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Gold drop could be decreased in favor of potion drop

At this moment (r262), the character collects good money which are useless. It 
might be good to decrease the money drop for now in favor of potion drop, 
especially health potions for melee fighters.

A defense mage has the healing spell and a reasonably good mana regeneration 
rate.

An archer has a reasonably good firepower, so can take down tough enemies from 
distance without taking damage. Usually even the cave becomes a piece of cake 
as soon as an archer finds his first sling, so a level 2 archer can take down 
even those fire-spitting bugs in the cage.

A melee fighter (the one that invests into Physical) has a huge disadvantage. 
Can't wear a good shield and armor. The health regeneration is not enough. He 
takes 1-2 hits and dies. Providing him with lots of health potions will make it 
possible to retreat, drink a potion and continue fighting.

Another improvement for fighters could be the life-stealing special ability of 
swords, but this is probably more complex and can be delayed for the future.

Original issue reported on code.google.com by [email protected] on 13 Mar 2011 at 7:28

New compiled win32 download ...

Lol Its been 1 month and there is no new precompiled version of Flare ... Clint 
(you lazy bum) pls make a compiled version at least once per month !!!

Original issue reported on code.google.com by [email protected] on 25 Apr 2011 at 10:19

Localization

Are you planning localization support? I can translate flare to russian 
language.

Original issue reported on code.google.com by [email protected] on 20 Mar 2011 at 1:52

Allow Item-based Powers on the Action Bar

Here's how I want to handle Item-based powers.

0. In powers.txt, new powers are created that represent drinking a health 
potion, drinking a mana potion.  These are type=effect, have no hazard, but 
have a potion sound effect (copy the potion sound effect to the 
resources/soundfx/powers/ folder)

1. In powers.txt, Powers based on consumables (e.g. potions) get a new value:
  requires_item=#
# is the item id, default -1 for no item.
Add requires_item to PowerManager::loadPowers()

2. In items.txt, items with special power on action-bar use get a power id.
  power=#
# is the default is -1 for no power
Add power to ItemDatabase::load()

3. In MenuManager.cpp, if an item is dragged from the Inventory to the Action 
bar:
return the item to its previous slot.
if that item has a power, put that power in the actionbar slot.

4. In Avatar.cpp when using a power, near the other "requires_" checks.  If the 
power has "requires_item", check the inventory to make sure at least one is 
carried.  Avatar will require a pointer to MenuInventory for this.

5. In PowerManager add two new options to buff()

    // full health restore
    if (powers[power_index].buff_maxhp) {
        src_stats->hp = src_stats->maxhp;   
    }

    // full mana restore
    if (powers[power_index].buff_maxmp) {
        src_stats->mp = src_stats->maxmp;   
    }

6. Edit powers.txt.  Give the new buff_maxhp=true and buff_maxmp=true to the 
potion powers.

8. Add a new 32x32 black image with 75% alpha to ActionBar.

9. On ActionBar::render(), if any power has requires_item, lookup in 
MenuInventory to see how many of that item exists.  Display that number on a 
corner of the actionbar slot (e.g. how many potions remain).
Also on ActionBar::render(), if a power has requires_item but there is 0 in the 
inventory, cover that icon with the black image.  This will "darken" the potion 
icon when the hero has no potions left.

10. Remove ActionBar::activate().  Replace it with a call to PowerManager 
instead.

Original issue reported on code.google.com by [email protected] on 10 Mar 2011 at 5:10

Scrolling and Tabbed Log Menu

Quests will be added as part of v0.13 (done very simply at first).  As part of 
this, I want to look at improving the Log menu.

1. Add tabs to the log menu (lower the top of the text area if necessary).
2. Allow each tab to display an array of strings
3. Allow setting the title of each tab
4. Create a vertical scroll bar for the text area

For #4, obviously this would be easier if I used some library with a text box 
widget -- but this is probably the only place a scroll bar is needed in the 
game, so I prefer a primitive local solution.

The tabs I have planned are

1. Messages (the current message log)
2. Quests (active quest helping text displayed here)

And in the future:

3. Statistics (number of deaths, number of monsters killed by type, amount of 
gold collected, amount of gold lost to death, etc.)
4. Achievements (maybe)

Original issue reported on code.google.com by [email protected] on 12 Apr 2011 at 6:28

Visible Shield State

The Shield sprite gets more dim as it absorbs damage to help the player know 
when to recast the skill.

Original issue reported on code.google.com by [email protected] on 29 Mar 2011 at 11:48

Support systems without sound

Currently if no sound driver is available, the game will quit.

