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Work in Progress / Flare Engine [New Thread][Net play included!]

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TEH_CODERER
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Posted: 17th Apr 2008 10:27
Quote: "Like i said that effect does not work propeply with another camera."

How so? I can't see any reason that it wouldn't as the other cameras all work the same way. If you are not adverse to letting me see some code I can try to help. No code thieving! Promise!

Roxas
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Posted: 17th Apr 2008 15:22
Well i have tried already all i know. And i get weird spots on screen.. Like its hard to explaing but its just weird. We goed trough this with Dark Coder and that was the end result..

Also i would not really like to use multiple cameras at end cuz they drain FPS and i cant see any way why there is no command to disable the set camera to image. Its just so easy to implent if Lee have done the code right way.

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Roxas
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Posted: 17th Apr 2008 18:24
Okay got the effect working on second camera... But not in Flare Engine! Just in another project.. I wonder what the heck is happening :/

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TEH_CODERER
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Posted: 17th Apr 2008 18:59
Ok, fair enough, was just an offer. Hope you can get it working the way you want.

Roxas
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Posted: 18th Apr 2008 20:33
http://flare.xenmedia.org/Flare%20Engine.rar

Ok download if you want to test it. There is not much for 5 days work But its crealy coming nice ^^

Controls are simple:
Arrowkeys: Struggle on menus
Enterkey: Accept
Shiftkey: Cancel
2: View break effect again

The break effects motion blur is the one that is not working correctly with two cameras in Flare Engine :/ It works when i do another project tho :/

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Roxas
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Posted: 19th Apr 2008 20:30


Noo! I killed milk paton!
Stats added! Damage Counting added! Healing and deaths all working!

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Roxas
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Posted: 20th Apr 2008 01:20
Wow.. Another weird proplem! Somehow im having proplems with randomization.. Even im puttin Randomize Timer() at start of code the random is still odd..

Im getting dialogies reaally rare.. Also my AI wont work because randomization is odd :/ So it frozes the program when the calculation is refused and program forces it to calculate again.. But because random is so odd it always calculates the same (i think) thats why it frozes..

Any ideas?

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Oneka
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Posted: 20th Apr 2008 02:36
Try randomizing it every loop, that might help the sitaution out


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Bizar Guy
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Posted: 20th Apr 2008 03:17
works pretty well, though you need to have timers for the player to show how long you have before an attack will work.

Roxas
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Posted: 20th Apr 2008 16:52
Quote: "works pretty well, though you need to have timers for the player to show how long you have before an attack will work."


Nope its not ABS. Its like FFX system wich dont have that bar. Because thats more stragetic system. You see turns at top right.

Quote: "Try randomizing it every loop, that might help the sitaution out "


Tried already. No luck

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Roxas
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Posted: 20th Apr 2008 21:47

Surface shadows or w/e with lights!

Still having proplems with random.. Is this DBPro bug? They worked awesome back then but not now.. weird :/

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Bizar Guy
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Posted: 21st Apr 2008 10:42
Quote: "Nope its not ABS. Its like FFX system wich dont have that bar. Because thats more stragetic system. You see turns at top right."


ah, k

Roxas
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Posted: 21st Apr 2008 20:16
Lol, I added terrorist arrow into engine and gave him Uber Stats and Auto-Haste!

When battle begin he got 4 turns in row! He killed Shadow Blade, Another Blade and Drew with attack! Then he used Fire on Milk Paton but Milk Paton stayed alive.. Finally i got turn..
In that screen im using "Quick Hit" skill and then selecting fiend. You can see fiend stats at upper left of this screen

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Roxas
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Posted: 22nd Apr 2008 17:19
Video: http://www.youtube.com/watch?v=1lbBeKRg8bo

Propaply those who plays Final Fantasy understands it best.. (Especially FFX)

I were reviring Death party members with phoenix down. Also i used Quick Hit because its faster than normal attack (I get faster turns or i can hit many times in row) and its not any weaker

If i would not use that.. Terrorist Arrow would've propaply killed me in one turn lol..

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Shadow Blade
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Posted: 23rd Apr 2008 20:33
This is looking great. Glad I checked on it. Why do you keep using my name? lol

-Shadow Blade

Roxas
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Posted: 23rd Apr 2008 20:38
Quote: "Why do you keep using my name?"

LOL! Its just name for the sword i fastly putted there

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Roxas
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Posted: 24th Apr 2008 23:34
Npcs!

Tomorrow i start coding 3dws lightmapping emulation code.. So when player goes into shadow in 3dws map it turns dim.. Same for npcs

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Roxas
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Posted: 25th Apr 2008 11:26 Edited at: 25th Apr 2008 11:26
Beta version of Dynamic Lights is done Video coming soon.
Thanks for Fallout of helpful info in his Claymore Island thread how do to it..

Even my engine is waaaayy diffrent and simple than his.. But im working on it

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Roxas
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Posted: 25th Apr 2008 12:09
Video:
http://www.youtube.com/watch?v=9x75DRQMH0E

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Drew Cameron
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Posted: 25th Apr 2008 15:45
Looking good!!!

