I can see that the campaign is coming to the end, which is a shame, I presume that it can be finished with a level 20 character max. But for now my biggest complain is reusing assets - one sound for goblins' death, one sound for them getting hit, one for hero getting hit etc., it gets pretty annoying after playing whole campaign. It doesn't bother me as much in terms of graphics, just audio.
One of the hurdles for fixing this was engine support for multiple randomized sound effects. This has been implemented. We can now experiment with alternate sounds for the player and enemies. Completely new sounds would be ideal, but maybe something like pitch tweaks to the existing sounds would be sufficient variety.
Unfortunately, the person who provided our Mac version in the past does not have a recent version of OS X as far as I know. It's hard to know from your screenshot if simply rebuilding, linking to a newer version of SDL, or changing some of the Flare code would fix the problem. Sorry I don't have a better answer for you.
Keep in mind that this tutorial is written for the latest version of the Flare engine from Github. So many newer features won't work. Thankfully, the map format hasn't changed drastically since 0.19, so the tutorial might still work if you aren't interested in compiling the development version of Flare.
Don't worry about minicore. It is intended for handheld devices that don't have much memory for higher resolution textures. You don't need to enable it if you're playing on a normal computer.
This will set the power damage to zero, but still allow the hazard to hit an enemy. We use this for the fire/ice weakness spells in empyrean_campaign (ids 203/204 in powers/categories/enemy.txt). To slow enemies, you'll need to add a post_effect like this:
One of the hurdles for fixing this was engine support for multiple randomized sound effects. This has been implemented. We can now experiment with alternate sounds for the player and enemies. Completely new sounds would be ideal, but maybe something like pitch tweaks to the existing sounds would be sufficient variety.
Unfortunately, the person who provided our Mac version in the past does not have a recent version of OS X as far as I know. It's hard to know from your screenshot if simply rebuilding, linking to a newer version of SDL, or changing some of the Flare code would fix the problem. Sorry I don't have a better answer for you.
We use Tiled for creating maps. It is a separate, open-source, program that has support for exporting to Flare's map format.
I recently wrote a map creation tutorial for Flare using Tiled:
https://github.com/clintbellanger/flare-engine/wiki/Creating-a-Map-in-Tiled
Keep in mind that this tutorial is written for the latest version of the Flare engine from Github. So many newer features won't work. Thankfully, the map format hasn't changed drastically since 0.19, so the tutorial might still work if you aren't interested in compiling the development version of Flare.
This bug was fixed in SDL 2.0.7. So update to that if you can.
So this appears to be a sound bug in SDL 2.0.6. You can try downgrading to SDL 2.0.5, which has no crashes on my end.
I can confirm a crash there, but I'm not sure yet about a fix. I've opened an issue for it on Github: https://github.com/clintbellanger/flare-engine/issues/1516
Don't worry about minicore. It is intended for handheld devices that don't have much memory for higher resolution textures. You don't need to enable it if you're playing on a normal computer.
You can safely leave trait_elemental out, as it only affects powers that do damage.
You can use:
This will set the power damage to zero, but still allow the hazard to hit an enemy. We use this for the fire/ice weakness spells in empyrean_campaign (ids 203/204 in powers/categories/enemy.txt). To slow enemies, you'll need to add a post_effect like this:
I'm not a lawyer, but that sounds correct to me.
I'm not aware of any real guide for making Flare games, but here are some resources that may help:
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