Hello WithinAmnesia; in this post you can find many pointers to make your own enemies, i think the process is fully explained. And yes, in the future ill make a heavy armor minotaur. Modifiying existing enemies is a way to increase their number and will give you the knowledge needed to start from 0.
But the easiest way to start is loading an existing Flare model in blender, move model to a secondary layer and import the model you want to create in first layer, that way you have all the setup ready for the "photo" session. Check if the model emit shadows as well, it needs to (little camara item-Shading-Shadows).
After that animate or load the animations if it has any, by using dope sheet -> action editor. It will save you a lot of time if it has some already, if not, they are simple to create given the small qualities of the models (to save lots of time ignore models without skeleton unless they are excellent). If you are lucky and it got animations, open "Nla tracks" this allows to turn the animation into a strip you can move around, rename, and RESIZE. Why did i leave the older model in second layer instead of erasing? to copy the keyframe distribution. Thats it:
Frames:Idle 1-4,Run 5-12,Attack 13-17,Death 18-28,Critical death 29-38,Spell/breath 39-42
I stick to this very one, 90% of my new models use it. So animate/resize existing animation to match the initial model, since you are seeing both moving at the same time its easier. Why do i do this? Because later you can pick the creature definition file and just copy&change the name and the new image name you generated. Saving you extra work.
After that, run script, stitch pics with imagemagic and drop new model into Mod/images/enemies; go to Mod/animations/enemies and copy any of your previous models, since they are 1:1 frame wise (if you follow my tip) just copy&change the file name and the direction/name of the new image you generated.
By the way the slime you posted somewhere else is Flare ready, by my hand. Play my mod to see lots of new enemies.
Basically, you can use them as you see fit as long as you give attribution and everything you do with them is realeased under the same license. So basically you can sell any game you do using those assests. Now have into mind people gets pissed if go just change some model name and try to sell it, the license allows it, but the community is built over good will, the author released for free instead of selling.
So, resuming, you can make and sell a game made with Flare and any assests you get in here. There is this "Exiled kingdoms" in android that already did, its totally legal, just follow the lincense requeriments.
Nothing of the short, poke around some of my files, its easy to get it going after learning it.
You can use the hero/heroine to make new enemies, but they wont be created by mix and match on the fly by the engine. In the art repository you have the model with diferent sets of armor, you can render them and use as an enemy. Look for undead quest, the creator did just that and there is an enemy per armor set. You can mix the sets, but the result is fixed to what you mix.
Im noticing this now, sorry for late answer. Your method of scaling is a bit hard but i see potential to do something i had on mind; some kind of abandoned city ruins, and while crossing the streets statues coming to life to attack you. I could use a % chance to trigger, erase existing object prop (the statue prop) and replace/spawn statue enemy that wont wander around and will only move to attack player. Its like that how it works?
To make new equipment the best way is to use the existing equipment blend files and work over the 3d models, scale is so small that minor details are not important and some others need to be exaggerated to look good. For adding a weapon/armor model you downloaded, just import, scale and parent to bones, check if it has the emit shadows property checked (figuring this was a headache for me at the start). Run script, use imagemagick to stitch together and create animation file detailing frames.(check one to see).
For new enemies, get animated ones if possible, its best to always stick to a fixed quantity of frames for each action so you can reuse animation files by just changing a name. Like 3 frames for idle, 8 for walking, 6 for attack... check my wolfs, they became my base when animating, most of my new models follow te exact frame number and order. Learn how to use action editor and nla tracks, so you can take a long animation, make it a nla track that can be shortened and ordered.
To get the art repository you need to download it from Flare github, there are the bases for weapons, armors... which you can directly import and replace with new models. Also a nice item camera to make item icons, its inside the rings folder.
WithinAmnesia inside Flare art repository were many unused weapons 3d models and items plus their icons (club,axe, battle axe, mace, warhammer, 2 handed sword, potions, amulets, falling loot animations...) i will add them back/render and will use them progessively.