Change this behavior to allow playing the game without sound support.

Original issue reported on code.google.com by [email protected] on 13 May 2011 at 1:58

Gaming becomes tedious at level 7

I'm playing r247

My lvl7 mage can clean up all the levels. The problem is that a lot of 
experience points are needed to advance to further levels (I want those ice and 
fire spells). Cleaning up almost the whole cave gives me only a bit more than 
200 exp. Cleaning the cave over and over again is tedious, this is how I 
advanced from lvl6 to lvl7.

Not sure decreasing the exp levels is the best idea, but you could consider 
adding more monsters to the cave for now, while there aren't any other exp-rich 
locations yet.

I'm attaching my save.


Original issue reported on code.google.com by [email protected] on 7 Mar 2011 at 5:29

Attachments:

The AI with ranged attack shout where I was before.

What steps will reproduce the problem?
1.Search an enemy with ranged attack.
2.Move a little (maybe while it come in attack range).
3.See the monster keep shooting where you was standing before.

What is the expected output? What do you see instead?
-> The enemy should update its target's location.

What version of the product are you using? On what operating system?
-> SVN head.

Please provide any additional information below.
-> I don't have see how AI work. It should be an opportunity.

Original issue reported on code.google.com by [email protected] on 4 Apr 2011 at 10:44

Memory growing whenever I change equipment (except artifact)

What steps will reproduce the problem?
1.Monitor the memory usage.
2.Change your equipment (except artifact) several times.
3.See the memory usage grow each time, but never decrease.

What is the expected output? What do you see instead?
-> I expect no significant change in memory usage, or only temporally.

What version of the product are you using? On what operating system?
-> SVN r328, on Ubuntu.

Please provide any additional information below.
-> I'm don't skilled in memory usage, but I submit a little patch which seems 
to work...

Original issue reported on code.google.com by [email protected] on 4 Apr 2011 at 9:13

Attachments:

Vendor Menu loses priority

What steps will reproduce the problem?
1. Open the Character menu
2. Talk to a Vendor
3. Mouse-over the vendor's inventory

What is the expected output? What do you see instead?
- Should see the vendor item stats
- The character menu is taking priority for function; mouse-over tool tips are 
shown for the character menu.

Original issue reported on code.google.com by [email protected] on 15 Mar 2011 at 4:29

svn checkout does not include the file "talker.png"

After checking out the code and compiling, running the binary from the terminal 
yields "Couldn't load image: Couldn't open images/menus/talker.png Segmentation 
fault"

This is on Ubuntu 10.10 with the newest source code.

Original issue reported on code.google.com by [email protected] on 17 Mar 2011 at 4:40

r318 breaks keybindings

I have the Shield spell on the first cell of the spell tab (hotkey '1' to 
activate). When I press 'a' to move, my character moves, but also the Shield 
spell is casted. If I move the Shield spell to the second cell of the spell 
tab, the problem disappears - the spell is not casted anymore when 'a' is 
pressed. I'm sure it's r318, since I've also compiled r317 from source and 
couldn't reproduce the problem.

I'm also attaching my save file just in case it's relevant.

Original issue reported on code.google.com by [email protected] on 2 Apr 2011 at 7:26

Attachments:

Effects of blood strike must stop if the character dies

To reproduce:
1. find some monsters that use blood strike (antlion slashers in the cave are 
ok)
2. let them kill you using blood strike, hit enter immediately (before 5 
seconds limit)
3. after appearing, the character is still bleeding and taking damage

I see this in r247

Original issue reported on code.google.com by [email protected] on 7 Mar 2011 at 5:17

Selling while not on a vendor

In the inventory menu items can be sold pressing Ctrl + Left Click.
This can be done anywhere in the game and not only with the vendor NPC.
I think this option should be disabled.

r311


Original issue reported on code.google.com by [email protected] on 31 Mar 2011 at 1:43

Teleport scrolls used directly from inventory warp player to (0,0)

What steps will reproduce the problem?
1. Buy a Teleport Scroll
2. Right-click it from your Inventory
3. Player is stuck at (0,0), usually empty map space

This will be an issue for any powered item that uses the cursor for aiming.

Possible solutions:

A. Before using an item power from inventory, check to see whether it relies on 
aiming.
B. Add a flag to items themselves that say whether they can be used directly 
from inventory or must be readied in the Action Bar.

Original issue reported on code.google.com by [email protected] on 7 May 2011 at 7:39

The AI begin to walk in the wrong direction.

