The gain on these is set to work well with Flare. Because the player hears these sounds constantly, they have to be less noticable so as not to be annoying.
Though it should be showing some kind of error, it's possible that the app just can't find any of the data files. Check your environment variables? Here's where Flare looks for data files:
We're using a SUBSET of the gettext .po format, basically only simple msgid,msgstr pairs.
Not all of the game's text is ready for the translation files yet, but we'll be there soon.
Also, as I've warned in my latest blog post: all of the current data could be scrapped at any point. At a later point, once more of the game/story/world is laid out and filled in, we'll have an official call for translations.
"Implementation is left as an axercise to the reader :) "
haha, yes.
So, one possible issue with automatic advancement is if there are limited points, players need to carefully control their actions to be the most powerful. See: Oblvion, where min-maxing requires absolutely backwards decision-making.
Or, say you're temporarily stuck with a sub-optimal or unfavored weapon. Maybe you're in an area that's easier with a longbow, or maybe you only have a longbow but you wish you had a good sword. Now your character is advancing in an unwanted way.
I guess this isn't an issue if points are unlimited, or points aren't harder to get as you get later in the game. But few viable systems have absolutely linear progression like that.
JasonWoof, indeed. I hope to supply about 10 great tile sets, a few dozen monsters, etc... all the tools that other people can use to build new campaigns, or expand on the existing world. If it gets momentum, there could be many fan-made, 100hr campaigns to choose from.
Also, eventually we'll have quality random-dungeon generation in the core engine. Those will be exciting times.
I like the wharfs. The odd missing pieces give a strange story.
Of course, it's all CC-BY-SA so feel free to fix them.
Using these in the Flare grassland tile set (release coming soon)
The gain on these is set to work well with Flare. Because the player hears these sounds constantly, they have to be less noticable so as not to be annoying.
I'm a sucker for low poly sci-fi stuff. Great modeling.
This is magnificent. Using these in Flare's overworld tile set.
Awesome, sorry for the mess!
Though it should be showing some kind of error, it's possible that the app just can't find any of the data files. Check your environment variables? Here's where Flare looks for data files:
https://github.com/clintbellanger/flare/wiki/Directories
Is the Flare data in one of those places? Specifically the "PATH_DATA" section.
(update)
If you used "make install", see if the data is in /usr/local/flare.
If it is, see if a "mods" folder is there.
It's possible that my WIP code is breaking something. I just pushed an update to the cmake file that could be the whole issue.
So we started handling translations: https://github.com/clintbellanger/flare/tree/master/languages
We're using a SUBSET of the gettext .po format, basically only simple msgid,msgstr pairs.
Not all of the game's text is ready for the translation files yet, but we'll be there soon.
Also, as I've warned in my latest blog post: all of the current data could be scrapped at any point. At a later point, once more of the game/story/world is laid out and filled in, we'll have an official call for translations.
"Implementation is left as an axercise to the reader :) "
haha, yes.
So, one possible issue with automatic advancement is if there are limited points, players need to carefully control their actions to be the most powerful. See: Oblvion, where min-maxing requires absolutely backwards decision-making.
Or, say you're temporarily stuck with a sub-optimal or unfavored weapon. Maybe you're in an area that's easier with a longbow, or maybe you only have a longbow but you wish you had a good sword. Now your character is advancing in an unwanted way.
I guess this isn't an issue if points are unlimited, or points aren't harder to get as you get later in the game. But few viable systems have absolutely linear progression like that.
JasonWoof, indeed. I hope to supply about 10 great tile sets, a few dozen monsters, etc... all the tools that other people can use to build new campaigns, or expand on the existing world. If it gets momentum, there could be many fan-made, 100hr campaigns to choose from.
Also, eventually we'll have quality random-dungeon generation in the core engine. Those will be exciting times.
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