Thanks Danimal. How is your Heresy mod coming along?
A swamp tree house work in progress here. My character here is standing near the doorway, and in the second image she's standing on the roots of the tree.
Well, for two reasons. The first one is due to a character flaw of mine: with a few exceptions, I almost never finish anything that I start. I'm not proud of it, and in fact I'm trying to change it, but it's a tough habit to break. The second one is that there is a technical inconvenience with my generator: the characteristics of each map (such as its size and its number of rooms) are defined in C++ files (.h and .cpp). This is a huge inconvenience because it means that if you want to change something, even if it's something insignificant, you would have to edit the .h and .cpp files, and then you would have to recompile. A better solution would be to have the possibility of configuring randomly generated maps using only .txt files. But this means that new properties/attributes should be created for this purpose. Such a task would demand a considerable ammount of time, I think.
Looks good. Since your mod is a tribute to Diablo 1, are you planning on making randomly generated levels for the dungeon? If so, I've been working on a generator for that, but I abandoned it half way (like almost all of my projects). But you can use what there is if it fits your needs. Currently it just creates random rooms, but it does not place crates, barrels, or enemies. There's a forum post that I made where you can see some screenshots. The files can be found here:
If you do use it, you don't have to mention me or give me credit for it. In fact, you can modify, or only use some parts, etc. Basically, you can do whatever you want with it.
@Matagui: I have Bionic Beaver as well. If I may make a suggestion, don't use snap for this. Clone the engine from the github repo and compile it from source using cmake and make.
Looking good, congratulations! Definately has the Diablo 1 vibe.
Missions are not limited to killing monsters and finding items. Admittedly, these are the two most common types of missions for ARPGs, but it is definately possible to think outside the box with the Flare engine. Since quests usually function with the set_status and unset_status properties, in their corresponding .txt files, a quest can be almost anything, really. You could have a quest that, in order to be completed, you have to talk with several different NPCs. Let's say that you have to intervene in a dispute between two rival families. By talking to them, you finally put an end to the dispute, and you complete the quest and get experience from it. Or let's say that there's a murderer in the village, and the local authorities hire you to find out who the murderer is. Or maybe you talk to the town drunk and you find out that he's been kicked out of the local tavern, you talk to the owner of the tavern to see if him and the drunk can apologize to each other, etc.
You could also have quests that require puzzle solving skills. For example, you are exploring an ancient temple, but the entrance to the lower levels is blocked, and there's a sign that says "Only those that have nothing to fear may descend." You then need to find clues to discover what that phrase means in that context, like: is there some kind of test that you have to take? Where must that test take place? Anywhere, or in a certain chamber of the ancient temple? Do you have to summon a ghost and talk to him in order to find out what the test is? And what would you have to do in order to summon that ghost? Etc.
Regarding the questions about the NPCs, yes you can make them disappear from a map, you can also make new NPCs appear, and you can also make an existing NPC appear in a different map. And yes, a previously closed map transition can be opened by talking to an NPC. All of this can be done by using the set_status and unset_status attributes. To learn more about these attributes, I recomend that you take another look at one of the links that I provided before, the Flare Attribute Reference list:
I understand your impression when you say that this "just enumerates a whole lot of parameters" that makes no sense to you. But for making a mod, this list is very useful. When I was making Skeleton Quest, I had to check that list all the time, and not just once, but many, many, many times. Using these parameters in your text files is not exactly programming, it's more like configuring your mod. These are the parameters that tell you almost everything you can do with your mod.
Para las animaciones, hay dos maneras. Una es hacerlas de manera similar al modo en que están hechos los teletransportadores. La otra es tratarlas como si fueran NPCs, por ejemplo los Glowing Obelisk. La segunda es más sencilla. Para la segunda, necesitás incluir las imágenes .png en la carpeta correspondiente. Por ejemplo, si se trata de la Empyrean Campaign, la ruta sería la siguiente:
/flare-game/mods/empyrean_campaign/images/npcs
El segundo paso es crear una capa de NPCs en Tiled. Abrí algún mapa de la Empyrean Campaign y fijate cómo están ordenadas las capas, allí verás una capa para los NPCs.
