Im re-reading your first post, the main issue with what you want to do, is that you will have to render again each and every piece of equipment the game has for both male and female models; i also pondered the very same thing some time ago, but the effort/result is just not worth it. I decided its was better to create new monsters and equipment.
That said, once you have the new animations and the setup ready its just a matter of swapping body parts, rendering them and putting together the new spritesheets.
Im not that familiar with this, but what i managed to get:
render_size=128,128; render_offset=64,96 <-- Size of "square" to be shown and "feet" point of it.
But if what you want to do is declare what pieces to use from the very start instead of exchanging them, the only i found is in "mods\fantasycore\engine\hero_layers.txt", and that only changes the rendering order, i guess you can make a hack and overwrite "default_chest, default..." i dont know if they are hardcoded or not to always use the defaults.
But maybe what you want is easier than that, and you just want to know how to make new models from zero; do you have access to the .blend files in github? if not, click my name and download the wolfs, in there you can see an example of how to create things for Flare.
Flare accepts spritesheets in two versions, compressed, which are a hell to human eyes but saves on RAM and uncompressed, which im using, they weigth more but are human readable, these spritesheets are the result of a script thats is included into my wolfs file.
My workflow for creating is like these:
-Import model into a .blend thats has the Flare rendering setup in place (can be done by a tutorial, but is a waste of time doing it each time), incidentally i always use my wolfs as base .blend, it also helps getting the rigth size of models.
-Animate and properly mark in the frames area the start(always 1) and ending of your animations (or it will render into the spritesheet something incorrect)
- Go the screen that contains the script(i keep it downsized) click text>run, that will create a buch of images you need to put together later into a proper spritesheet.
You mean to create new pieces? the avatar is made of separate pieces that the engine puts together. After making a new one you have to declare it on the animation folder.Here is a small sample:
After poking a lot at the game core i think that given the weigth and age it has it delivers quite well; music and the likes can be easily changed and is a matter of personal taste.
Do you need that level of detail? wont it suffice with a standart head in which different faces are textured by photo? With a few base heads and that method you can meade a lot of variations. It depends on what your end goal is.
Also have a look at "Makehuman" maybe that suits you.
Hi NeverEnds!, I have to move from my ass already and share my new assests, i hope they are useful for you and more people, its not really FOSS if i dont release them, rigth?. I would really like to get my hands on a script like that, its been 10 years since i coded something so im beyond rusty on that aspect. If you finish that script please give me a shout, im just adding basic items for the time being.
Its actually scary how much work the entire thing is, but its not like i have a deadline or anything of the shorts, going slow is fine. As someone told me in another forum: You must try hard to get something playable that you like to play. Making games( for fun ) without the motivation to play this game is always bad. Best thing to keep you motivated is to play your own game and have fun doing it.
Ok, so, i want to tackle item population of the game. I have a few that wont change in the whole game, money (duh) and potions:
Small health Potion - recovers 25% Hp
Health Potion - recovers 50% Hp
Big health Potion - recovers 75% Hp
Small mana Potion - recovers 25% Mp
Mana Potion - recovers 50% Mp
Big mana Potion - recovers 75% Mp
Elixir potion - Restore 50% of maximum HP and MP
Panacea potion - Cures all negative effects
Regeneration Potion - Restore some HP and MP over an extended time.
This ones are easy enough, the problem are loot items, Flare doesnt have a random item generator, which is a real pain since they must be created one by one and taking into account the point of the game where they appear. So for streamlining creation i thougth of this system:
Quality (lesser, normal, high, supreme) + Atributte + type (of the item: sword, amulet...): Ex:
Lesser warrior ring (small +Str)
Magician amulet (average +Int)
For items with mixed bonus ill use some cool names, ex, Crusader (+Str +Def), Bandit (+Agi, +Str)...; since ill also let enemies drop items higher than their level, to give the player something to look for on a future level up (and some utility to the stash), i plan asking for the 70% of the neccesary stat so the player can use it (ex: War-axe a Lv10 item, each lv up the player get 5 points (so 50 points for a pure Str char at lv10 ) , so its the 70% of 50 str points = 35 Str points requiered to use that axe) and 30% if a second stat is required (bows need Dex and Str) so for a Lv10 bow, the char needs 35 Dex and 15 Str. Rings will only have a Lv requeriment since they are intended to help raise needed stats.
Besides that, i think magic items should count a lv higher than they are(+1 if just one attribute, +2 for two extra attributes...), ex: Club-lv5 = 16 Str needed, Lesser warrior club-lv5 = 21 Str needed...
This is a bit complex but i trust will give the illusion of variety, and even so i fear it will fall short. What do you guys think?
Here im thinking that ranger is way too overpowered compared to magician and brute, you can kill a lv8 minotaur with the slingshot at lv1; while the other cant at all at that point.
Currently i think its pretty difficult to increase the game difficulty while keeping it fun, making enemies hit harder or soak more damage is not a good way. The key is into the enemies behaviour(flee,hit&run,suicide...) and giving them plenty of different skills so they are a challenge to beat instead of damage sponges or 1 hit killers.
Im re-reading your first post, the main issue with what you want to do, is that you will have to render again each and every piece of equipment the game has for both male and female models; i also pondered the very same thing some time ago, but the effort/result is just not worth it. I decided its was better to create new monsters and equipment.
That said, once you have the new animations and the setup ready its just a matter of swapping body parts, rendering them and putting together the new spritesheets.
Im not that familiar with this, but what i managed to get:
render_size=128,128; render_offset=64,96 <-- Size of "square" to be shown and "feet" point of it.
