Github has some pretty good tutorials on getting set up and cloning a repo. If you follow them, the main hitch you will run into is needing to pull two separate repos: flare-engine and then flare-game (for game data files). The blend files are in the flare-game repo.
By the way, I should mention that my first issue was slightly different, and was due to me derping and using the runtime SDL binaries. Downloading the SDL 1.2.15 source and compiling that got me to the exact same problem artisticdude had (I'm on OS X 10.8.3). Changing ${SDLMAIN_LIBRARY} to SDLmain resolved the problem, allowing me to compile FLARE.
I commented on the SDL 1.2.15 issues bug - I notice all of the ones Clint mentioned, however 1.2.15 does actually work with retina displays (although slow as hell on anything other than 640x480).
I have (I believe) the same problem with cmake + make on OSX 10.8.3. I can configure with cmake, and make will build all of the objects but fail at linking:
Linking CXX executable flare
Undefined symbols for architecture x86_64:
"_main", referenced from:
implicit entry/start for main executable
(maybe you meant: _SDL_main)
ld: symbol(s) not found for architecture x86_64
clang: error: linker command failed with exit code 1 (use -v to see invocation)
Personally, I like the dungeon art. I do agree it could use a little variation as the above poster mentioned, but the dark grayscale coloring gives it a distinct atmosphere.
A couple quick points:
Suggestion: After an attack (or spell) animation ends, check to see if the mouse button is still held down for successive attacks
Observation: Currently, walking speed varies based on direction. Up/down is much slower than diagonal, for example.
Github has some pretty good tutorials on getting set up and cloning a repo. If you follow them, the main hitch you will run into is needing to pull two separate repos: flare-engine and then flare-game (for game data files). The blend files are in the flare-game repo.
Yeah, I found that map exit to be somewhat difficult to find as well. Maybe a dirt path (even if intermittent or subtle) would help.
By the way, I should mention that my first issue was slightly different, and was due to me derping and using the runtime SDL binaries. Downloading the SDL 1.2.15 source and compiling that got me to the exact same problem artisticdude had (I'm on OS X 10.8.3). Changing ${SDLMAIN_LIBRARY} to SDLmain resolved the problem, allowing me to compile FLARE.
I commented on the SDL 1.2.15 issues bug - I notice all of the ones Clint mentioned, however 1.2.15 does actually work with retina displays (although slow as hell on anything other than 640x480).
My guess is he's used to closed source games where even single player saves have strange proprietary formats.
Hmm, interesting. Did you see any cmake bugs while looking into this? It seems like the original should work, but I don't know much about cmake.
I have (I believe) the same problem with cmake + make on OSX 10.8.3. I can configure with cmake, and make will build all of the objects but fail at linking:
Linking CXX executable flare
Undefined symbols for architecture x86_64:
"_main", referenced from:
implicit entry/start for main executable
(maybe you meant: _SDL_main)
ld: symbol(s) not found for architecture x86_64
clang: error: linker command failed with exit code 1 (use -v to see invocation)
make[2]: *** [flare] Error 1
make[1]: *** [CMakeFiles/flare.dir/all] Error 2
make: *** [all] Error 2
Speaking of issues with OSX, FLARE does not scale properly on Retina displays, although this may be an issue with XQuartz.
Hi, great work. This project is very exciting!
Personally, I like the dungeon art. I do agree it could use a little variation as the above poster mentioned, but the dark grayscale coloring gives it a distinct atmosphere.
A couple quick points:
Suggestion: After an attack (or spell) animation ends, check to see if the mouse button is still held down for successive attacks
Observation: Currently, walking speed varies based on direction. Up/down is much slower than diagonal, for example.