El tercer paso es crear un archivo .txt para ese NPC. La ruta es esta:
/flare-game/mods/empyrean_campaign/npcs
Fijate en esa carpeta el ejemplo de glowing_obelisk_1.txt
El cuarto y último paso es crear otro archivo .txt, pero en la subcarpeta de animaciones. Siguiendo con el ejemplo anterior, esta es la ruta:
flare-game/mods/empyrean_campaign/animations/npcs
Como ya sabés, muchas de las cosas de la Empyrean Campaign están heredadas de fantasycore. Esto no sólo incluye a las imágenes, sino también a los archivos .txt donde se configuran distintas cosas. Para el caso del obelisco, abrí este archivo y fijate sus contenidos:
Con respecto al primer método, el de tratar a la fuente de manera similar a los teletransportadores, es un poco más complicado. Puedo darte los detalles, pero tendría que hacer algunas capturas de pantalla. Si realmente necesitás ese método, avisame. Si no se entendió esta explicación general, también avisame, y veré de escribir algo más detallado y paso a paso.
Estuve trabajando en un generador de mapas aleatorios, incluso pensé hacer una especie de clon de Diablo 1. Sucede que hay un problema técnico. El generador tendría que escribirse o bien en C++, o bien en algún lenguaje de scripts como Lua o Python. Yo elegí la primera opción. Pero esto significa que los datos de los mapas aleatorios no serían modificables simplemente editanto los archivos .txt, sino que cada vez que quieras un nuevo mapa aleatorio, tendrías que escribirlo en C++. Lo ideal sería hacerlo simplemente mediante archivos .txt
Making some progress with the swamp village. Feels a bit too crowded I think,
Blender and Gimp. I'm using the 2.79 version of Blender. I have later versions too but I can't get used to them for some reason.
Thanks again Danimal.
Trying to make a cutscene here for the swamp village.
Thanks Danimal. How is your Heresy mod coming along?
A swamp tree house work in progress here. My character here is standing near the doorway, and in the second image she's standing on the roots of the tree.
Well, for two reasons. The first one is due to a character flaw of mine: with a few exceptions, I almost never finish anything that I start. I'm not proud of it, and in fact I'm trying to change it, but it's a tough habit to break. The second one is that there is a technical inconvenience with my generator: the characteristics of each map (such as its size and its number of rooms) are defined in C++ files (.h and .cpp). This is a huge inconvenience because it means that if you want to change something, even if it's something insignificant, you would have to edit the .h and .cpp files, and then you would have to recompile. A better solution would be to have the possibility of configuring randomly generated maps using only .txt files. But this means that new properties/attributes should be created for this purpose. Such a task would demand a considerable ammount of time, I think.
Looks good. Since your mod is a tribute to Diablo 1, are you planning on making randomly generated levels for the dungeon? If so, I've been working on a generator for that, but I abandoned it half way (like almost all of my projects). But you can use what there is if it fits your needs. Currently it just creates random rooms, but it does not place crates, barrels, or enemies. There's a forum post that I made where you can see some screenshots. The files can be found here:
https://github.com/m7600/random_dungeon_generator
If you do use it, you don't have to mention me or give me credit for it. In fact, you can modify, or only use some parts, etc. Basically, you can do whatever you want with it.
@Matagui: I have Bionic Beaver as well. If I may make a suggestion, don't use snap for this. Clone the engine from the github repo and compile it from source using cmake and make.
Looking good, congratulations! Definately has the Diablo 1 vibe.
Missions are not limited to killing monsters and finding items. Admittedly, these are the two most common types of missions for ARPGs, but it is definately possible to think outside the box with the Flare engine. Since quests usually function with the set_status and unset_status properties, in their corresponding .txt files, a quest can be almost anything, really. You could have a quest that, in order to be completed, you have to talk with several different NPCs. Let's say that you have to intervene in a dispute between two rival families. By talking to them, you finally put an end to the dispute, and you complete the quest and get experience from it. Or let's say that there's a murderer in the village, and the local authorities hire you to find out who the murderer is. Or maybe you talk to the town drunk and you find out that he's been kicked out of the local tavern, you talk to the owner of the tavern to see if him and the drunk can apologize to each other, etc.
