Some notes about how attacks work. The Avatar and Enemy classes have a logic() routine. Enemy actually uses the BehaviorStandard::logic() routine; that one's cleaned up so maybe it's a good place to look.
When the player presses an attack button, or the enemy decides to attack, they switch to an attack state (which has an appropriate animation, like swing/shoot/cast). At a certain Active frame in the animation it calls PowerManager::activate(). If it is the kind of power that causes a Hazard, that's where it is created. Each frame, active hazards are compared to the list of enemies to check for hits. If you need a more detailed explanation of any part of that just let me know.
I'm not sure if Flare is a good place to learn. I want to think so -- many people from many different countries have worked on Flare, so it must be relatively easy to learn. It is definitely a very simple approach to a game engine. Most modern engines are far more complex, usually for good reasons though.
Is your patch to avoid writing width,height for enemies?
The data isn't necessary, but the Flare engine will ignore those values for Enemy blocks. This is nice because the Flare Tiled plugin stays very simple.
Unless there's a situation I'm not thinking of that may cause issues?
I'm pretty sure when I made these I was cursing Inkscape (on OSX, which had crappy X support at the time). So I said screw it, I'll just use Blender.
Anyway, they're "vector" in Blender, but I don't know of any Blender export tool that will project the 3D mesh into a 2D vector and output as .svg or whatnot.
I could pop out a Blender render that is large enough so that someone can retrace it in Inkscape?
I mean, it's not terrible to make new animations. But realize the set of armors, hairstyles, etc. matching those new animations will be far fewer than the base set. That's probably fine for some kinds of projects.
I strongly suggest against making new animations. The style guide is already published. People are already working on assets for the base animations. Creating new animations will make their work incomplete.
That might mean no Bows, for instance; well get creative. The Slash animation can be used for throwing knives. Part of the slash animation (one arm forward) could be used for aiming a Crossbow. Work within the current limits to make interesting things.
Anon,
Some notes about how attacks work. The Avatar and Enemy classes have a logic() routine. Enemy actually uses the BehaviorStandard::logic() routine; that one's cleaned up so maybe it's a good place to look.
When the player presses an attack button, or the enemy decides to attack, they switch to an attack state (which has an appropriate animation, like swing/shoot/cast). At a certain Active frame in the animation it calls PowerManager::activate(). If it is the kind of power that causes a Hazard, that's where it is created. Each frame, active hazards are compared to the list of enemies to check for hits. If you need a more detailed explanation of any part of that just let me know.
I'm not sure if Flare is a good place to learn. I want to think so -- many people from many different countries have worked on Flare, so it must be relatively easy to learn. It is definitely a very simple approach to a game engine. Most modern engines are far more complex, usually for good reasons though.
Fabio, feel free to use this work as long as you give me credit. I'll update this license to CC-BY.
TMM, feel free to make requests as well. Perhaps you have a great game idea, and some other artist is stuck not knowing what to create.
Woah, thanks for the detailed feedback!
I'll digest all of this and post a longer response soon. For now I can say that many of these things are just the alpha state of the game showing.
odino4ka,
Is your patch to avoid writing width,height for enemies?
The data isn't necessary, but the Flare engine will ignore those values for Enemy blocks. This is nice because the Flare Tiled plugin stays very simple.
Unless there's a situation I'm not thinking of that may cause issues?
Anon,
glad you enjoy the current content. It's still an Alpha tech demo so there isn't much content. Soon we will plan many more maps and quests.
From r/truegaming? Welcome!
I'm pretty sure when I made these I was cursing Inkscape (on OSX, which had crappy X support at the time). So I said screw it, I'll just use Blender.
Anyway, they're "vector" in Blender, but I don't know of any Blender export tool that will project the 3D mesh into a 2D vector and output as .svg or whatnot.
I could pop out a Blender render that is large enough so that someone can retrace it in Inkscape?
I mean, it's not terrible to make new animations. But realize the set of armors, hairstyles, etc. matching those new animations will be far fewer than the base set. That's probably fine for some kinds of projects.
I strongly suggest against making new animations. The style guide is already published. People are already working on assets for the base animations. Creating new animations will make their work incomplete.
That might mean no Bows, for instance; well get creative. The Slash animation can be used for throwing knives. Part of the slash animation (one arm forward) could be used for aiming a Crossbow. Work within the current limits to make interesting things.
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