I like the respawning enemies. Though I think some of our current maps should be redesigned with this in mind (NPCs should usually be in areas that don't have to be recleared).
I don't have plans to introduce persistent levels, but I can see that happening down the road as an engine feature.
You do not have to release your source code if you use Flare art. For games, art is generally on a separate license from the code.
Most Flare art is CC-BY-SA licensed. This kind of art can only be remixed with compatible art (other CC-BY-SA works mainly; CC-BY and CC0 are also permitted). I assume that mixing CC-BY-SA art and proprietary art into a single game/video/screenshot would be against the license.
If you want to mix Flare art with closed art, please contact me. I can offer a separate indie/commercial license on some of these works.
Side note. Currently I have all the animations mushed together because I didn't know better when I started doing this.
I assume having each animation separate is more standard. I'd like to do that with new models moving forward.
I'm not sure how it's going to affect my Python script. Right now I run the script and it generates all the frames for all animations, in order, each direction. If I had the animations separated I'd have extra frames on some animations (just keyframes to get the pose to and from the standard Stance), and I'd want to ignore those on output. Anyone do this before?
I use Tiled to edit maps. The quest dialog files are edited in any plain-text editor.
Basically I need to carve out some time and create tutorials for all of this. Otherwise you can try looking at existing files to see how they work. Feel free to ask me any questions about what you see.
One day I'll have a forest tile set that does this song justice!
I like the respawning enemies. Though I think some of our current maps should be redesigned with this in mind (NPCs should usually be in areas that don't have to be recleared).
I don't have plans to introduce persistent levels, but I can see that happening down the road as an engine feature.
Anonymous,
You do not have to release your source code if you use Flare art. For games, art is generally on a separate license from the code.
Most Flare art is CC-BY-SA licensed. This kind of art can only be remixed with compatible art (other CC-BY-SA works mainly; CC-BY and CC0 are also permitted). I assume that mixing CC-BY-SA art and proprietary art into a single game/video/screenshot would be against the license.
If you want to mix Flare art with closed art, please contact me. I can offer a separate indie/commercial license on some of these works.
Well done, I'm liking these.
Anon, I examined the edge loops for both and they're different models.
Side note. Currently I have all the animations mushed together because I didn't know better when I started doing this.
I assume having each animation separate is more standard. I'd like to do that with new models moving forward.
I'm not sure how it's going to affect my Python script. Right now I run the script and it generates all the frames for all animations, in order, each direction. If I had the animations separated I'd have extra frames on some animations (just keyframes to get the pose to and from the standard Stance), and I'd want to ignore those on output. Anyone do this before?
I use Tiled to edit maps. The quest dialog files are edited in any plain-text editor.
Basically I need to carve out some time and create tutorials for all of this. Otherwise you can try looking at existing files to see how they work. Feel free to ask me any questions about what you see.
I'm using FreeDNS. They host a lot of domains and occasionally have to deal with DDOS attacks. I assume that's what's happening here.
http://freedns.afraid.org/news/
My server's IP is 216.69.174.19 in case you want to access it directly.
So Flare can be found at 216.69.174.19/rpg
Your save files should still be there and will still work.
I love examining the details of finely finished low-poly models. Great work!
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