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Free/Libre Action Roleplaying Engine

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Month: February 2011

2011/02/28

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

Clint Bellanger February 28, 2011February 6, 2018 Uncategorized No Comments Read more

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

Clint Bellanger February 26, 2011February 6, 2018 Uncategorized No Comments Read more

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

Clint Bellanger February 24, 2011February 6, 2018 Uncategorized No Comments Read more

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

Clint Bellanger February 15, 2011February 6, 2018 Uncategorized No Comments Read more

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

Clint Bellanger February 14, 2011February 6, 2018 Uncategorized No Comments Read more

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

Clint Bellanger February 7, 2011February 6, 2018 Uncategorized No Comments Read more

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

Clint Bellanger February 6, 2011February 6, 2018 Uncategorized No Comments Read more

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