Clint Bellanger
Clint Bellanger
Here's a weird thought. Maybe this doesn't need to be in the core engine. Imagine there's a group of light and heavy enemies, and some guitar and bass music playing....
Here's some ideas I had for Flare 1.0 but weren't a high enough priority. I'd love to use these in Wandercall some day, because it would improve the game feel...
Going to set up a Google Play account for Flare on Android and post questions/info here.
I have some tricky engine config questions that come up while setting up Wandercall. Opening a thread to document these and also get feedback for troubleshooting etc.
In TIled, we have maps with meta tile types of Void, Wall, Floor, Pit. These are mainly used for Automapping. Pits are areas where the player can't walk, but flying...
This isn't a necessary refactor, but one that makes logical sense and is kind of bugging me. I understand of we don't want to change it, but I think the...
Suggestion from Alex Geppert: I have a small suggestion which you may like to consider - I find using the keyboard to move around harder than using the arrow keys,...
When there are a lot of entities pathfinding towards the same target (as in our case with all enemies pursuing the hero), it may actually be better to calculate Djikstra's...
stefanbeller started working on separating one StatBlock into a base class with several implementations -- mostly to separate shared values and specific values. There was an issue with transformed stats,...
Ogre tile sheet ready for Flare engine testing.  Right now it's 4 animations: idle, run, punch, die. 8 frames each, 128px per frame.