Items have a percent chance to drop. Item Find increases that chance. E.g. if a creature has a 12% chance to drop a specific item, the Relic Finder Ring (+25% item find) will make that 15%.
Gold Find multiplies the amount of gold that drops by the given %. If you would usually get 12 gold and you have the Thief Gloves on (+25% gold find), you get 15 gold instead.
XP gain works like gold find, anytime you are awarded XP it gets multiplied by your bonus.
It should affect rewards from enemies, chests, and quests. (if you find it doesn't, let us know and we'll take a look).
Especially let us know if it turns out to be something in the Flare engine code -- like us doing something incorrect with some SDL init or default value.
Two random thoughts. Unfortunately I'm not that great at figuring out build environments.
So when I build on OSX I use XCode. To use the Cocoa framework it requires SDLMain.m and SDLMain.h files. Maybe those come with a template in XCode, or I found them in some "setting up an SDL project with XCode" tutorial online. I wonder if your error has to do with the Cocoa binding. But I figure that would happen at the linking level if anything?
Also, you may want to try using the SDL.framework version 1.2.13 instead of the latest 1.2.15. I use 1.2.13. Several things changed in 1.2.15 including major changes for OSX 10.7 and removing support for PPC. Possibly the error has to do with that.
There isn't much story to the alpha demo. It's a sample set of maps that we've used during Alpha to test new features. The alpha demo will probably be scrapped for version 0.19 and replaced by beta/final content with an actual story.
I have a link to the basic outline of the Act I content of the new story. It contains Spoilers.
At this point I'm not accepting random additions to that campaign. I plan to exert strong authorial control so that the content quality is very high. The only way I'll accept another content-maker to add main story stuff is if they create a separate mod first that is of extremely good quality.
We don't have a lot of good tutorials/manuals on the map-making process yet. The best way to start poking around is to look at existing map files. Use the map editor Tiled. Download a full copy of the flare-game repo, it will contain a "tiled" folder that has the original map files. To make new maps, start with the blank "dungeon template", "cave template" or "grassland template" maps.
For other content (e.g. quest text, NPCs, new enemies/powers/items/etc) just poke around the game's plain text data files to see how things are set up.
With Beta hitting soon we will be creating tutorials. It's just a lot of work happening at once -- finishing code for the Beta engine, designing final game content, creating tutorials, and more.
Tagging this. I want to rig an animate it so badly, and that never happens to me for sci-fi things. It's well done -- nice chunkiness and great greebling.
Gurc, I previously released this under GPL and CC-BY-SA and have since released it under CC-BY. I didn't update the Blender file itself though. So I can verify: I made this, I've released it under CC-BY. Attribution is the only requirement.
It's okay for Bursters to give XP when they blow up. Dodging them is most of the fight.
Buyback items shouldn't be saved. They are only there in case you sell something accidentally and change your mind.
Items have a percent chance to drop. Item Find increases that chance. E.g. if a creature has a 12% chance to drop a specific item, the Relic Finder Ring (+25% item find) will make that 15%.
Gold Find multiplies the amount of gold that drops by the given %. If you would usually get 12 gold and you have the Thief Gloves on (+25% gold find), you get 15 gold instead.
XP gain works like gold find, anytime you are awarded XP it gets multiplied by your bonus.
It should affect rewards from enemies, chests, and quests. (if you find it doesn't, let us know and we'll take a look).
Psyckosama: why so?
Licenses on OpenGameArt are options. You can use this item under CC-BY 3.0 or GPL, you don't have to follow both.
Especially let us know if it turns out to be something in the Flare engine code -- like us doing something incorrect with some SDL init or default value.
Two random thoughts. Unfortunately I'm not that great at figuring out build environments.
So when I build on OSX I use XCode. To use the Cocoa framework it requires SDLMain.m and SDLMain.h files. Maybe those come with a template in XCode, or I found them in some "setting up an SDL project with XCode" tutorial online. I wonder if your error has to do with the Cocoa binding. But I figure that would happen at the linking level if anything?
Also, you may want to try using the SDL.framework version 1.2.13 instead of the latest 1.2.15. I use 1.2.13. Several things changed in 1.2.15 including major changes for OSX 10.7 and removing support for PPC. Possibly the error has to do with that.
There isn't much story to the alpha demo. It's a sample set of maps that we've used during Alpha to test new features. The alpha demo will probably be scrapped for version 0.19 and replaced by beta/final content with an actual story.
I have a link to the basic outline of the Act I content of the new story. It contains Spoilers.
https://github.com/clintbellanger/flare-game/issues/219
At this point I'm not accepting random additions to that campaign. I plan to exert strong authorial control so that the content quality is very high. The only way I'll accept another content-maker to add main story stuff is if they create a separate mod first that is of extremely good quality.
We don't have a lot of good tutorials/manuals on the map-making process yet. The best way to start poking around is to look at existing map files. Use the map editor Tiled. Download a full copy of the flare-game repo, it will contain a "tiled" folder that has the original map files. To make new maps, start with the blank "dungeon template", "cave template" or "grassland template" maps.
For other content (e.g. quest text, NPCs, new enemies/powers/items/etc) just poke around the game's plain text data files to see how things are set up.
With Beta hitting soon we will be creating tutorials. It's just a lot of work happening at once -- finishing code for the Beta engine, designing final game content, creating tutorials, and more.
Tagging this. I want to rig an animate it so badly, and that never happens to me for sci-fi things. It's well done -- nice chunkiness and great greebling.
If someone wants to pay 0.99 for DLC pants for Flare, I'd make that happen.
Just fyi: writing such a bot would be harder than making all of Flare. Kudos to anyone who wants to try though.
Gurc, I previously released this under GPL and CC-BY-SA and have since released it under CC-BY. I didn't update the Blender file itself though. So I can verify: I made this, I've released it under CC-BY. Attribution is the only requirement.
Pages