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Saturday, August 3, 2013 - 01:47

The license is exactly the one you want.  It requires people to credit you when they use your work.

Also, nice work.  :)

Saturday, August 3, 2013 - 01:42

Very nice! :)

Saturday, August 3, 2013 - 01:39

Didn't notice that.

Cindy and yinakoSGA appear to share the same IP address.

@yinakoSGA:  Don't shill your own stuff.  This is your one warning.  I don't mind you advertising your work provided you do it in the appropriate forum, but making fake accounts doesn't sit well with me.

Tuesday, July 30, 2013 - 02:33

Sorry about that.  Please be assured that this isn't a deliberate attempt to bother you with email. :(

Notice the "Notify me when new comments are posted" checkbox at the bottom of the page.  The configuration option is just a default value for that checkbox.  Any threads that you commented on before you changed your user option will still send you mails.  You'll need to edit a comment in the thread, uncheck the notify box, and save the comment.

If it still doesn't work, please let me know and I'll look into it further.

Wednesday, July 24, 2013 - 13:11

Awesome! :)

For other people reading this, it's worth noting that SpriteAttack has an excellent website with a lot of really nice art and excellent Inkscape tutorials.

 

Wednesday, July 24, 2013 - 12:20

Also, thanks for taking the time to do this.  I think it'll make it a lot easier for programmers to use.

One thing you might consider doing is arranging the blank templates in the same way and putting those out as separate files so that people can work with them in this format.

Wednesday, July 24, 2013 - 11:57

That's an excellent counterpoint, and one that I happen to agree with.  In fact, I've ranted about it at great lengths in the past.  If your modding instructions start with "open a text editor", you've lost most of your potential artists right there.

That being said, these minecraft mods I'm referring to aren't texture alterations, they're essentiall programs written in Java, which is one of the more beginner-unfriendly languages out there.  I think the primary reason that minecraft has so many mods is that it's immensely popular.

Compare minecraft with minetest, which is built with modding in mind.  If you compare ratios of community size to the number of mods, minetest (which has a small community) is actually vastly more successful than minecraft, partly because modding doesn't involve mucking around with Java.  Sure, you need a text editor, but most modding of minecraft requires a decompiler.

Wednesday, July 24, 2013 - 11:12

Antifarea is Charles Gabriel. :)

Tuesday, July 23, 2013 - 16:54

AS3 is a bit out of my area of expertise, since I've never worked with it, but here's how I would go about it:

First off, apparently there's an alpha quality midi loader on google code under the MIT license:

http://code.google.com/p/as3midilib/

Grab the code to that.

Then, write a few simple synths (white noise, square, triangle, saw, etc) and associate them with whatever midi channels you want (obviously you're not going to want to write synths for every single standard midi instrument, because that would take forever).

I've never written a music synth before, but I'd try something like this:

  • At the beginning of the main loop, check the current time and compare it to the previous time.
  • If a note should have played in that timeframe, synthesize that note as raw sound and begin playing it. 
  • If this makes things too choppy, you might want to make a separate thread that you can call to synthesize your notes a second or so before it's time to play them.
  • If memory usage isn't an issue, you could synthesize the entire song before the actual game stars playing it, and then just play the entire raw sound in the background.  This may be 10 to 50 megs per song, though, since it's uncompressed sound data.

That's about it.  If you need anything clarified, let me know.

Bart

Tuesday, July 23, 2013 - 12:16

Awesome! :)

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