elemental=dark
starting_pos=source
multitarget=true
post_power=158
target_range=8.0
requires_corpse=consume
Erase requiere corpse/trait_elemental to fire and add:
count=40 (calculate how many times it will fire and change value)
delay=1500ms
Dorkster is the authority here, but i already asked something similar. The answer is the game cant track if the shield is on or not; that means that you need to make Shield + postpower of X time to achieve something similar to what you want.
You would give "shield" to player, apply counter-damage X time, but i dont think the game makes distinction on damage received to the shield (it does to the player, hence elemental resistances), so the shield only has one kind of hp that takes full damage from everything(? need testing), you could raise elemental resistances X time when casting shield, i already did it like that, have a look. As for dealing damage to attackers, its not possible in direct ways; the postpower cant aim damage spells to enemies, so you would need to use either a spell with random target around player (look caltrops, or any magic that fires in defined patterns like my final version of freeze) or an area of effect spell centered on player (quake or burn).
Yes, thanks, ill have a good at it to try and fix graphical errors.
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