I'm a complete armature newbie. Most of my models have utterly simple FK bones. Maybe this is fine for the kind of very simple stuff I'm doing with Flare?
I'm working on a new base human model for the art upgrade and I've added an IK point to the feet. It certainly helps with some animations where I need to keep the feet planted. But it's not nearly as complex as the rig you have shown here. Do you mind explaining why each piece is needed and how it's useful? Also, in your opinion as an animator, should all human rigs have this level of complexity or does it depend on usage (e.g. a 3rd person 3D game with smart IK to keep feet on uneven ground, vs. a pre-rendered 2D game like mine with tiny sprites).
Oh, there may be two separate issues. Now I'm not sure which one (or both?) you mean.
Add a brightness/gamma slider to the config menu that changes the brightness/darkness of the entire game. I'm pretty sure we CAN add this.
Add in-game lighting that affects tiles dynamically, like torches on walls or spell effects.This one is not easy to do, and we don't currently have plans for it.
If you were referring to #1, then cool. We'll take a look at that now, and have it in release v0.16.
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.
Nice!
I'm a complete armature newbie. Most of my models have utterly simple FK bones. Maybe this is fine for the kind of very simple stuff I'm doing with Flare?
I'm working on a new base human model for the art upgrade and I've added an IK point to the feet. It certainly helps with some animations where I need to keep the feet planted. But it's not nearly as complex as the rig you have shown here. Do you mind explaining why each piece is needed and how it's useful? Also, in your opinion as an animator, should all human rigs have this level of complexity or does it depend on usage (e.g. a 3rd person 3D game with smart IK to keep feet on uneven ground, vs. a pre-rendered 2D game like mine with tiny sprites).
Thanks!
Oh, there may be two separate issues. Now I'm not sure which one (or both?) you mean.
If you were referring to #1, then cool. We'll take a look at that now, and have it in release v0.16.
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.
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