2014/03/05

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.

2014/02/14


Art: Return Stones

If you’ve already played the alpha demo you’re familiar with the two-way teleporter circles used for the Warp Zone. Today I worked on an accompanying piece of art that will be used for one-way warps. As an example, you may find this stone after a boss fight and it can be used to skip back to the beginning of the dungeon.

animated glowing stone obelisk view 1
animated glowing stone obelisk view 2

2013/12/11

Let’s Play policy

Flare Engine is a stand-alone piece of software. Its license (GPL) is completely separate from any game content. Without content there’s not really anything to record. So permission to record a game needs to come from the makers of each game.

I’m the primary creator of the Alpha Demo (the currently released content that usually comes bundled with the Engine). The game also contains Free art (CC-BY-SA) made by many other artists. So legally I can’t speak for the rest of those artists when it comes to recording the game. You definitely are allowed to release your recording under the same license as the game – CC-BY-SA.

My personal opinion is that Let’s Plays (and similar) are a form of criticism/review. I think it ought to be Fair Use, but I don’t get to make the rules. As far as I’m able to grant this, you have my permission to release commercial videos of playing the Alpha Demo. It’ll be the same for any games we officially release here with that fantasycore art set.

Releasing your Flare video CC-BY-SA

To be completely in the clear, Let’s Plays and similar videos of Flare’s Alpha Demo should be released as CC-BY-SA 3.0. What does this mean and how to do it?

CC-BY-SA 3.0 states that you can share and remix Flare Game content for any purpose, even commercially. You must credit the original creators (Attribution requirement) and you must release your transformation under the same license (Share-Alike requirement).

In your video description, I’d recommend saying something like this which fulfills the Share-Alike requirement and Attribution requirement. Links included!

This video is released under the CC-BY-SA 3.0 license. Flare is created by the Flare team.

What does it mean if you release your Let’s Play as CC-BY-SA? Others can remix/transform your video and release it too, as long as their work is also CC-BY-SA. Put simply: we shared our game with you, so you should share your video with others. Practically speaking it doesn’t really change anything else about your video. You’re clear to make ad revenue etc. as usual.

I say you’re clear, but check your own contracts. E.g. if you’re under an Exclusive license clause (e.g. your boss or video network wants exclusive rights to your Let’s Play video) then you can’t “Share-Alike”.

Heroine Dusk

All my original content, plus CC-BY music by Yubatake. You have my permission to release commercial videos of this game under any license. I suggest attribution like this:

Heroine Dusk is created by Clint Bellanger and features music by Yubatake

Press Any Key To Live

Press Any Key To Live – All my original content. You have my permission to release commercial videos of this game under any license. Suggested attribution:

Press Any Key To Live is created by Clint Bellanger

2013/12/03

Flare engine v0.19 released!

Flare v0.19 is ready for modders and players! Most of the changes since the last version are internal to the engine code.

Engine changes
  • Power specific stat modifiers (Ryan Dansie)
  • Cutscenes (Stefan Beller)
  • Specify data path via command line argument (Justin Jacobs)
  • Minions support (Ryan Dansie)
  • Flare engine man page (Christoph Thompson)
  • Keyboard based menu navigation (Igor Paliychuk, Joseph Bleu, Justin Jacobs)
  • Movement using floating point positions (Stefan Beller, Justin Jacobs
  • Hardcore characters no longer share a stash (Stefan Beller)
  • Credits added to title menu (Igor Paliychuk)
  • Additional event triggers (Stefan Beller)
  • Configurable death penalty (Justin Jacobs)
  • Colorblind mode options (blazindragon)
  • Add chance_flee behavior for enemies (Justin Jacobs)
  • Currency as a stackable item (Justin Jacobs)
  • Inline configuration attribute documentation (Henrik Andersson)
  • New minimap tiles for false walls (Matthew Krohn)
  • Allow custom attack animations (Matthew Krohn)
  • EventManager to handle map and NPC events (Igor Paliychuk, Justin Jacobs)
  • Use paths in config files when referring to other files (Justin Jacobs)
  • Upgradeable powers (Ryan Dansie and Igor Paliychuk)
  • TONS of internal refactoring/cleanup (everyone)
  • Various bug fixes (everyone)

Special thanks to these translators who are contributing to Flare for the first time:

  • German (de) update by Wuzzy2
  • Greek (el) update by Michael Papageorgiou
  • Scottish Gaelic (gd) by gunchleoc
  • Chinese (zh) by lonsine
Game Changes
  • Gold is now a stackable item and can safely be stored in the shared stash
  • Heroic Swing and Greater Channel are now upgrades of starting powers
  • New powers Ember Shot and Thunderstrike
Downloads

Windows

OSX

Linux etc. (build from source)

Distributions

The core Flare team provides the above binaries and sources. Ports for all other platforms are done by fans and volunteers. If you have the expertise to update or port Flare to another platform, please do! Send me the download/repo link and I’ll add it to the download list.

Next for Flare

The next engine release will be 1.0! We are done with all major and minor features. The only tasks left are mainly internal refactoring and fixes.

I’m working on final maps for the full campaign. The first act of the campaign will come with version 1.0 of the engine.

2013/12/02

v0.19 Status

I pulled igorko’s Power Upgrade feature and removed a test cutscene from flare-game. Barring new bugs, v0.19 is tagged and ready for packaging. Please immediately report any issues.

Next step is to summarize the last 8 months (!) of change logs and update the Credits wiki. Tonight I’ll create binaries for Windows and OSX and prepare the various source bundles.

[– update 2013-12-02 19:45 UTC –]

Removed v0.19 tags for now because we’re noticing a few bits of data that need updating. I’ll post back here when tags are restored.

[– update 2013-12-02 21:17 UTC –]

v0.19 is now tagged in the flare-engine and flare-game repo. Tomorrow I’ll post the official release. For now, try the test downloads below and let us know if you encounter major issues. Packagers should note that we might make minor changes/fixes between now and tomorrow.

Test v0.19 Downloads

Windows

OSX

Linux etc. (build from source)

2013/11/20

Flare Engine v0.19 ready for translation

I’m officially declaring String Freeze for the Engine v0.19. This means translators can begin or update translations safely!

The Engine translation files are found on the GitHub repo. And on the GitHub wiki there are basic instructions on how our translations work.

Don’t worry about any data translations for now. The majority of changes since v0.18 are internal to the engine, so we haven’t needed to create much new game data for testing features. And we’re all looking forward to new content, hopefully I’ll have something to reveal soon.

Engine v0.19 release date

Have any engine translations submitted to us by Friday, Nov 29th! We will package and test over the weekend to release on Dec 1st.

Flare engine approaching 1.0!

We’re essentially feature-complete on the engine right now. There is a bit of refactoring and standardization still to go. So we’re identifying anything that might change config and data files down the road. Once version 1.0 is officially released we don’t want to go breaking games by changing the data specs!

Version 0.19 will essentially serve as our “Release Candidate” for v1.0. Before I officially put the 1.0 blessing on, I’ll be doing a full code and data review of the project.