You could also have quests that require puzzle solving skills. For example, you are exploring an ancient temple, but the entrance to the lower levels is blocked, and there's a sign that says "Only those that have nothing to fear may descend." You then need to find clues to discover what that phrase means in that context, like: is there some kind of test that you have to take? Where must that test take place? Anywhere, or in a certain chamber of the ancient temple? Do you have to summon a ghost and talk to him in order to find out what the test is? And what would you have to do in order to summon that ghost? Etc.
Regarding the questions about the NPCs, yes you can make them disappear from a map, you can also make new NPCs appear, and you can also make an existing NPC appear in a different map. And yes, a previously closed map transition can be opened by talking to an NPC. All of this can be done by using the set_status and unset_status attributes. To learn more about these attributes, I recomend that you take another look at one of the links that I provided before, the Flare Attribute Reference list:
https://github.com/flareteam/flare-engine/wiki/Attribute-Reference
I understand your impression when you say that this "just enumerates a whole lot of parameters" that makes no sense to you. But for making a mod, this list is very useful. When I was making Skeleton Quest, I had to check that list all the time, and not just once, but many, many, many times. Using these parameters in your text files is not exactly programming, it's more like configuring your mod. These are the parameters that tell you almost everything you can do with your mod.
Vamos por partes. Para las definiciones de los tilesets, conviene usar el script de Python que escribió Dorkster, lo podés descargar acá:
https://github.com/flareteam/tilesetdef-generator
Para las animaciones, hay dos maneras. Una es hacerlas de manera similar al modo en que están hechos los teletransportadores. La otra es tratarlas como si fueran NPCs, por ejemplo los Glowing Obelisk. La segunda es más sencilla. Para la segunda, necesitás incluir las imágenes .png en la carpeta correspondiente. Por ejemplo, si se trata de la Empyrean Campaign, la ruta sería la siguiente:
/flare-game/mods/empyrean_campaign/images/npcs
El segundo paso es crear una capa de NPCs en Tiled. Abrí algún mapa de la Empyrean Campaign y fijate cómo están ordenadas las capas, allí verás una capa para los NPCs.
El tercer paso es crear un archivo .txt para ese NPC. La ruta es esta:
/flare-game/mods/empyrean_campaign/npcs
Fijate en esa carpeta el ejemplo de glowing_obelisk_1.txt
El cuarto y último paso es crear otro archivo .txt, pero en la subcarpeta de animaciones. Siguiendo con el ejemplo anterior, esta es la ruta:
flare-game/mods/empyrean_campaign/animations/npcs
Como ya sabés, muchas de las cosas de la Empyrean Campaign están heredadas de fantasycore. Esto no sólo incluye a las imágenes, sino también a los archivos .txt donde se configuran distintas cosas. Para el caso del obelisco, abrí este archivo y fijate sus contenidos:
/flare-game/mods/fantasycore/animations/npcs/return_obelisk1.txt
Con respecto al primer método, el de tratar a la fuente de manera similar a los teletransportadores, es un poco más complicado. Puedo darte los detalles, pero tendría que hacer algunas capturas de pantalla. Si realmente necesitás ese método, avisame.
Si no se entendió esta explicación general, también avisame, y veré de escribir algo más detallado y paso a paso.
Estuve trabajando en un generador de mapas aleatorios, incluso pensé hacer una especie de clon de Diablo 1. Sucede que hay un problema técnico. El generador tendría que escribirse o bien en C++, o bien en algún lenguaje de scripts como Lua o Python. Yo elegí la primera opción. Pero esto significa que los datos de los mapas aleatorios no serían modificables simplemente editanto los archivos .txt, sino que cada vez que quieras un nuevo mapa aleatorio, tendrías que escribirlo en C++. Lo ideal sería hacerlo simplemente mediante archivos .txt
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