As for new content i added:
- drop loot animations for belt, leather armor sets, plates armor sets (they only had the chest piece drop animation before).
- renders for unused weapons (exposed before) and new Spiked club, Ladle;
- new armors: pot helmet, pot lid, leather chestguard, reinforced pants, miner helmet, shortboots, chitin plate light. (plus icons)
- runes as a special item category that allows to use spells
- Reworked inventory background to have "shaded" equipment in their slots when empty.
- Lots of new skill icons
As for enemies and new characters, i added a lot but will use when fitting:
- Lots of new npcs
- Reworked Antlions to make better looking, they even got eyes now, new Phalanx antlion variant.
- Bats: normal, blood, ice , fire
- Wolfs: normal, alpha, ice , fire
- Slimes: normal, ice , fire, guts ,metal
- Boars: normal, armored
- Goblins: wolf rider, wolf knight, boar rider, boar knight, shaman, high shaman, boar riding shaman, boar riding high shaman
- Lux priest, Lux high priest
- Rats: normal, black, plague rat
- Tentacle demon
- Flying eye demon
Plus added blood to everything that dies; i havent even added my minotaur since i wouldnt be using it until much later, to the point i forgot about it.
Sounds to all new enemies for attacking, hurt and dying; 10 new ambience songs. Pretty sure im forgetting a few things, but all is credited in a txt.
As for the future of the mod, if there is interest on it ill make more acts. I will wait and see.
Edit: i have to release all blend files of the new models, will do shortly.
- Fixes potions and player skills show up when choosing a class/talking to modder - Xp table and Lv-ups should work now, no level jumping - I reworked the fountain, since i cant reproduce visual bug in windows i cant tell if its fixed or not. - Lv1 rats now drop "Rat fetish", "trauma rat" has increased chance - Player gets rewarded a "Wolf fetish" for certain quest instead of a rat one. - Proper end of Act
Guys/girls i would love to know your opinion about the mod
Windows version, just unzip and run (recomended for Win users):
Hello again Taifun, im going to upload new version from engine and mod; Dorksters, the engine mantainer included changes that messed with the potions and disabled all player skills in the new build. It should fix those problems now(hopefully).
I renamed all maps and npcs to avoid the error in map change (Linux is quite capitals sensitive, or windows too lenient), decreased Lucky rune drop rate, xp needed to lv up fixed as well.
As for your errors, another linux user confirmed the fountain bug (it gets displaced laterally slowly?) but not about the slowness of the Triston map, or is it the cellar?; If slimes are stuck in a collision area that would explain it, ill fine tune the spawn areas to avoid walls.
The fountain is the thing i have no idea, please tell me how is bugged for you. Also if it is Triston or the cellar level the slow one.
It seems i wont scape from making a Github repository... its very useful, i know, but so very slow.
rixty , sure go ahead, its a bit of a hack using the paralax system since tiled dont allow big images; poke around and ask if needed.
MedicineStorm You can play as if, there are a few winks to Empyrean but nothing much, small warning, you get skills after finishing the first quest and getting a trainer to decide your class. You get just the 3 starter skills, in the next act you would get a new set, talk to the "modder" to see planned skills.
Hello WithinAmnesia; in this post you can find many pointers to make your own enemies, i think the process is fully explained. And yes, in the future ill make a heavy armor minotaur. Modifiying existing enemies is a way to increase their number and will give you the knowledge needed to start from 0.
But the easiest way to start is loading an existing Flare model in blender, move model to a secondary layer and import the model you want to create in first layer, that way you have all the setup ready for the "photo" session. Check if the model emit shadows as well, it needs to (little camara item-Shading-Shadows).