Roxas
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Posted: 25th Apr 2008 17:00
Event system with inbuilt scripting system.
http://flare.xenmedia.org/uploads/1FE.PNG
http://flare.xenmedia.org/uploads/2FE.PNG
http://flare.xenmedia.org/uploads/3FE.PNG

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Roxas
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Posted: 28th Apr 2008 00:06
My crappy mapping skills.

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Roxas
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Posted: 6th May 2008 11:16 Edited at: 6th May 2008 11:18
Some update!

==Level Editor==

--Features--
-New Level Editor! (Modifed version from Drew's level editor!)
-Entity Support on Editor.
-Surface Lighting
-Texturing
-Modifying

--To-Do--
-Lights! (To use with my lighting engine)
-Lightmapping
-Better interface
-More Flare Engine interaction

==Flare Engine==

--Features--
-Lot of crap

--To-Do--
-Sky Light Emulation
-Spot Light Emulation



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Bizar Guy
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Posted: 6th May 2008 18:03
So you're dropping the rendered background approach?

Looks like a lot a progress is being made.

Roxas
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Posted: 7th May 2008 15:13
Quote: "So you're dropping the rendered background approach?"

No no no

Im just writing 3d handling too. When i need PreRendered BG's (Usually when inside building or something) Im gonna code that part better than it was in first place.

So pre-rendered bgs can be used every place or just in some places

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Bizar Guy
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Posted: 7th May 2008 19:02
k, sounds good.

Shadow Blade
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Posted: 14th May 2008 21:29
looking good

Rampage
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Posted: 22nd May 2008 07:07
Looking AWESOME!


Visual Game Studio Express Lead Programmer.
Roxas
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Posted: 22nd May 2008 16:21
Thanks a bunch. Still working on it secretly.

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bergice
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Posted: 22nd May 2008 16:42 Edited at: 22nd May 2008 16:44
Really nice work Roxas!
I bet you are a KH fan, right?


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Roxas
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Posted: 22nd May 2008 18:15
Squaresoft/Enix fan boij

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SunnyKatt
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Posted: 23rd May 2008 13:10
Looks sweet.

Rampage
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Posted: 4th Jun 2008 10:57
Man once again, someone (you) have forced me into my deep dreams of making my own game engine. But I never got round to it...But now...Hehehe. Keep up the good work!


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flickenmaste
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Posted: 4th Jun 2008 18:56
@Roxas- where do i download it..says it cant find file =(

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Xenocythe
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Posted: 5th Jun 2008 00:56
I crave progress

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Roxas
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Posted: 9th Jun 2008 17:05
Sorry, ive been on annyoining christian camp. And i hope my summer wont be so busy. I propaply make new thread when enough procress.

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Akari
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Posted: 12th Jun 2008 08:28
Why don't we join forces? It's better not to do 2 engines, only one, but faster and better.

Previous Q-Gears project was started from scratch, but with exact mechanics as in original games.

This is engine that can allow anyone create Square 2,5d and 3d games (Final Fantasy VII, Xenogears, Final Fantasy X and so on). Of course a great amount of work lies ahead.

You can find blog here http://community.livejournal.com/q_gears/

Final Fantasy Engine - http://community.livejournal.com/q_gears/
Roxas
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Posted: 18th Jun 2008 00:14
@Akari

Ah, Q-Gears have been always my inspiration for this project But there is one flaw. This is Dark Basic Pro. Propaply later it will be converted to DGK/C++ but thats it.

My c++ knowledge is pretty minimun and i have only made few DS games and one 3D DS Engine (Wich i lost in format) with C# and C++ languances.

If you got more info i would be really grateful to join into Q-Gears project!

UPDATE
Flare Engine supports now Action RPG's
Behold work in progress Kingdom Hearts type battle engine!




I can propaply tomorrow get the A.I Up and record a test battle

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Roxas
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Posted: 18th Jun 2008 15:49
New Screens from Action Battle Engine.




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Xenocythe
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Posted: 18th Jun 2008 20:04
Looks freakin awesome man!

Keep up the great work.

I want to see this finished!!!

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Roxas
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Posted: 21st Jun 2008 00:20
Good news. I may tomorrow look into FFVII .P model format and animations and hopefully i can get Characters rendered up with full animations!

Why i do this?
Simply because that model format is really good. The models always shows up correctly and animations works with every model if you place the model parts correctly

I also may move to c++ gdk or irrlicth.

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Akari
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Posted: 26th Jun 2008 06:35
Quote: "@Akari

Ah, Q-Gears have been always my inspiration for this project But there is one flaw. This is Dark Basic Pro. Propaply later it will be converted to DGK/C++ but thats it.

My c++ knowledge is pretty minimun and i have only made few DS games and one 3D DS Engine (Wich i lost in format) with C# and C++ languances.

If you got more info i would be really grateful to join into Q-Gears project!"


I knew that you programming on Dark Basic Pro, but it never late to go to professional level. Three years ago I don't know c++ at all.

You can take a small part of code and work there, for example G programm sound and probably will work on video later. There are a lot of things you can take care of. For example battle engine or worldmap. Editor isn't even started yet. =)

You could help even by scripting game on this engine. We need someone to translate Final Fantasy VII to this engine (field scripts and data) =)

Final Fantasy Engine - http://community.livejournal.com/q_gears/

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