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cpfr

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A member registered Dec 04, 2018 · View creator page →

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Hi, I have re-packaged the Linux build with libjpeg and libpng included. If it is not too much of a hassle for you, you could try again with the newest Linux download.
I have already downloaded a Debian Bookworm live image, but I didn't have the chance to test it myself, yet.

> Thanks for caring about us Linux users!

Since I am a Linux user myself, this is also important for me (the game was build on an Ubuntu Linux)

Hi,
I am sorry about that. May I ask which distro and version you are using? I tried to package all important libs and tested it on Ubuntu and Manjaro with KDE.

Hi, thank you for you gameplay video!
One short question: I noticed that you did not see the hints on the top left of the screen (they told you that you could have used the firestone by pressing "R" or using the lantern without opening the inventory by pressing "F").
Do you think the position of the hints is too subtle to be recognized?

Hi, of course:

Question nodes don't contain any text, so if an NPC asks you a question, you would have to add a normal text node before the question node. The question node is just used to indicate that there are answer nodes following. The answer nodes can contain text, but it is intended that this text is not the spoken text by your character, but the choice you are presented when asked this question. Then, you can add text nodes after the answer nodes if any character should say something (including the player character). This way, you can also add options like "[End Dialog]" and nobody says anything.

The branch node is similar to the random and cycle node. These nodes can have multiple successors. The random node always chooses a random successor node, the cycle node remembers which successors were already used and goes through them in a round-robin manner and the branch node always uses the first possible successor. The first possible successor means: The first successor where the precondition evaluates to true.

Each node can have a precondition, a Lua expression for example "return playerHasTalkedToNpc and playerHealth > 4". In this example, the node would only be chosen if the condition is true. For branch, random and cycle nodes, nodes with negative preconditions will be ignored, for answer nodes, the answers with a negative precondition won't show up in the possible answers.


I hope this helps. Maybe I will find the time to record a short video tutorial in October...

With new projects there will be new use cases :-)
And maybe the editor will be released as a 1.0.0 by then

Thanks! I'll have a look at the mouse controls. Did you see that there is also a dedicated Linux build?

Oh I didn't even know these games, but you're right, they look a bit similar 😉

Verison 1.0.0 will be released on April 11th, 2020.

The downloads will be available at 00:00 in Central European Summer Time (UTC+2) for Linux and Windows.

Hi all, dev update ahead!

There is a new blog post regarding the development of version 1.0:
https://www.gamedev.net/blogs/entry/2268945-the-fire-of-ardor-getting-closer-to-10/

Beta0003 is out, it now has an option for the mouse sensitivity :-)

Hello everybody,

I just uploaded Beta3 of The Fire of Ardor.

The new version features a whole lot of improvements!

Be sure to also check out my newest dev blog:

https://www.gamedev.net/blogs/entry/2268147-the-fire-of-ardor-public-beta-gettin...

Hi everyone,

I just uploaded a short gameplay trailer on YouTube.
Continuing work on the next release...

Best regards

Thank you for your reply!
I already got feedback that blocking attacks would be a nice feature and I am thinking about it. However, I'm not sure yet how to integrate it, since the right mouse button is used for the fireball by default (I would have to find another way to cast the spell).

Hi,
thank you for your feedback. You are not the only one who has problems with the mouse sensitivity. I will add an option for changing the mouse sensitivity in the next version.