What steps will reproduce the problem?
1.Close to an enemy from its back or sides.
2.The first step it does is its last direction.

What is the expected output? What do you see instead?
-> It should turn before walk.

What version of the product are you using? On what operating system?
-> SVN head.

Please provide any additional information below.
-> I don't have see how AI work. It should be an opportunity.

Original issue reported on code.google.com by [email protected] on 4 Apr 2011 at 10:39

Reset on exit to Title

The GameEngine object isn't recreated when exiting to title and loading a new 
game. This saves from having to reload many common resources.

However, some things currently aren't reset properly.

If you find something that isn't being reset, please add it here.

- Various sound effects not reset (e.g. flying loot)
- Crit screen shake

Original issue reported on code.google.com by [email protected] on 6 May 2011 at 4:23

Stackable items

Hello,

I would like to help by adding stackable items support for items like potions, 
because it's the first thing that bothered me.
I learn C++ again (and english, by the way ;-)), because I didn't code in C++ 
since school.
I have already begin this functionality to see if I am able to complete it.
I'm in the debugging step and I would like to know if you think this 
functionality is acceptable.

Original issue reported on code.google.com by [email protected] on 27 Mar 2011 at 3:51

More Icon Space

Icon Space runs out quickly for modders.

Remove the limitation by separating small (32px) and large (64px) icons into 
separate sheets.

The code should automatically accomodate people who want to resize the image to 
be taller.  If they keep the same width and the same icon size, the icon 
indices will work without issue.

Original issue reported on code.google.com by [email protected] on 24 Mar 2011 at 5:49

Fist weapons

It could be cool to implement fist weapons like chuckles or claws the punch 
animation is already implemented all it needs is sprites and icons.

Original issue reported on code.google.com by [email protected] on 1 Apr 2011 at 12:44

Begginning of an idea of a pause menu

I have started working on a starting menu and pause menu. The graphics are very 
poor (especially on the starting menu: it's the same image than the pause menu).
It's an early release to get an early feedback.
In order to motivate more people, I've add a point & click game where you have 
to avoid the black holes...

Original issue reported on code.google.com by [email protected] on 8 Apr 2011 at 10:28

Attachments:

patch for flare to add a CMakefile

Hi,
I checked out flare today and saw that it still has nothing that makes it build 
(except gcc *.cpp -o rpgdemo). Because of that I gave a first shot at writing a 
CMakefile so that flare can be build with that build system. I tested the file 
on an amd64 Linux system but I expect that it should work flawlessly on the 
following systems to:
 - all Linux flavors (all arches)
 - *BSDs
 - Mac OS X

In order to build one has to do the following:

- have CMake 2.8+ installed
- check out flare sources and go into top-level dir
- mkdir build; cd build
- cmake ../src
- make

The above does a so called 'out-of-tree' build. An approach where the directory 
for the sources and the one for the binaries do not overlap. One can do it 
oldstyle as well, but out-of-tree building is the generally preferred way (also 
for other build systems like autotools).

To run it, one can do:
- cd ../resource; ln -s ../build/rpgdemo
- ./rpgdemo

Hope you like it. I dont know about Windows-compatibility but maybe some 
CMake+Windows expert can add what is needed to make it build correctly there.

Original issue reported on code.google.com by [email protected] on 28 Feb 2011 at 9:54

Attachments:

patch for the joystick code

I've fixed the joystick hat support, everything works now.
Also changed the default JOY_DEADZONE value from 10000 to 100 (though this 
should be moved to the config file in the future).

--Zear

Original issue reported on code.google.com by [email protected] on 10 May 2011 at 12:51

Attachments:

Multiplayer

Someone have to say the word. Why not me? :-)

Original issue reported on code.google.com by [email protected] on 5 Apr 2011 at 7:30

Crash when selling an item outside of vendor menu

What steps will reproduce the problem?
ctrl+click an item while the vendor menu is not open. Bug doesn't happen while 
vendor menu is open.

What is the expected output? What do you see instead?
Should get rid of item and give you gold.

What version of the product are you using? On what operating system?
Ubuntu 64-bit, r326

Original issue reported on code.google.com by [email protected] on 4 Apr 2011 at 7:06

Displayed Price on Stacked Items

The displayed price on a stack of items needs to be the price of the stack 
rather than the price of an individual item. For instance, if I have a stack of 
100 arrows, it sells for around 45 gold (I'm not sure exactly...) but in my 
inventory, the sell price says that the price is 1 gold. This is misleading 
because when I sell the stack I would expect to receive either 1 gold or 100 
gold, not anything in between.

