Too bright? Most of the game is too dark on most systems. Perhaps I need a gamma slider, if SDL supports it.
Dynamic lighting is not currently on the TODO list. SDL's regular 2D routines do not include a way to draw an image darker or lighter. Maybe one of the SDL addons allows this though?
The teleport spell is ridiculous; under the current implementation there would be far too many ways to sequence-break any game made with Flare.
Perhaps we should only allow teleports if the player has Line Of Sight to the destination (so that they can cross chasms) OR they have a pathfinding move to the destination that isn't too far (to allow teleporting around corners, so the player doesn't get snagged).
Then we could have some control over the teleport spell by putting hard walls between content.
Can't merge two alpha transparency images in memory. The only options in vanilla SDL don't respect the alpha channel as expected. So e.g. merging the hero layers into one sprite sheet doesn't work as expected.
Alpha transparent images are all handled with software blitting in SDL 1.2. In other words, terribly awfully slow.
Options to fix these:
Maybe there's an SDL addon library that fixes those issues.
Wait until the next major release of SDL, which has been in development for years
Switch to SDL + OpenGL for these and more features
Switch to SFML which uses OpenGL under the hood for 2D image handling
I've used SFML just a bit (for a game jam) and I think it could be a decent option. I know though that SDL is ported to more systems, and that would cause some fringe operating systems and devices to lose Flare. Long term undecided, but SFML is tempting.
About CC-BY-SA: it's unclear. Most people think that your game code license isn't affected by the art license. It may affect the rest of the art in your game, in some uses (e.g. are screenshots and video of the game "remixes" of the various art?).
You're nice enough to ask, so we'll go with credit + link (and mods if you make one) and you're good.
For the enemy XP we'll make a new data element in StatBlock named xp_reward, then read that from the enemy definition files. Perhaps the default can still be the enemy's level. If you want to create this as an Issue on GitHub, I can probably get to it soon (tonight or sometime this weekend).
If you want swords to work with mental powers, that's going to be a bit more work. I think your suggestion wouldn't work (it would require having a sword + staff for all spells, which means you couldn't cast any spell). If you want a quick fix to allow all swords to also power spells, look here:
Here we're recalculating StatBlock info based on equipped items. Copy lines 617-620 (setting Mental Weapon stats) and insert it under line 614 (so that Physical weapons also count as Mental weapons).
The permanent solution would be to add variables to item descriptions like damage_type_physical, damage_type_mental, damage_type_offense. And check these instead of the item requirements. Also, instead of items having a single requirement, there should probably be one for each stat. So you could have a weapon with multiple requirements e.g. a Spellsword might require Physical 3 and require Mental 3.
Too bright? Most of the game is too dark on most systems. Perhaps I need a gamma slider, if SDL supports it.
Dynamic lighting is not currently on the TODO list. SDL's regular 2D routines do not include a way to draw an image darker or lighter. Maybe one of the SDL addons allows this though?
I haven't considered an official difficulty setting yet. It can be (relatively) easily done now with a mod that buffs all creatures.
In the current dev version (not in the last binary release) you can specify in each enemy definition file the XP rewarded like this. E.g:
xp=100
Later we'll also allow defining a default XP amount for each enemy level, but that's not in yet.
The teleport spell is ridiculous; under the current implementation there would be far too many ways to sequence-break any game made with Flare.
Perhaps we should only allow teleports if the player has Line Of Sight to the destination (so that they can cross chasms) OR they have a pathfinding move to the destination that isn't too far (to allow teleporting around corners, so the player doesn't get snagged).
Then we could have some control over the teleport spell by putting hard walls between content.
It's mostly weird limitations of SDL 1.2.
Options to fix these:
I've used SFML just a bit (for a game jam) and I think it could be a decent option. I know though that SDL is ported to more systems, and that would cause some fringe operating systems and devices to lose Flare. Long term undecided, but SFML is tempting.
Delirius, do you mean
Sounds fun! And thanks for supporting LPC!
Anonymous, glad you like them!
About CC-BY-SA: it's unclear. Most people think that your game code license isn't affected by the art license. It may affect the rest of the art in your game, in some uses (e.g. are screenshots and video of the game "remixes" of the various art?).
You're nice enough to ask, so we'll go with credit + link (and mods if you make one) and you're good.
Thanks for contributing! I think it would be awesome if you decided to contribute monthly.
makrohn,
For the enemy XP we'll make a new data element in StatBlock named xp_reward, then read that from the enemy definition files. Perhaps the default can still be the enemy's level. If you want to create this as an Issue on GitHub, I can probably get to it soon (tonight or sometime this weekend).
If you want swords to work with mental powers, that's going to be a bit more work. I think your suggestion wouldn't work (it would require having a sword + staff for all spells, which means you couldn't cast any spell). If you want a quick fix to allow all swords to also power spells, look here:
https://github.com/clintbellanger/flare/blob/master/src/MenuInventory.cpp#L607
Here we're recalculating StatBlock info based on equipped items. Copy lines 617-620 (setting Mental Weapon stats) and insert it under line 614 (so that Physical weapons also count as Mental weapons).
The permanent solution would be to add variables to item descriptions like damage_type_physical, damage_type_mental, damage_type_offense. And check these instead of the item requirements. Also, instead of items having a single requirement, there should probably be one for each stat. So you could have a weapon with multiple requirements e.g. a Spellsword might require Physical 3 and require Mental 3.
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