But if what you want to do is declare what pieces to use from the very start instead of exchanging them, the only i found is in "mods\fantasycore\engine\hero_layers.txt", and that only changes the rendering order, i guess you can make a hack and overwrite "default_chest, default..." i dont know if they are hardcoded or not to always use the defaults.
But maybe what you want is easier than that, and you just want to know how to make new models from zero; do you have access to the .blend files in github? if not, click my name and download the wolfs, in there you can see an example of how to create things for Flare.
Flare accepts spritesheets in two versions, compressed, which are a hell to human eyes but saves on RAM and uncompressed, which im using, they weigth more but are human readable, these spritesheets are the result of a script thats is included into my wolfs file.
My workflow for creating is like these:
-Import model into a .blend thats has the Flare rendering setup in place (can be done by a tutorial, but is a waste of time doing it each time), incidentally i always use my wolfs as base .blend, it also helps getting the rigth size of models.
-Animate and properly mark in the frames area the start(always 1) and ending of your animations (or it will render into the spritesheet something incorrect)
- Go the screen that contains the script(i keep it downsized) click text>run, that will create a buch of images you need to put together later into a proper spritesheet.
You mean to create new pieces? the avatar is made of separate pieces that the engine puts together. After making a new one you have to declare it on the animation folder.Here is a small sample:
txt goes here>mods\HERESY(your mod)\animations\avatar\male
image=images/avatar/male/Leather_chestguard.png
render_size=128,128
render_offset=64,96
[stance]
position=0
frames=4
duration=800ms
type=back_forth
[run]
position=4
frames=8
duration=533ms
type=looped
[swing]
position=12
frames=4
duration=400ms
type=play_once
[cast]
position=24
frames=4
duration=400ms
type=play_once
[shoot]
position=28
frames=4
duration=400ms
type=play_once
[block]
position=16
frames=2
duration=66ms
type=play_once
[hit]
position=18
frames=2
duration=133ms
type=play_once
[die]
position=18
frames=6
duration=800ms
type=play_once
[critdie]
position=18
frames=6
duration=800ms
type=play_once
After poking a lot at the game core i think that given the weigth and age it has it delivers quite well; music and the likes can be easily changed and is a matter of personal taste.
Do you need that level of detail? wont it suffice with a standart head in which different faces are textured by photo? With a few base heads and that method you can meade a lot of variations. It depends on what your end goal is.
Also have a look at "Makehuman" maybe that suits you.
Hi NeverEnds!, I have to move from my ass already and share my new assests, i hope they are useful for you and more people, its not really FOSS if i dont release them, rigth?. I would really like to get my hands on a script like that, its been 10 years since i coded something so im beyond rusty on that aspect. If you finish that script please give me a shout, im just adding basic items for the time being.
Its actually scary how much work the entire thing is, but its not like i have a deadline or anything of the shorts, going slow is fine. As someone told me in another forum: You must try hard to get something playable that you like to play. Making games( for fun ) without the motivation to play this game is always bad. Best thing to keep you motivated is to play your own game and have fun doing it.
Ok, so, i want to tackle item population of the game. I have a few that wont change in the whole game, money (duh) and potions:
Small health Potion - recovers 25% Hp
Health Potion - recovers 50% Hp
Big health Potion - recovers 75% Hp
Small mana Potion - recovers 25% Mp
Mana Potion - recovers 50% Mp
Big mana Potion - recovers 75% Mp
Elixir potion - Restore 50% of maximum HP and MP
Panacea potion - Cures all negative effects
Regeneration Potion - Restore some HP and MP over an extended time.
This ones are easy enough, the problem are loot items, Flare doesnt have a random item generator, which is a real pain since they must be created one by one and taking into account the point of the game where they appear. So for streamlining creation i thougth of this system:
Quality (lesser, normal, high, supreme) + Atributte + type (of the item: sword, amulet...): Ex:
Lesser warrior ring (small +Str)
Magician amulet (average +Int)
For items with mixed bonus ill use some cool names, ex, Crusader (+Str +Def), Bandit (+Agi, +Str)...; since ill also let enemies drop items higher than their level, to give the player something to look for on a future level up (and some utility to the stash), i plan asking for the 70% of the neccesary stat so the player can use it (ex: War-axe a Lv10 item, each lv up the player get 5 points (so 50 points for a pure Str char at lv10 ) , so its the 70% of 50 str points = 35 Str points requiered to use that axe) and 30% if a second stat is required (bows need Dex and Str) so for a Lv10 bow, the char needs 35 Dex and 15 Str. Rings will only have a Lv requeriment since they are intended to help raise needed stats.
Besides that, i think magic items should count a lv higher than they are(+1 if just one attribute, +2 for two extra attributes...), ex: Club-lv5 = 16 Str needed, Lesser warrior club-lv5 = 21 Str needed...
This is a bit complex but i trust will give the illusion of variety, and even so i fear it will fall short. What do you guys think?
There an issue open at that on github:
https://github.com/flareteam/flare-game/issues/824
It was fixed but newest version is still not out officially to my knowledge.
Here im thinking that ranger is way too overpowered compared to magician and brute, you can kill a lv8 minotaur with the slingshot at lv1; while the other cant at all at that point.
Currently i think its pretty difficult to increase the game difficulty while keeping it fun, making enemies hit harder or soak more damage is not a good way. The key is into the enemies behaviour(flee,hit&run,suicide...) and giving them plenty of different skills so they are a challenge to beat instead of damage sponges or 1 hit killers.
Thanks Luka, do you mind uploading it to OGA yourself? or at least clarifiying license? i think CC-BY-SA is the most fair of all to the creator.
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