Original issue reported on code.google.com by [email protected] on 4 Apr 2011 at 7:14

Items that give +1 to a stat

From user sunburn:

[12:41] <sunburn> +1 skill would be nice tho :)
[12:41] <pfunked> yes that would be fun
[12:41] <pfunked> I probably will add that later
[12:42] <pfunked> probably only on artifacts, since those don't have stats 
requirements
[12:44] <sunburn> yeah something like +1 Defence Skill ring
[12:59] <pfunked> sunburn: I can certainly do that.  Those could be useful to 
unlock weapons/armor, but if you're already at 5 in that skill it will only add 
a few hp or mp or avoidance or accuracy
[13:03] <sunburn> yeah it would be mainly to unlock powers and not waste skill 
points in spec of other classes

Original issue reported on code.google.com by [email protected] on 10 Mar 2011 at 7:07

Add SVN property svn:eol-style on text files

Hello,

It seems to be a good enhancement to specify the svn:eol-style property on text 
files to help SVN to do the necessary conversion.
We can use the "native", "LF", "CRLF" or "CR" value to allow everyone to use 
the native line ending on his system while keep a consistent line ending on the 
repository.

flare/src$ svn propset svn:eol-style native *.h
flare/src$ svn propset svn:eol-style native *.cpp

To help setting the right property on new files, the user can use 
auto-properties: http://www.mediawiki.org/wiki/Subversion/auto-props

Original issue reported on code.google.com by [email protected] on 1 May 2011 at 10:35

NPC dialog option based on stats

It would be really nice if there was a dialog option for NPCs based on 
class/stats. Right now, the following exists:

[dialog]
requires_status=ak_intro
set_status=ak_ukkonen_search
him=The goblins in the Warrens answer to a warlord named Ukkonen. Most goblins 
are merely curious; this Ukkonen is bloodthirsty. Punish him for desecrating 
this place. His lair is here in the Warrens, northwest of our location.

What if you could do the following? (Note: these options obviously aren't 
logically complete, and would probably cause dialog bugs. But it's the idea 
that could add depth to a story.)

[dialog]
requires_stat=ment,1
him=I am Guill, a scribe with the Order. I am grateful you've come -- we are 
short on trained mages due to the call-to-arms in Ancelot...
set_status=ak_intro

[dialog]
requires_stat=phys,1
him=I am Guill, a scribe with the Order. I am grateful you've come -- we are 
short on trained fighters due to the call-to-arms in Ancelot...
set_status=ak_intro

[dialog]
requires_stat=off,1
him=I am Guill, a scribe with the Order. I am grateful you've come -- we are 
short on trained archers due to the call-to-arms in Ancelot...
set_status=ak_intro

[dialog]
requires_stat=def,1
him=I am Guill, a scribe with the Order. I am grateful you've come -- we are 
short on trained paladins due to the call-to-arms in Ancelot...
set_status=ak_intro

[dialog]
requires_stat=all,0
him=This dungeon is no place for an untrained and unarmed soldier. Talk to 
Clint over there to get yourself ready to do something useful.

With possibilities like these, you could make quests that are only available to 
certain character classes (not that classes exist in FLARE...) or create 
branches in plot based on leveling choices.

Obviously, this wouldn't be a priority, but it would be quite a powerful 
feature.

Original issue reported on code.google.com by [email protected] on 30 Apr 2011 at 8:40

Diablo like controls

Here is a patch, that implements Diablo-like controls. But it still possible to 
switch to ASDW-style controls.

Switch controls may be applied in saves/save1.txt by key:
controls=1 //1 - Control by mouse, 2 - by keyboard.


It's my first a patch file, I don't sure, that done it correctly.

Original issue reported on code.google.com by [email protected] on 3 Mar 2011 at 9:18

Attachments:

CampaignManager.h: No such file or directory

What steps will reproduce the problem?
1. make

What is the expected output? What do you see instead?
src/CampaignManager.cpp:10:29: error: CampaignManager.h: No such file or 
directory

What version of the product are you using? On what operating system?
svn

Please provide any additional information below.

Not commited file CampaignManager.h

Original issue reported on code.google.com by [email protected] on 4 Apr 2011 at 9:59

Multiple Bonuses On Items

Please add support for multiple bonuses on items.

Example interesting use: give all heavy armors a movement penalty.

