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Re: Balance
Thursday, March 24, 2011 - 01:12

b0rsuk: the final game won't have random wrong-level enemies like that (unless they serve some story or environment purpose).

Re: Libraries, and favored genres
Thursday, March 24, 2011 - 00:33

Also note that the Apple App Store is incompatible with the GPL. Unless something's changed since January: http://www.zdnet.com/blog/open-source/no-gpl-apps-for-apples-app-store/8046

Re: Trying to compile
Wednesday, March 23, 2011 - 19:41

Hm, maybe try this first.

sudo apt-get install build-essential

 

Re: Settings Files
Wednesday, March 23, 2011 - 19:15

c, yes!  Thanks for the reminder; I need to move that setting.

Re: Libraries, and favored genres
Wednesday, March 23, 2011 - 17:06

I've been meaning to try SFML (I've done lots in Allegro and SDL in the past), so this would be a decent excuse for me.

Re: Libraries, and favored genres
Wednesday, March 23, 2011 - 16:19

You're correct.  For reference, I found the previous Reddit game jam themes:

  • Reddit Game Jam 05 (Love)
  • Reddit Game Jam 04 (Metamorphosis)
  • Reddit Game Jam 03 (300x250 pixels)
  • Reddit Game Jam 02 (Opposites)
  • Reddit Game Jam 01 (Space)
Re: Libraries, and favored genres
Wednesday, March 23, 2011 - 15:58

I agree with SDL for 2D.  If we go with that, we are allowed to reuse existing code bits if it's already published/public/open before the jam begins.  I can provide a decent main loop and input handling for C++ with SDL from Flare.

Note that the game jam will announce a Theme when it begins, so we can't really pick a genre ahead of time.

 

Re: Flare HUD
Wednesday, March 23, 2011 - 12:34

I especially like the frame.  I've decided to combine this frame with the existing bars.

Re: Health and Manabars - 100x12px & 200x24px
Wednesday, March 23, 2011 - 12:13

The new health bar is nice and crispy!  I'm checking the new version into flare now.

Re: FLARE - Feedback
Wednesday, March 23, 2011 - 08:15

c,

Thanks for the extensive feedback!  Let me see if I can respond.

  • Yes, screen size and fullscreen are now easier-to-set options
  • For now I don't mind a dungeon staying cleared while the player is in it.
  • I do like the idea of patrols.  When I get around to doing another AI pass I'll consider a waypoint-based patrol system, which should be pretty straightforward to implement.
  • I probably won't add new core stats, but I probably will add stealth or invisibility at some point
  • Right now equipment slots are kept to a minimum to make art creation faster.  Ideally some day the number and type of equipment slots will all be in simple config files.
  • Scrolls are a great idea which would already work.  I'll hunt down or comission a scroll icon so I can start adding these.
  • The main/off hand distinction is also to simplify art needs.  E.g. no two-handed weapons because that requires more animation options.  I'll probably support it later though.

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