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Dave,
Friday, July 20, 2012 - 09:56

Dave,

Glad you're enjoying Flare so far!

Some of the disconnect you're seeing between those quests is us testing the modding system. The entire Averguard quest chain and area is a mod. The entire Living Bones/Brothers area is another mod. Because the mods aren't guaranteed to both be there, we don't want them to depend on each other for quest info.

But that's really under the hood stuff. As a player you want the experience smoothed out. Currently we're building a handful of remaining features needed to put together a real full game. These features will make the current alpha/test maps feel old.

We'll likely be creating all new maps and scenarios for the final game. The campaign will be all in one mod, so we can smooth out all of the quest connection issues that you mentioned.

And answers to your technical questions:

I actually don't know if Ubuntu Software Center will notice if Flare is updated. I don't personally maintain that build of the game and I don't have an Ubuntu machine handy.

Version 0.16 is out but hasn't made it to Ubuntu yet. Once read it'll appear in Debian first ( http://packages.debian.org/sid/flare ) and Ubuntu shortly after.

 

 

I'm excited about the fixes
Tuesday, July 17, 2012 - 10:29

I'm excited about the fixes and features that are coming from Polymorphable!

I was able to restore the
Tuesday, July 17, 2012 - 10:26

I was able to restore the post.

And you should be able to comment on posts now via Disqus.

Using #25 for a spiked floor
Monday, July 16, 2012 - 01:26

Using #25 for a spiked floor trap in Flare.

It's probably somewhat with
Thursday, July 12, 2012 - 15:30

It's probably somewhat with SDL_ttf.

However we're using the Solid text renderer. I think if we move to the Blended renderer we can get better kerning (as it's not rounding to the nearest pixel).

To do that and preserve the drop-shadow on most of the text we'll need to use the new SDL_gfxBlitRGBA when making text buffers.

So essentially we might be able to improve it slightly by using different  SDL_ttf options.

Currently the game is at a
Thursday, July 12, 2012 - 10:40

Currently the game is at a fixed 30fps frame rate. Games are usually acceptable at that rate (e.g. most console games).

I'm not sure what else could be happening though. Can you tell me your computer and video card specs (even driver version # if you can find it?). Thanks.

Is it the choppiness of
Thursday, July 12, 2012 - 10:12

Is it the choppiness of running at 30fps?

We're not doing any motion blurring though. You might check to see if your display or video card is applying it automatically?

Now using many of these
Wednesday, July 11, 2012 - 22:51

Now using many more of these elements in Flare (a lot of them in the new config men).

Also using the buttons for the Flare website! (attribution in the site footer and the CSS file).

Ah interesting. The reason
Saturday, July 7, 2012 - 23:46

Ah interesting. The reason the packaged downloads are smaller is because they don't contain the raw art sources -- mostly huge Blender files.

If anyone else runs into the same situation with the ~80MB Linux download let me know, we'll see if we can figure out what's going on.

makrohn, not sure how long it
Saturday, July 7, 2012 - 21:38

makrohn, not sure how long it takes to process for the Ubuntu Software Center. There are other fine folks that handle that for me.

 

torch, it might be a permissions issue? It may be trying to read/write your home directory in two places:

~/.config/flare/

~/.local/share/flare/

by default; if you have some environment variables set (e.g. XDG stuff) it might be trying to I/O different locations.

 

 

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