Without giving it away, I'll quote the hint from another forum user:
As covered elsewhere... consider what the book in the switch room says, then look at the mini-map, and the floors of surrounding rooms. If you interpret what you see correctly, you'll have the clues necessary to solve the puzzle.
This puzzle is definitely the one I've gotten the most complaints about. It's an optional quest, so it never became priority to improve it. I plan to redesign it for the next release of Flare.
The cat figure can be hard to miss. It's on the altar in Buchi's room in Fort Nasu. A message gets displayed mentioning that the figure is there, but the player might not see it in the heat of battle.
I might try to whip up some sort of visual effect to be used in cases like this to get the player's attention.
Keep in mind that Flare on iOS isn't well developed. This is because the App Store does not like GPL apps. So we haven't put much work into it. Flare for Android is much more mature.
The art in wandercall is licensed CC-BY-SA 4.0, so you can use the art as long as you follow those terms.
As for your method of creating tiles, I don't see why it wouldn't work. Though it might be a bit ugly.
Tile size can be as big or small as you want. Clint started work on this mod, which uses 128x64 tiles. The maps can also be any size.
Flare tiles by themselves don't have collision data. We use a separate layer in Tiled to "draw" which tiles are walls, pits, etc. This layer obviously isn't drawn in game, but the engine looks to see which tiles are filled in and blocks entity movement accordingly. Transparency is done simply by using PNGs, which already have transparency support.
Everything looks fine in the Tiled screenshot. Can you post a link to a zip of your mod (or send me the link via private message)? Where you're not using the exact same tileset as the one in fantasycore, I think there might be something wrong with your tilesetdef.
We'll be releasing a new website soon. The blog will no longer be the focus of the main page, but will instead be its own section. The main page will be used to introduce Flare to newcomers and provide download links. It will also showcase our game content and the game content from the community.
Without giving it away, I'll quote the hint from another forum user:
This puzzle is definitely the one I've gotten the most complaints about. It's an optional quest, so it never became priority to improve it. I plan to redesign it for the next release of Flare.
The cat figure can be hard to miss. It's on the altar in Buchi's room in Fort Nasu. A message gets displayed mentioning that the figure is there, but the player might not see it in the heat of battle.
I might try to whip up some sort of visual effect to be used in cases like this to get the player's attention.
This appears to be an engine bug. I've added it to the pre-1.0 task list: https://github.com/clintbellanger/flare-engine/issues/1580
@sujiniku Thanks for poniting that out. It's fixed now.
The upgrade button is hardcoded to be to be to the right of each power icon. There is currently no way to move it through mod files.
Placing the button on top of the power icon would likely cause a problem with dragging and dropping powers.
Keep in mind that Flare on iOS isn't well developed. This is because the App Store does not like GPL apps. So we haven't put much work into it. Flare for Android is much more mature.
The art in wandercall is licensed CC-BY-SA 4.0, so you can use the art as long as you follow those terms.
As for your method of creating tiles, I don't see why it wouldn't work. Though it might be a bit ugly.
Tile size can be as big or small as you want. Clint started work on this mod, which uses 128x64 tiles. The maps can also be any size.
Flare tiles by themselves don't have collision data. We use a separate layer in Tiled to "draw" which tiles are walls, pits, etc. This layer obviously isn't drawn in game, but the engine looks to see which tiles are filled in and blocks entity movement accordingly. Transparency is done simply by using PNGs, which already have transparency support.
If you haven't already, take a look at the tutorial for creating maps: https://github.com/clintbellanger/flare-engine/wiki/Creating-a-Map-in-Tiled
Everything looks fine in the Tiled screenshot. Can you post a link to a zip of your mod (or send me the link via private message)? Where you're not using the exact same tileset as the one in fantasycore, I think there might be something wrong with your tilesetdef.
Can you post a screenshot of what it looks like in Tiled and what it looks like in Flare?
We'll be releasing a new website soon. The blog will no longer be the focus of the main page, but will instead be its own section. The main page will be used to introduce Flare to newcomers and provide download links. It will also showcase our game content and the game content from the community.
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