It's not currently possible to do even basic branching dialog, though if you're interested enough in it, it's possible (even probable?) that one of our developers would implement this feature.
Note that we have no scripting language; all dialog is currently handled in ini-style configuration files.
As interested as I would be in seeing Flare as the subject of a research project like this, I'd actually recommend *against* it. I love Flare, but I doubt it's what you're looking for.
Actually, rings do work in our current dataset. The items system is in flux right now as we're trying to build out an interesting list for the first game.
I think that currently items don't drop as expected, but they all do function if you hack them into your inventory.
There's really not a lot of tutorials right now; the easiest way to begin modding is by reverse-engineering the existing content and by asking specific questions here on the forums. We're planning on lots of tutorials after Flare's data formats stop evolving.
I can give you some pointers about getting started, though.
You'll want to make sure that you have a development setup where you can compile Flare from source. The engine and data files format has shifted since the last public release.
For mapmaking, you'll need a program called Tiled. You should be able to open any of the `flare/tiled/*.tmx` files with Tiled and see how a map is created.
The data files for everything are located in `flare/mods/alpha_demo/*` You can reverse-engineer any of those to create new creatures, NPCs, etc.
Let us know if you have any specific questions, and happy hacking!
This challenge had a really good turnout. Maybe "remix" should be a recurring theme?
If you like roguelikes, I'd recommend ToME. It's completely LUA scripted and has a lot of content (network and otherwise).
I can't say I know of any action RPG projects that are scriptable like that.
These are quite nice! Good work.
It's not currently possible to do even basic branching dialog, though if you're interested enough in it, it's possible (even probable?) that one of our developers would implement this feature.
Note that we have no scripting language; all dialog is currently handled in ini-style configuration files.
As interested as I would be in seeing Flare as the subject of a research project like this, I'd actually recommend *against* it. I love Flare, but I doubt it's what you're looking for.
I'd love to see something like this get quite powerful in the future. It could save a lot of headaches for the pixel artist crowd.
The big feature I'd want is the resize canvas; I always start too small or large.
There should be a way in-game to activate the mods (through settings). Also make sure if you haven't already to do a make install.
Make sure you also have the latest data? If you have an old version of fantasycore and alpha_demo it probably won't work.
Actually, rings do work in our current dataset. The items system is in flux right now as we're trying to build out an interesting list for the first game.
I think that currently items don't drop as expected, but they all do function if you hack them into your inventory.
There's really not a lot of tutorials right now; the easiest way to begin modding is by reverse-engineering the existing content and by asking specific questions here on the forums. We're planning on lots of tutorials after Flare's data formats stop evolving.
I can give you some pointers about getting started, though.
You'll want to make sure that you have a development setup where you can compile Flare from source. The engine and data files format has shifted since the last public release.
For mapmaking, you'll need a program called Tiled. You should be able to open any of the `flare/tiled/*.tmx` files with Tiled and see how a map is created.
The data files for everything are located in `flare/mods/alpha_demo/*` You can reverse-engineer any of those to create new creatures, NPCs, etc.
Let us know if you have any specific questions, and happy hacking!
Amazing!
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