At first I wanted to implement a primitive tile-based light system like Diablo 1 had. That's easy code-wise, except that I don't have a function in SDL to blit a given sprite darker. It's possible I can find an advanced blit addon for SDL that can help here.
To do high-quality lighting requires some 3D data, even if using pre-rendered 2D sprites. Example, it would help to have a very rough outline of objects and do some sort of raycasting to separate light and shadow.
Probably there are good articles out there about efficient ways to implement this. I'm in favor of trying it.
I will probably do heavy promotion once I get to v0.14. By then it will have all the crude features needed to create a game. At my current pace, v0.14 will happen sometime this Summer. Also, v0.14 might be when the project goes from Alpha to Beta.
I can barely keep up with the tiny trickle of feedback that I'm currently getting. After work, other side projects, girlfriend, reading Reddit, and answering Flare questions I'm left with about 6.5 minutes each week to code for Flare ;)
Choosing a good texture is tough. It's hard to tell how much you'll like a tileset until you see it in action. You can use Tiled to make a quick test map.
I'm fine with artists starting their own campaigns like that. Justin raised a nice amount of money to create portraits for Flare (they will also be posted on OGA as they're completed), and that money went towards his tuition. I helped with his campaign because I saw his portfolio and knew he would produce professional-quality work.
If you're thinking about making a large asset for Flare, keep me in the loop. I'm somewhat picky/critical about what I want in Flare's main repo -- not everything in Flare is amazing, but most or all of it is at least decent. If it's an area I don't know much about, I'll get someone else on the project to judge for me (e.g. Brandon might review any music contributed to Flare).
Note: not all pre-rendered assets can just be dropped in to Flare. The assets have to be the right size/scale, have the correct variations (e.g. walls turned certain ways, monsters with specific animations), shadows have to point the correct direction, and even the amount of "grain" in the renders adds to the feel of Flare (e.g. CatRom or Mitch oversampling filters).
Used as a merchant in Flare. http://opengameart.org/content/wandering-vendor-npc
I think about this often!
At first I wanted to implement a primitive tile-based light system like Diablo 1 had. That's easy code-wise, except that I don't have a function in SDL to blit a given sprite darker. It's possible I can find an advanced blit addon for SDL that can help here.
To do high-quality lighting requires some 3D data, even if using pre-rendered 2D sprites. Example, it would help to have a very rough outline of objects and do some sort of raycasting to separate light and shadow.
Probably there are good articles out there about efficient ways to implement this. I'm in favor of trying it.
I should suggest a different right-hand+staff position that is less phallic
Flare uses mouse aiming. Make sure you're pointing where you want the missile to go!
Put your missile powers in the M1 (left mouse button) or M2 (right mouse button) slots to make it easy to aim + shoot.
http://clintbellanger.net/rpg/todo.php
I will probably do heavy promotion once I get to v0.14. By then it will have all the crude features needed to create a game. At my current pace, v0.14 will happen sometime this Summer. Also, v0.14 might be when the project goes from Alpha to Beta.
I can barely keep up with the tiny trickle of feedback that I'm currently getting. After work, other side projects, girlfriend, reading Reddit, and answering Flare questions I'm left with about 6.5 minutes each week to code for Flare ;)
A nice start! Glad my tutorial is helpful.
Choosing a good texture is tough. It's hard to tell how much you'll like a tileset until you see it in action. You can use Tiled to make a quick test map.
Thanks. Fixed: r251
Note, for these kind of code issues, feel free to submit the issue directly to the Google Code issue tracker:
https://code.google.com/p/flare-engine/issues/list
michal, thanks! Wide-scale promotion of Flare is only a few months away.
Nice!
I'm fine with artists starting their own campaigns like that. Justin raised a nice amount of money to create portraits for Flare (they will also be posted on OGA as they're completed), and that money went towards his tuition. I helped with his campaign because I saw his portfolio and knew he would produce professional-quality work.
If you're thinking about making a large asset for Flare, keep me in the loop. I'm somewhat picky/critical about what I want in Flare's main repo -- not everything in Flare is amazing, but most or all of it is at least decent. If it's an area I don't know much about, I'll get someone else on the project to judge for me (e.g. Brandon might review any music contributed to Flare).
Note: not all pre-rendered assets can just be dropped in to Flare. The assets have to be the right size/scale, have the correct variations (e.g. walls turned certain ways, monsters with specific animations), shadows have to point the correct direction, and even the amount of "grain" in the renders adds to the feel of Flare (e.g. CatRom or Mitch oversampling filters).
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