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Re: Config File Support and Scripting Integration
Monday, March 21, 2011 - 10:54

lefticus,

Right now the config file support I need is utterly simple, so I'll probably stick with my current system for a bit longer.

When I get into translation support, though, I might be looking at scripting languages that support unicode config files.

Re: Full scale forum?
Monday, March 21, 2011 - 07:31

When Flare becomes its first game I'll probably buy a domain for it and set up a nice website.  For now this forum is serving me well -- plus, not having to maintain a separate forum is saving me a lot of time (invested in more Flare code).

Re: Dynamic Lighting and Fog of War
Saturday, March 19, 2011 - 08:57

I think the vision system in Nox is a bit much.  It's well done, but kind of nauseating to look at if you're not the one playing.

I am open to a much simplified system, at first anyway.  Example:

  • Any tile not in line-of-sight (perhaps check all four corners) is simply drawn at half brightness (have another pre-darkened copy of each tileset?)
  • Any creature not in line-of-sight is not drawn
  • Perhaps for exploration fun, simple fog of war: any tile not yet seen is not drawn at all (also reveal the mini-map this way)

It wouldn't look amazing, but it would be easy to implement and the hooks could be used for a better algorithm later (e.g. blending the tile's brightness based on the four corners of the tile).

This is not a priority to me at this stage of alpha.  If it never was added I'd be okay with that (it's not strictly necessary to the enjoyment of the game).

 

Re: compiles, but does not run.
Thursday, March 17, 2011 - 06:28

It sounds like SDL_mixer.  If it couldn't find any of the resources, it would have failed on earlier loads (e.g. loading the font file).

> Mix_LoadWAV: Unrecognized sound file type

I'm not sure if anything special has to be done to get OGG support for SDL_mixer on gnewsense; this is the first I've seen of this kind of issue.

You might try another, completed SDL game on gnewsense to see if sound works on it.

Re: FLARE - Feedback
Wednesday, March 16, 2011 - 03:39

Anon,

1. Fog of war isn't a concern of mine yet.  It's tricky to implement correctly.

2. I don't have a configuration file yet.  If you're compiling from source you could change the resolution in Settings.h

Re: Vendor ready for testing
Wednesday, March 16, 2011 - 03:37

> ...and realism should be our least concern here. Not being able to sell is not realistic, but so is selling huge numbers of junk to a single person isolated from society. Where's the demand for it ?

I have some funny ideas about this.  If I ever do a humorous "un-rpg" I'll explore this theme.  The hero can ask a merchant for a discount; after all, he's saving the world.  But the merchants will all laugh and laugh.  The merchants know that the dungeons are all meat grinders, and so they happily sell equipment to adventurers at full cost.  New heroes meant to save the world show up every day (and die in the dungeons every day).  The merchants just send their interns into the dungeons to fetch the mostly-unused equipment from dead adventurer bodies, ready to resell to the next hero.

Re: Vendor ready for testing
Tuesday, March 15, 2011 - 14:27

CyberTroll, if you're using Tiled to draw maps then you shouldn't have to worry about the tilesetdef file at all.  Tiled's tmx files (CSV option) will save in decimal.  And when you copy that data over to a Flare map txt file, layer data is decimal by default.

If you're getting stuck feel free to email your work in progress to me, and I can figure out if there's something missing: clintbellanger (at) gmail.com

Re: Vendor ready for testing
Monday, March 14, 2011 - 14:56

CyberTroll, the tilesetdef file indexes are hex and the Tiled output is dec.

Also, note that a Tiled map must have the tiled_collision.png tileset first, then the main tileset for that map.  If you don't have the collision tileset in place, all the map tiles will be 15 off I think.  Basically the first tile in the main tileset should resolve to dec 16 or hex 10.  If you forgot the collision tileset, it will resolve to 01 instead.

If you have a map done in Tiled and need help getting it working in .txt, let me know.  You could send the map to me as well.

Re: Pie in the sky project ideas (things we'd love to do if ...
Monday, March 14, 2011 - 12:45

I'd like to build a vast world in Flare.

Right now the max map size is only about 384m x 384m (256x256 tiles and each tile is about approximately scaled to be 1.5m on a side).    So it would take three max-sized maps just to travel 1km. 

Now, traveling 1km on foot in a video game isn't always exciting.  Game worlds tend to be far denser than our real world.  But I think it'd be nice to have a world large enough to be lost in.

Compare the size of some other games: http://i.imgur.com/uBWCz.jpg

Even if I made a world the size of Oblivion it would take 20 max-size maps across and 20 down.  Of course not all maps would be max size.  Maybe because of the nature of an isometric action game, the world map doesn't need to be so vast.

Hopefully once more tilesets are built, people will send in their own maps and I'll add them to the official game world which will grow organically.

Re: Vendor ready for testing
Monday, March 14, 2011 - 11:07

Morris989 sent this megaupload link.  If someone tries it on XP lemme know if it works: http://www.megaupload.com/?d=2G05F4FI

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