Original issue reported on code.google.com by [email protected] on 24 Mar 2011 at 5:44

Teleport not working

Hi,
I've compiled and played a bit on svn r358. I've found a bug in the teleport 
script; it sends  you to the black portion of the screen and there is no way 
back, even if you do another teleport ( I've used the 3 that I had). You can 
move around but not get back to the playable screen where are the enemies. you 
are outside the walls in the black universe ;)

hope you can solve it for the next release ...


Original issue reported on code.google.com by [email protected] on 25 Apr 2011 at 2:04

We can use offensive powers without ranged weapons equipped

What steps will reproduce the problem?
1.Start the game without ranged weapon equipped (change your equipped off hand 
and quit & start if needed).
2.Put an offensive power on your action bar.
3.Try it : nothing happen (the action bar button should seems deactivated, but 
it's another issue).
4.Put an offensive weapon.
5.Try again the offensive power : it should work.
6.Put your offensive weapon back in your inventory.
7.Try the offensive power : it still work !

What is the expected output? What do you see instead?
-> The power should not do anything. The action bar button should be grayed if 
the requirements are not met.

What version of the product are you using? On what operating system?
-> SVN head.

Please provide any additional information below.
-> It's on my todo list. I will investigate that tomorrow night if it's still 
relevant.

Original issue reported on code.google.com by [email protected] on 4 Apr 2011 at 10:33

Can't sell items if market stock is full

Title says it all: I can't sell items if market stock is full. I see this in 
r333.

Below I will explain how I've found the bug and why I consider it to be a bug, 
since I didn't trigger it by artificially walking into an edge case to see if 
anything is wrong - I triggered the bug during regular gameplay, so it's 
totally legit :)

Currently if the character is killed, 50% of money are lost. To mitigate this, 
a player collects a ton of stuff and sells it right before buying something. If 
the market stock gets full, you can't sell anything.

Now consider the following scenario: you've collected a lot of items to sell 
for money, you open the market and see a really nice blue item which you want 
badly. You start selling your stuff to get money for buying that item. The 
market stock gets full, you can't sell more and you can't buy that cool item 
because you don't have enough money. It's a stalemate.

It is possible to avoid this by making the cheapest items that were sold to 
disappear when the stock is full, since I won't be going to buy them back 
anyway. The important thing here is to keep all the items that the market 
initially offers for sale.

Another idea would be to let the market owner to keep your money. For example 
market owners could accept money and take 20% for keeping it. 20% might seem a 
lot, but 50% is even more. Everybody would be able to choose between having the 
money safe with a 20% loss or carrying the money but being exposed to the risk 
of dying and suffer the financial penalty.

Sorry for my huge post :)

Original issue reported on code.google.com by [email protected] on 6 Apr 2011 at 8:26

Can buy items from shops when dead.

I can buy things while dead. To reproduce this issue, go to cave1 map, die near 
the merchant with a LOT of gold (since you lose half of it), click on the 
merchant like normal and buy items from shop.

Normally, you should not be able to open up a dialog with ANY NPC when dead. 
Instead, I can open up an NPC dialog like normal.

Ubuntu 10.10, code r285.

Original issue reported on code.google.com by [email protected] on 18 Mar 2011 at 7:17

Compile error

What steps will reproduce the problem?
1. make

What is the expected output? What do you see instead?
[  2%] Building CXX object 
CMakeFiles/flare.dir/home/longer/Source/flare_ro/src/CampaignManager.cpp.o
/home/longer/Source/flare_ro/src/CampaignManager.cpp: In member function 'void 
CampaignManager::setHex(char, int)':
/home/longer/Source/flare_ro/src/CampaignManager.cpp:29: error: invalid 
conversion from 'char' to 'const char*'
/home/longer/Source/flare_ro/src/CampaignManager.cpp:29: error:   initializing 
argument 1 of 'std::basic_string<_CharT, _Traits, _Alloc>::basic_string(const 
_CharT*, const _Alloc&) [with _CharT = char, _Traits = std::char_traits<char>, 
_Alloc = std::allocator<char>]'
/home/longer/Source/flare_ro/src/CampaignManager.cpp: In member function 
'std::string CampaignManager::getAll()':
/home/longer/Source/flare_ro/src/CampaignManager.cpp:52: error: 'btox' was not 
declared in this scope
make[2]: *** 
[CMakeFiles/flare.dir/home/longer/Source/flare_ro/src/CampaignManager.cpp.o] 
Error 1
make[1]: *** [CMakeFiles/flare.dir/all] Error 2
make: *** [all] Error 2


What version of the product are you using? On what operating system?
last svn revision

Original issue reported on code.google.com by [email protected] on 4 Apr 2011 at 5:56

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