After that animate or load the animations if it has any, by using dope sheet -> action editor. It will save you a lot of time if it has some already, if not, they are simple to create given the small qualities of the models (to save lots of time ignore models without skeleton unless they are excellent). If you are lucky and it got animations, open "Nla tracks" this allows to turn the animation into a strip you can move around, rename, and RESIZE. Why did i leave the older model in second layer instead of erasing? to copy the keyframe distribution. Thats it:
Frames:Idle 1-4,Run 5-12,Attack 13-17,Death 18-28,Critical death 29-38,Spell/breath 39-42
I stick to this very one, 90% of my new models use it. So animate/resize existing animation to match the initial model, since you are seeing both moving at the same time its easier. Why do i do this? Because later you can pick the creature definition file and just copy&change the name and the new image name you generated. Saving you extra work.
After that, run script, stitch pics with imagemagic and drop new model into Mod/images/enemies; go to Mod/animations/enemies and copy any of your previous models, since they are 1:1 frame wise (if you follow my tip) just copy&change the file name and the direction/name of the new image you generated.
By the way the slime you posted somewhere else is Flare ready, by my hand. Play my mod to see lots of new enemies.
For the @ thing i just copy pasted your user name; lets see, you can use all the new models i added, all of them are CC-by-sa:
https://creativecommons.org/licenses/by-sa/4.0/
Basically, you can use them as you see fit as long as you give attribution and everything you do with them is realeased under the same license. So basically you can sell any game you do using those assests. Now have into mind people gets pissed if go just change some model name and try to sell it, the license allows it, but the community is built over good will, the author released for free instead of selling.
So, resuming, you can make and sell a game made with Flare and any assests you get in here. There is this "Exiled kingdoms" in android that already did, its totally legal, just follow the lincense requeriments.
Yep, got the idea from POE as well.
Nothing of the short, poke around some of my files, its easy to get it going after learning it.
You can use the hero/heroine to make new enemies, but they wont be created by mix and match on the fly by the engine. In the art repository you have the model with diferent sets of armor, you can render them and use as an enemy. Look for undead quest, the creator did just that and there is an enemy per armor set. You can mix the sets, but the result is fixed to what you mix.
Im noticing this now, sorry for late answer. Your method of scaling is a bit hard but i see potential to do something i had on mind; some kind of abandoned city ruins, and while crossing the streets statues coming to life to attack you. I could use a % chance to trigger, erase existing object prop (the statue prop) and replace/spawn statue enemy that wont wander around and will only move to attack player. Its like that how it works?
To make new equipment the best way is to use the existing equipment blend files and work over the 3d models, scale is so small that minor details are not important and some others need to be exaggerated to look good. For adding a weapon/armor model you downloaded, just import, scale and parent to bones, check if it has the emit shadows property checked (figuring this was a headache for me at the start). Run script, use imagemagick to stitch together and create animation file detailing frames.(check one to see).
For new enemies, get animated ones if possible, its best to always stick to a fixed quantity of frames for each action so you can reuse animation files by just changing a name. Like 3 frames for idle, 8 for walking, 6 for attack... check my wolfs, they became my base when animating, most of my new models follow te exact frame number and order. Learn how to use action editor and nla tracks, so you can take a long animation, make it a nla track that can be shortened and ordered.
To get the art repository you need to download it from Flare github, there are the bases for weapons, armors... which you can directly import and replace with new models. Also a nice item camera to make item icons, its inside the rings folder.
WithinAmnesia inside Flare art repository were many unused weapons 3d models and items plus their icons (club,axe, battle axe, mace, warhammer, 2 handed sword, potions, amulets, falling loot animations...) i will add them back/render and will use them progessively.
As for new content i added:
- drop loot animations for belt, leather armor sets, plates armor sets (they only had the chest piece drop animation before).
- renders for unused weapons (exposed before) and new Spiked club, Ladle;
- new armors: pot helmet, pot lid, leather chestguard, reinforced pants, miner helmet, shortboots, chitin plate light. (plus icons)
- runes as a special item category that allows to use spells
- Reworked inventory background to have "shaded" equipment in their slots when empty.
- Lots of new skill icons
As for enemies and new characters, i added a lot but will use when fitting:
- Lots of new npcs
- Reworked Antlions to make better looking, they even got eyes now, new Phalanx antlion variant.
