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If someone wants to take a
Saturday, July 9, 2011 - 21:46

If someone wants to take a crack at this, this tutorial may be of help: http://clintbellanger.net/rpg/tutorials/isometric_tiles/ . Also, I'm happy to answer questions about making Flare-compatible tiles.

If the task goes unfulfilled, I can probably do it myself. I hope to work on the grassland tile set as my next big task for Flare.

I keep an eye out for coding
Saturday, July 9, 2011 - 21:41

I keep an eye out for coding style before I approve Pull Requests -- if something is implemented in a funky or confusing way I'll ask for a revision before approving. I'm not too picky though.

What could definitely be useful is some code house-cleaning, e.g. add javadoc style comments to all functions. I know soon we'll be making a pass to move all magic numbers to constants, and possibly into config files (that's what the /engine/ folder is for). Some standardizing on function/variable names etc. could help.

I think there's going to be quite a lot of code hacking with this translations/mods/unicode work coming up, so maybe after that is done we can make a cleaning pass.

 

 

 

Re: Ravenmore Fantasy Icon Pack
Thursday, July 7, 2011 - 07:25

Fun style!

Re: Variables sorting
Tuesday, July 5, 2011 - 10:07

Excellent! Looks like all that time I spend chasing my own bugs is paying off.

Re: Variables sorting
Tuesday, July 5, 2011 - 09:20

One other thing is to check default values for all of these variables (maybe all your initializations in your constructor). Anything not explicitly set will be a garbage value. Moving unitStatus might be changing your memory in a deterministic (for now) way and causing this weirdness.

Similarly, double-check that you're not stepping out of your array bounds.

Re: Variables sorting
Tuesday, July 5, 2011 - 09:10

The only difference I see between the two is where unitStatus is declared...?

The only thing that comes to mind: this line

int x, y;

Maybe break that into two lines. It shouldn't matter in c++ but I guess that could be compiler-dependent:

int x;

int y;

 

Re: Variables sorting
Tuesday, July 5, 2011 - 08:49

We'll have to see specific code. Can you post examples to pastebin?

Re: Medieval Building Tiles
Friday, July 1, 2011 - 15:51

vlab22: agreed! I can sometimes tell when someone is new to OpenGameArt because my inbox gets a wave of "Someone added your art to their Favorites!" notifications :)

Re: Project SM3 - Game Sprites are not from OGA, but menus are.
Wednesday, June 29, 2011 - 15:56

Looking good! <3 action rpgs

Re: Balance Part 2
Monday, June 27, 2011 - 06:01

"To me melee seems greatly underpowered compared to ranged. There's little reward for getting close enough for them to hit you. I tried focusing on Physical except one rank of Offense, and the slingshot was still the most effective way to fight."

I agree. I think this is still a terrible balance issue: the slingshot is essentially better than anything a melee warrior has.

What are some ways to fix this balance?

  • Reduced ranged weapon damage
  • Add required ammo to all bows
  • Make ranged weapons slower (longer cooldowns on ranged powers)
  • Make swords more powerful
  • Make physical powers more visceral and engaging
  • Give melee weapons better attributes e.g. Bleed, Stun, Life Drain

I want to float the idea, though it might be too gimmicky: all magic (green or blue) melee weapons have an additional bonus. All swords have Life Drain, all axes have Bleed, all hammers have Stun.

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