There is no defeat_unset_status, though if there's enough case for one I'll add it. Quest counters are something I can add later, and make the most sense for this kind of quest.
Until then, perhaps do a more interesting quest :)
makrohn, there are two ways to make chest events work.
1. Make it so the chest opens when you walk next to it. Instead of the event location being the 1x1 tile the chest is on, make it the 3x3 area surrounding the chest.
2. Hotspots are screen offsets and width/height for the mouse-clickable area to activate an event. If you're using a regular chest I suggest taking the hotspot info from an existing chest on a current map.
That Dungeon King game is a fixed window/view size. So no worries about scaling etc. The backgrounds are fixed and there are only a few foreground elements (e.g. barrels, doors). It's a pretty clever optimization choice for browser games.
The creatures are pre-rendered, and only in 5 directions. The remaining 3 are mirrored (notice the weapons change hands as creaures turn around).
There are only a few fixed background shapes, and only a few specific foreground features needed (each in preset screen positions).
It doesn't hurt that the artist is incredibly skilled.
verbalshadow, I'm mostly going to be working on the new scale. It's not simply going to be a new scale, but the art style is also going to be a significant change. It'll make more sense once the first new tile set is out.
I'm taking a different approach to plot. I'll talk about it later, once it's less nebulous.
I have some decent ideas for the existing art. Some of the maps/flow ought to be reworked, but I think the result will be worth it. It'll probably end up being a short game, but fairly easy to data mod.
The XP curve is temporary. It needs to be scaled based on the amount of content (and will be configurable).
I'll make bows configurable so they can be used in either hand or require both hands. Basically some of the equipment slots are a bit hardcoded, and instead we'll have configurable slot info (even adding more equipment slots).
I'm probably going to beef up melee weapons quite a bit next time I update the game data. And I'll give melee characters more powers to make them sturdy (e.g. lifesteal attacks).
Apologies for it not being very obvious how to edit powers. Items are slightly more straight-forward at least, but powers have lots of strange settings. Tutorial coming soon.
They are "compatible" in that they are usually used side-by-side in games: GPL for the code, CC-BY-SA for the art. You cannot relicense one way or the other though.
There is no defeat_unset_status, though if there's enough case for one I'll add it. Quest counters are something I can add later, and make the most sense for this kind of quest.
Until then, perhaps do a more interesting quest :)
makrohn, there are two ways to make chest events work.
1. Make it so the chest opens when you walk next to it. Instead of the event location being the 1x1 tile the chest is on, make it the 3x3 area surrounding the chest.
2. Hotspots are screen offsets and width/height for the mouse-clickable area to activate an event. If you're using a regular chest I suggest taking the hotspot info from an existing chest on a current map.
Acorn,
That Dungeon King game is a fixed window/view size. So no worries about scaling etc. The backgrounds are fixed and there are only a few foreground elements (e.g. barrels, doors). It's a pretty clever optimization choice for browser games.
The creatures are pre-rendered, and only in 5 directions. The remaining 3 are mirrored (notice the weapons change hands as creaures turn around).
There are only a few fixed background shapes, and only a few specific foreground features needed (each in preset screen positions).
It doesn't hurt that the artist is incredibly skilled.
verbalshadow, I'm mostly going to be working on the new scale. It's not simply going to be a new scale, but the art style is also going to be a significant change. It'll make more sense once the first new tile set is out.
I'm taking a different approach to plot. I'll talk about it later, once it's less nebulous.
I have some decent ideas for the existing art. Some of the maps/flow ought to be reworked, but I think the result will be worth it. It'll probably end up being a short game, but fairly easy to data mod.
Thanks for the feedback makrohn!
The XP curve is temporary. It needs to be scaled based on the amount of content (and will be configurable).
I'll make bows configurable so they can be used in either hand or require both hands. Basically some of the equipment slots are a bit hardcoded, and instead we'll have configurable slot info (even adding more equipment slots).
I'm probably going to beef up melee weapons quite a bit next time I update the game data. And I'll give melee characters more powers to make them sturdy (e.g. lifesteal attacks).
Apologies for it not being very obvious how to edit powers. Items are slightly more straight-forward at least, but powers have lots of strange settings. Tutorial coming soon.
Danimal, nice game example. Looks like they use static 2D backgrounds to nice effect. That quality certainly is possible in my engine.
I'm gearing up to make a game with high quality assets. The engine will mature if the game is good enough.
cemkalyoncu,
They are "compatible" in that they are usually used side-by-side in games: GPL for the code, CC-BY-SA for the art. You cannot relicense one way or the other though.
For what it's worth: Creative Commons doesn't recommend using a CC license for code. I think Free Software Foundation doesn't recommend using GPL for art, but I can't find a handy link.
There is some dicussion on making CC-BY-SA 4.0 more compatible with GPL. You might hit up the Creative Commons mailing lists/forums/etc to chime in.
As far as I know, CC0 allows any use. That should include relicensing.
rferriz, the updated script for Blender 2.6
https://github.com/clintbellanger/flare/issues/209#issuecomment-3320970
I love low spec 3D art.
This low-poly thread on Polycount is inspirational.
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