Isometric Tiles Tutorial Update
By popular demand, I’ve updated my Isometric Tiles Tutorial for Blender version 2.6.
By popular demand, I’ve updated my Isometric Tiles Tutorial for Blender version 2.6.
Is an “Accuracy” stat appropriate for action games? Even RPGs which are heavy action?
Classic D&D had an “attack” roll separate from a “damage” roll. The attack roll simulates the chaos of combat and relative skills of the attacker and defender.
But action games can actually show all of that chaos. The player himself gains combat proficiency. Creature AI can act and react defensively. There’s no need in action games to abstract attacks into a random chance.
Who says Flare has to be Medieval Fantasy? Here’s a mini Cubicle tile set. Perfect for Cubicle Chair Racing!
The Cubicle tile set is released under the terms of CC-BY-SA 3.0 (or later). If you are interested in using this tile set under different terms, please contact me.
If you’re trying to understand how Flare’s tile sets work, check out this article on Tile Set Definitions.
I plan on putting together more tutorials as time permits.
Check out this tutorial series by David Ang called Isometric Game Development in HTML 5 Canvas!
Exciting news by way of Ubuntu Vibes – Flare is now available in the Ubuntu Software Center! Quote:
The good news is that Ubuntu 12.04 has latest version of the game in official repositories, so just hit Software Center to install the game.
The new elemental wyvern skins are complete! I’ve added the art sources to Flare’s github as well.
Old palette-based games could do easy (sometimes ugly) color swapping at runtime. But carefully painted, pre-rendered color options look great. (Thanks Justin!)



It’ll take me a while to render all of the Wyvern animations for each of these (I don’t have a good single-click workflow yet). They’ll be on OGA and in GitHub as soon as they are ready.