- Bats: normal, blood, ice , fire
- Wolfs: normal, alpha, ice , fire
- Slimes: normal, ice , fire, guts ,metal
- Boars: normal, armored
- Goblins: wolf rider, wolf knight, boar rider, boar knight, shaman, high shaman, boar riding shaman, boar riding high shaman
- Lux priest, Lux high priest
- Rats: normal, black, plague rat
- Tentacle demon
- Flying eye demon
Plus added blood to everything that dies; i havent even added my minotaur since i wouldnt be using it until much later, to the point i forgot about it.
Sounds to all new enemies for attacking, hurt and dying; 10 new ambience songs. Pretty sure im forgetting a few things, but all is credited in a txt.
As for the future of the mod, if there is interest on it ill make more acts. I will wait and see.
Edit: i have to release all blend files of the new models, will do shortly.
New engine version correcting critical bugs:
- Fixes potions and player skills show up when choosing a class/talking to modder
- Xp table and Lv-ups should work now, no level jumping
- I reworked the fountain, since i cant reproduce visual bug in windows i cant tell if its fixed or not.
- Lv1 rats now drop "Rat fetish", "trauma rat" has increased chance
- Player gets rewarded a "Wolf fetish" for certain quest instead of a rat one.
- Proper end of Act
Guys/girls i would love to know your opinion about the mod
Windows version, just unzip and run (recomended for Win users):
https://www.dropbox.com/s/lvvrfbu4v93tufc/flare-_v1.11-261%2BHeresy.7z?dl=0
Windows updated engine:
https://drive.google.com/file/d/1_SzRi5R4w6z8gJXiNT2g2FpVqkO20qer/view?u...
Linux updated engine:
https://drive.google.com/file/d/1Yvi0_6uhPennps8DSWsABOk0NaFYIFV2/view?u...
Heresy only Mod:
https://www.dropbox.com/s/wrr11qsnihajtzq/HERESY%20only%20mod.7z?dl=0
Hello again Taifun, im going to upload new version from engine and mod; Dorksters, the engine mantainer included changes that messed with the potions and disabled all player skills in the new build. It should fix those problems now(hopefully).
I renamed all maps and npcs to avoid the error in map change (Linux is quite capitals sensitive, or windows too lenient), decreased Lucky rune drop rate, xp needed to lv up fixed as well.
As for your errors, another linux user confirmed the fountain bug (it gets displaced laterally slowly?) but not about the slowness of the Triston map, or is it the cellar?; If slimes are stuck in a collision area that would explain it, ill fine tune the spawn areas to avoid walls.
The fountain is the thing i have no idea, please tell me how is bugged for you. Also if it is Triston or the cellar level the slow one.
It seems i wont scape from making a Github repository... its very useful, i know, but so very slow.
Please download new versions of engine and mod; many of those are resolved already.
- The first map is sluggish.
will check with other people using Linux
- Fountain rendering is broken.
Same as before
- Jumps from lvl 1 to lvl 12 after killing a rat. --- Solved
- Cathedral cellar: Back to Triston gate is not working. ---Solved
- The Slime is sometimes rendered on top of walls.
Neved happened to me, can they move at all?
- Lucky rune is dropped way too often
Was intended, ill lower the ratio, its a drop just from lv1 monsters
- It looks like Small health potion is not restoring any health at all.
Thats very strange, pretty sure it works, same as first point
----------
I can confirm the engine update broke the potions and the Class skills dont show at all, will fix asap
I revised naming conventions to prevent Linux errors and lessened the number of enemies in few elimination missions; new link:
https://www.dropbox.com/s/fjizebilpmunwwv/HERESY.7z?dl=0
rixty , sure go ahead, its a bit of a hack using the paralax system since tiled dont allow big images; poke around and ask if needed.
MedicineStorm You can play as if, there are a few winks to Empyrean but nothing much, small warning, you get skills after finishing the first quest and getting a trainer to decide your class. You get just the 3 starter skills, in the next act you would get a new set, talk to the "modder" to see planned skills.
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