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igorko avatar igorko commented on August 22, 2024

@stefanbeller, could you run your script on flare-mod-noname and update tmx files?

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igorko avatar igorko commented on August 22, 2024

@dorkster Do you remember something about "vulnerable_x". We should get such warings in alpha_demo because its enemies have a lot of this

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dorkster avatar dorkster commented on August 22, 2024

We still have "fire" and "ice" in engine/elements.txt, so those vulnerable lines should be valid. Like you said, I don't get any error messages with alpha_demo.

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igorko avatar igorko commented on August 22, 2024

We need to update npc to use full path.

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igorko avatar igorko commented on August 22, 2024

Old files used resist instead of description key. Replaced and now all works fine.

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igorko avatar igorko commented on August 22, 2024

Update cutscenes, quests and tilesetdefs to full paths

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igorko avatar igorko commented on August 22, 2024

Currently I am syncing this to latest flare-engine. There are no planned changes to data syntax until 1.0 release

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igorko avatar igorko commented on August 22, 2024

https://github.com/clintbellanger/flare-game/pull/438


https://github.com/clintbellanger/flare-game/pull/437


replace all enemy with enemygroup

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igorko avatar igorko commented on August 22, 2024

https://github.com/clintbellanger/flare-game/pull/439

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igorko avatar igorko commented on August 22, 2024

https://github.com/clintbellanger/flare-engine/issues/1210

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igorko avatar igorko commented on August 22, 2024

Still need to update enemygroups and loot syntax in maps and regenerate map files.

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igorko avatar igorko commented on August 22, 2024

https://github.com/clintbellanger/flare-game/pull/445


https://github.com/clintbellanger/flare-game/pull/446

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igorko avatar igorko commented on August 22, 2024

@dorkster I get warnings in stats.txt, and looks like it happens because this change: clintbellanger/flare-game@1a18d23
Can you explain why bonus_per_x were removed and how they should look now(if not removed at all)

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igorko avatar igorko commented on August 22, 2024

@dorkster Do you remember what floor=true means in effect and power definitions?

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igorko avatar igorko commented on August 22, 2024

found what it means, but we can't use it in effects, so it throws a warning

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igorko avatar igorko commented on August 22, 2024

why we can't use it in effect but we can use animation? I guess this should be fixed

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igorko avatar igorko commented on August 22, 2024

maybe "render_above" in effect definition is opposite to "floor" in power definition?

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dorkster avatar dorkster commented on August 22, 2024
  • Looking at the git history, the bonus_per_x values were apparently used
    to calculate the magnitude of powers: damage, heal amount, or shield HP.
    Those formulas have changed, so we don't need those variables anymore.
  • render_above and floor are close to being opposites, but not quite.
    "floor" determines if we draw hazard graphics on the ground. In other
    words, the hazard graphics will be in the same graphical layer as enemy
    corpses (r_dead). "render_above" never uses the r_dead layer. If it is
    false, we render the effect graphics below the hero/enemy they belong to.

On Wed, Nov 5, 2014 at 10:31 AM, Igor Paliychuk [email protected]
wrote:

maybe "render_above" in effect definition is opposite to "floor" in power
definition?


Reply to this email directly or view it on GitHub
#56 (comment)
.

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igorko avatar igorko commented on August 22, 2024

here are some issues:

  1. Enemy animations look too fast (for me at least) (data issue)
  2. Goblin summon level 2 can't be unlocked (not sure data or engine)
  3. Antlion spitter animation looks weird (when spitting) (data issue)
  4. Melee attack (with knife) can target enemies on distance (not sure data or engine)
  5. Ghost-like enemies can be summoned by Ghost Commanders out of map bounds. (looks like engine issue)

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dorkster avatar dorkster commented on August 22, 2024
  1. I didn't notice anything strange about animation speed on enemies.
  2. I was able to unlock all 5 levels of Goblin summon
  3. The antlion spitter animation looked the same as flare-game
  4. Melee attacks can be targeted anywhere. They just spawn an invisible hazard in front of the player.
  5. I only played for a short bit, but their summons stayed within the map. Did you get a crash here?

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igorko avatar igorko commented on August 22, 2024

I have noticed 5 only few times. I just saw some enemies out of map bounds. maybe we lack spawning check...

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igorko avatar igorko commented on August 22, 2024

No issues left currently.

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