Skip to main content

User login

What is OpenID?
  • Log in using OpenID
  • Cancel OpenID login
  • Create new account
  • Request new password
Register
  • Home
  • Browse
    • 2D Art
    • 3D Art
    • Concept Art
    • Textures
    • Music
    • Sound Effects
    • Documents
    • Featured Tutorials
  • Submit Art
  • Collect
    • My Collections
    • Art Collections
  • Forums
  • FAQ
  • Leaderboards
    • All Time
      • Total Points
      • Comments
      • Favorites (All)
      • Favorites (2D)
      • Favorites (3D)
      • Favorites (Concept Art)
      • Favorites (Music)
      • Favorites (Sound)
      • Favorites (Textures)
    • Weekly
      • Total Points
      • Comments
      • Favorites (All)
      • Favorites (2D)
      • Favorites (3D)
      • Favorites (Concept Art)
      • Favorites (Music)
      • Favorites (Sound)
      • Favorites (Textures)
  • ❤ Donate

Primary tabs

  • View
  • Collections
  • Comments(active tab)
  • Followers
  • Friends
  • Favorites
makrohn's correct, you at
Tuesday, October 23, 2012 - 07:06

makrohn's correct, you at least need the mod/default folder to run the engine. For Windows purposes you should have your flare.exe and your mods folder in the same parent folder.

When you run Flare with just the default mod it will look plain grey, something like this:

http://flarerpg.org/images/screenshots/0041.jpg

Those warnings aren't a big deal, those are warning about possible loss of precision when converting values. We fix those up as we find them.

Check to see if your executable is creating a stderr.txt file -- this will contain various error messages that will often let you know why the engine decided to quit (usually a file not found). If you're not getting a stderr.txt file, you may want to run flare.exe from command-line. Just during dev where it's easy to break things.

For most people, modding flare is changing the game data or making new game data. E.g. Polymorphable is a game made with 99% just changing the data files. We're lacking in these kinds of tutorials because we're still in Alpha and making major changes -- once we hit Beta we will "freeze" (e.g. "nail down") these features so that we can make tutorials etc. For now feel free to post questions here on the forum, hop onto irc freenode #flare-rpg, post an Issue to GitHub, or contact one of us directly.

If you get ambitious there might be features you want to add by actually changing the source code. If your changes are good enough and general enough, we may like to merge them back into the main engine.

 

On the GitHub project page
Friday, October 19, 2012 - 05:33

On the GitHub project page for flare click the Downloads link, then look for the button that says "Download as zip"

@Amstrad: I have the tile
Monday, October 15, 2012 - 10:37

@Amstrad: I have the tile sets covered for now. I'll put out a call if I need a specific asset created.

It's not so much that we have an art backlog. I'm just listing out the things I want to get done between now and Beta.

I'm enforcing strict quality and theme requirements for art, so if you really want to contribute get in touch with me via email. We can talk about specific pieces you can work on.

Most of Flare was developed
Monday, October 15, 2012 - 10:28

Most of Flare was developed on a 2008 unibody 13" MacBook (the run before they started calling them MacBook Pro). http://www.laptopmag.com/review/laptops/apple-macbook-2008.aspx

  • OS: OSX Leopard and Snow Leopard
  • Ram: 4GB DDR3 1067
  • CPU: 2GHz Intel Core 2 Duo
  • Video: Integrated video card (256 MB vram)
  • Compiler: XCode3

I also have a newish Windows desktop machine that I do some Flare development on. Okay I use it mostly for gaming; I bought it when my laptop couldn't run Diablo 3 very well. It's a cheap NewEgg PC http://www.newegg.com/Product/Product.aspx?Item=N82E16883229285

  • OS: Windows 7
  • Ram: 8GB DDR3 1333
  • CPU: AMD FX-4100(3.6GHz)
  • Video: AMD Radeon HD 6670 1GB
  • Compiler: MinGW
@dascandy Everything in that
Monday, October 15, 2012 - 09:18

@dascandy Everything in that screenshot is included.

If we add starting classes it
Tuesday, October 9, 2012 - 10:46

If we add starting classes it will just be default starting choices. We'll continue to have a "classless" system, where people can mix and match from different trees during the game.

If someone else adds the feature of specific classes restricted to certain power trees, and they implement it well and it's backwards compatible with the current sytem, we can consider merging it with base Flare.

We use Tiled for maps. The
Tuesday, October 9, 2012 - 10:24

We use Tiled for maps. The latest Windows nightly builds of Tiled (see the sidebar on mapeditor.org ) have the up-to-date Flare map plugin.

To make new enemies/spells/etc currently requires editing plain text files. Example, look at Flare's mods/fantasycore/enemies/*.txt files to see enemy definitions.

Igor is working on an optional GUI editor for a lot of that data.

Note that we're cleaning up a lot of the structure of all the data, and will keep doing so until Beta (where we'll try to finalize everything). So content you make now may have to be updated for newer versions of Alpha/Beta engine.

Generally this site is
Monday, October 8, 2012 - 17:09

Generally this site is devoted to Open Game Art. Logos for proprietary non-game software is not really our focus. It's not that this is expressly forbidded, but ill suited for the site -- so ill suited that it might as well be spam.

I think you'll have luck on other sites with different specialties.

Specifically in your case, you really want Vector art for logos. If you haven't already, check out this resource: http://openclipart.org/ Everything there is Public Domain and many of the styles should be suitable for logos.

Are these games?
Monday, October 8, 2012 - 10:44

Are these games?

Are these open source?

Will the final logo art be proprietary or can it be released under a CC license?

That message "Unable to
Thursday, October 4, 2012 - 13:24

That message "Unable to determine default font!", was that the only error message?

Example, did it also say "Unable to open engine/font_settings.txt!"?

Pages

  • « first
  • ‹ previous
  • …
  • 25
  • 26
  • 27
  • 28
  • 29
  • 30
  • 31
  • 32
  • 33
  • …
  • next ›
  • last »