Especially let us know if it turns out to be something in the Flare engine code -- like us doing something incorrect with some SDL init or default value.
Two random thoughts. Unfortunately I'm not that great at figuring out build environments.
So when I build on OSX I use XCode. To use the Cocoa framework it requires SDLMain.m and SDLMain.h files. Maybe those come with a template in XCode, or I found them in some "setting up an SDL project with XCode" tutorial online. I wonder if your error has to do with the Cocoa binding. But I figure that would happen at the linking level if anything?
Also, you may want to try using the SDL.framework version 1.2.13 instead of the latest 1.2.15. I use 1.2.13. Several things changed in 1.2.15 including major changes for OSX 10.7 and removing support for PPC. Possibly the error has to do with that.
There isn't much story to the alpha demo. It's a sample set of maps that we've used during Alpha to test new features. The alpha demo will probably be scrapped for version 0.19 and replaced by beta/final content with an actual story.
I have a link to the basic outline of the Act I content of the new story. It contains Spoilers.
At this point I'm not accepting random additions to that campaign. I plan to exert strong authorial control so that the content quality is very high. The only way I'll accept another content-maker to add main story stuff is if they create a separate mod first that is of extremely good quality.
We don't have a lot of good tutorials/manuals on the map-making process yet. The best way to start poking around is to look at existing map files. Use the map editor Tiled. Download a full copy of the flare-game repo, it will contain a "tiled" folder that has the original map files. To make new maps, start with the blank "dungeon template", "cave template" or "grassland template" maps.
For other content (e.g. quest text, NPCs, new enemies/powers/items/etc) just poke around the game's plain text data files to see how things are set up.
With Beta hitting soon we will be creating tutorials. It's just a lot of work happening at once -- finishing code for the Beta engine, designing final game content, creating tutorials, and more.
Tagging this. I want to rig an animate it so badly, and that never happens to me for sci-fi things. It's well done -- nice chunkiness and great greebling.
Gurc, I previously released this under GPL and CC-BY-SA and have since released it under CC-BY. I didn't update the Blender file itself though. So I can verify: I made this, I've released it under CC-BY. Attribution is the only requirement.
Duion: I think you're right. What I may do is have the handle as a separate object that uses the same textures, so that the handle is optional to use. And so that it can be repositioned to better fit the position/scale of the person or creature holding it.
Psyckosama: why so?
Licenses on OpenGameArt are options. You can use this item under CC-BY 3.0 or GPL, you don't have to follow both.
Especially let us know if it turns out to be something in the Flare engine code -- like us doing something incorrect with some SDL init or default value.
Two random thoughts. Unfortunately I'm not that great at figuring out build environments.
So when I build on OSX I use XCode. To use the Cocoa framework it requires SDLMain.m and SDLMain.h files. Maybe those come with a template in XCode, or I found them in some "setting up an SDL project with XCode" tutorial online. I wonder if your error has to do with the Cocoa binding. But I figure that would happen at the linking level if anything?
Also, you may want to try using the SDL.framework version 1.2.13 instead of the latest 1.2.15. I use 1.2.13. Several things changed in 1.2.15 including major changes for OSX 10.7 and removing support for PPC. Possibly the error has to do with that.
There isn't much story to the alpha demo. It's a sample set of maps that we've used during Alpha to test new features. The alpha demo will probably be scrapped for version 0.19 and replaced by beta/final content with an actual story.
I have a link to the basic outline of the Act I content of the new story. It contains Spoilers.
https://github.com/clintbellanger/flare-game/issues/219
At this point I'm not accepting random additions to that campaign. I plan to exert strong authorial control so that the content quality is very high. The only way I'll accept another content-maker to add main story stuff is if they create a separate mod first that is of extremely good quality.
We don't have a lot of good tutorials/manuals on the map-making process yet. The best way to start poking around is to look at existing map files. Use the map editor Tiled. Download a full copy of the flare-game repo, it will contain a "tiled" folder that has the original map files. To make new maps, start with the blank "dungeon template", "cave template" or "grassland template" maps.
For other content (e.g. quest text, NPCs, new enemies/powers/items/etc) just poke around the game's plain text data files to see how things are set up.
With Beta hitting soon we will be creating tutorials. It's just a lot of work happening at once -- finishing code for the Beta engine, designing final game content, creating tutorials, and more.
Tagging this. I want to rig an animate it so badly, and that never happens to me for sci-fi things. It's well done -- nice chunkiness and great greebling.
If someone wants to pay 0.99 for DLC pants for Flare, I'd make that happen.
Just fyi: writing such a bot would be harder than making all of Flare. Kudos to anyone who wants to try though.
Gurc, I previously released this under GPL and CC-BY-SA and have since released it under CC-BY. I didn't update the Blender file itself though. So I can verify: I made this, I've released it under CC-BY. Attribution is the only requirement.
Duion: I think you're right. What I may do is have the handle as a separate object that uses the same textures, so that the handle is optional to use. And so that it can be repositioned to better fit the position/scale of the person or creature holding it.
Checked in for v0.18
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