Flare v0.11 “Enemy Powers” Flare v0.11 is up! It’s been a long, busy four months and I’m finally back on track. The focus on this release is Enemy Powers! Enemies have four slots for powers. New enemies shoot bows, cast
2011/02/26
v0.11 Release Candidate Google Code revision 232 represents the release candidate for v0.11. As far as I know, the code features I want are complete. I may still add a couple bug fixes. I’ll also add a few tweaks to
2011/02/24
Monster Levels and Power Definitions Two new Wiki pages have been added. Monster Levels is a guideline of what base stats a monster should have at each level. It’s kinda untested at the moment, so these numbers will shift as
2011/02/15
Random Updates Fireball (a ranged magic spell cast by some enemies) has new art. I figured out that fire has to be significantly turbulent to register as animated, especially when flying across the screen. This isn’t something I planned on
2011/02/14
Weekend Update I was able to update several items this weekend (revision 219). Created a nice spear animation Created a goblin spearman to match. You’ll find two in the Atrium and two in the Complex. Updated the cave tileset to
2011/02/07
Enemy HP Lowered I lowered enemy HP across the board. It shouldn’t be a chore to dispatch one enemy of equal level — this is an action rpg, after all. Enemies that take several hits will now stand out and
2011/02/06
Cave Test Map and Speed Improvement I’m working on a new cave map. It’s not populated yet but it’s looking great. I also added SDL_DisplayFormatAlpha() calls when loading SDL Surfaces. This seems to greatly improve performance, at least on my