Additional builds on these platforms thanks to volunteers/fans:
I wanted to add a bit of bloom post-processing to see if it makes the shiny metals pop. Compare to the animation in the previous post which doesn't have this added.
This kind of effect might normally be added with a shader. But for our simple 2D engine (with fixed perspective) I can bake these kind of effects directly into the sprites.
Wandercall armor WIP
I'm putting together a simple steel armor set that I'll be using in early Wandercall testing.
Flare Development Log - Apr 24, 2014
Justin is back with an engine development update! What's new?
- "Full" paths are used when referencing files from config files
- Added attribute documentation
- Removed support for non-alpha images (i.e. "magic pink")
- Better input handling
- Many bug/crash fixes
Flare Dev Log - improvements and fixes
Justin sends in this report on Flare engine progress. As we've been creating and porting game data to the latest engine, we've cleaned up a few unhandled glitches.
The Flare devs (who are way better at C++ than I am) are also finishing up an abstraction for all the graphics handling. Flare is no longer limited to SDL1.2 -- it can be ported to work with other 2D frameworks without having to gut the entire codebase.
Developer Log - Books
Justin's back with a Flare engine development update!
- Adaptive frameskipping
- Menu config file simplification
- Removed remaining hardcoded sound effects
- File parser refactoring