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Congrats to Thane Brimhall
Monday, February 18, 2013 - 10:21

Congrats to Thane Brimhall and Matthew Krohn for taking home a prize for Polymorphable! That crucial "second game" made with the Flare engine really helped the engine flex, grow, and ultimately mature.

A quick congrats message on the Flare blog: http://flarerpg.org/blog/20130218

SDL 1.2, mixer 1.2, image 1.2
Friday, February 15, 2013 - 06:18

SDL 1.2, mixer 1.2, image 1.2, ttf 2.0

Because much of the engine is being changed rapidly, especially the UI in the last few versions, the errors you're seeing may be from different versions of the engine vs. the data. If they're not in the same release or same source control commit it may not work.

Gwes: This is one of the many
Wednesday, February 13, 2013 - 09:49

Gwes: This is one of the many "wrong" things with the current "alpha demo" quest designs. We won't make the same mistakes in the final game.

Another example: it's not obvious that "River Encampment" is the proper name of a place. There are goblin camp sites in the Frontier Plains map that are often mistaken for the goblin main camp. The text is ambiguous and people often get stuck there. If we have a goblin camp in the final game, we'll make sure no other location could be mistaken for it.

Nice work!
Monday, February 11, 2013 - 01:26

Nice work!

And that palette is really tempting me to make some pixel art.

Yeah should be in one of
Thursday, February 7, 2013 - 06:49

Yeah should be in one of those places. I'm not 100% sure where Ubuntu has them in the package.

A good place to start is /usr/share/games/flare/mods/fantasycore/engine/ -- that has several of the very basic settings for the game.

Good difference. I'll patch
Thursday, February 7, 2013 - 06:44

Good difference. I'll patch it into the icon.png and icon.xcf files when I get a moment.

Somehow I missed this thread
Thursday, January 24, 2013 - 13:00

Somehow I missed this thread earlier. I'm always excited when this art gets more mileage!

I'll find some time soon to try this game out.

Yes, basically you can
Wednesday, January 23, 2013 - 08:35

Yes, basically you can subdivide the current "GameStatePlay" into the player's turn and the enemies' turns. That would be the primary change.

Beyond that it would be changing some features to turn-based, tile-based conventions. The targeting system would probably involve choosing a specific tile. Area spells would target a pre-set tile area shape. Movement would be changed to tile-based instead of free roaming. etc.

A lot of Flare's engine is
Wednesday, January 23, 2013 - 08:15

A lot of Flare's engine is built with action gameplay in mind (it's even part of the name!). I don't plan to support turn-based gameplay in the core engine.

I'd be quite happy for anyone to fork the engine and gut it to create a turn-based engine. But note that there may already exist some engines that do this well. Example: it looks like one of the the FIFE engine's major goals was to reimplement Fallout 1/2 which uses turn-based gameplay. It's quite possible that one could combine Flare's assets with the FIFE engine to get up and running quickly.

I haven't done a side-by-side
Wednesday, January 23, 2013 - 08:04

I haven't done a side-by-side yet but if it's an improvement I'll be glad to update the base icon sheet.

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