Linux players using CMake: did any of you experience an issue with v0.15 where there were zero creatures in Frontier Plains (the large map)?
Dorkster sent in a fix for this. I think it might be affecting anyone who has the mods folder in a different parent directory than the executable.
I assume this was affecting most linux users, so I tagged a v0.15.1. The changes so far don't affect the Win or OSX builds so those will stay at v0.15.
It's certainly possible, and I'll try to make the engine flexible enough to work on such a platform.
In the short term, here are some tricky parts:
Currently the menus assume a 640x480 minimum screen size. We will be working on menu configuration soon, so I'll try to make smaller menus possible.
Touch-screen doesn't really work with mouse-hover. So everywhere I'm currently using tooltips wouldn't quite work on a touch device.
The current memory usage and power requirements are high. But concessions could be made for a smaller device: e.g. scale all the assets to 50%, use fewer frames of animation, avoid full alpha-channel images, etc. Basically a new "core" mod could be created with assets optimized for small devices.
Other issues not related to the Caanoo, but I'd want to consider:
Some small devices don't have touch. Maybe the engine should completely support that gameplay? e.g. arrowkeys to move a cursor to navigate menus, powers aim the way the hero is facing. Powers like Teleport might not be possible without a pointer.
Some small devices have only touch (e.g. phones). Maybe the engine should support that as well.
So it's all possible. Maybe we'll find a Flare + Caanoo enthusiast who writes code. I'd be happy to advise someone interested in helping. If left up to me, it'll be a while before I can get to it (sometime after Flare reaches 1.0 for the current platforms).
b. Hm I'm not sure. I'll ask the guys who helped me set up the cmake files.
c. I'll at least create a wiki that explains the settings.txt file. I'd like to include inline comments on that file as well, I might have time to add that before the next release.
d. I don't have an instruction page on the controls. I haven't figured out a least-annoying way to do that. THe last major release had a tutorial NPC that explained the basics; I can move him to the new starting area.
There's no exit yet. All those maps are works in progress. They should be finalized soon though, so that translators can submit translations next week.
If you remove the line from your save file that says what map you're on, the game will spawn you back at the beginning -- in this situation, the frontier outpost (you'll still have all your equipment/XP/etc).
Save, config, and data file locations follow the XDG standard. I know it's weird.
We're not actually posting binary builds, just checking in code updates. It doesn't make sense to maintain a build number. Plus we have several developers working at different paces, not building on one central machine.
Linux players using CMake: did any of you experience an issue with v0.15 where there were zero creatures in Frontier Plains (the large map)?
Dorkster sent in a fix for this. I think it might be affecting anyone who has the mods folder in a different parent directory than the executable.
I assume this was affecting most linux users, so I tagged a v0.15.1. The changes so far don't affect the Win or OSX builds so those will stay at v0.15.
To change language, look in your settings.txt file.
On Windows it will be in the "config" folder with Flare.
On *nix type systems it will be in ~/.config/flare
nubux, I do plan to make modding and map tutorials. Hopefully soon.
It's certainly possible, and I'll try to make the engine flexible enough to work on such a platform.
In the short term, here are some tricky parts:
Other issues not related to the Caanoo, but I'd want to consider:
So it's all possible. Maybe we'll find a Flare + Caanoo enthusiast who writes code. I'd be happy to advise someone interested in helping. If left up to me, it'll be a while before I can get to it (sometime after Flare reaches 1.0 for the current platforms).
So good. This will be the background music for a nice new dungeon in Flare v0.15.
String Freeze time!
We'll still be working on bug fixes and final art stuff, but the strings won't change between now and v0.15 release.
If you're interested in translating Flare see this post:
http://clintbellanger.net/rpg/blog/20111213
a. Fixed the readme mistake, thanks!
b. Hm I'm not sure. I'll ask the guys who helped me set up the cmake files.
c. I'll at least create a wiki that explains the settings.txt file. I'd like to include inline comments on that file as well, I might have time to add that before the next release.
d. I don't have an instruction page on the controls. I haven't figured out a least-annoying way to do that. THe last major release had a tutorial NPC that explained the basics; I can move him to the new starting area.
There's no exit yet. All those maps are works in progress. They should be finalized soon though, so that translators can submit translations next week.
If you remove the line from your save file that says what map you're on, the game will spawn you back at the beginning -- in this situation, the frontier outpost (you'll still have all your equipment/XP/etc).
Save, config, and data file locations follow the XDG standard. I know it's weird.
We're not actually posting binary builds, just checking in code updates. It doesn't make sense to maintain a build number. Plus we have several developers working at different paces, not building on one central machine.
I went in and made you the submitter instead of anonymous.
Amusing game! Glad to see my pirate in use.
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