Some of those more recent screenshots look very, very good compared to the earlier ones. The earlier ones generated decently, but had a lot of conflicting sprite pieces right next to each other. The improvements are very impressive.
At this rate it doesn't look like it'll be ready by March, but it'd be interesting to see an update. This makes me hopeful of figuring out how to get Tiled working with RPG-JS and getting my game engine built out!
How could I have missed this topic? Seriously, those spiders look epic. I just fav'd them. ^^
Personally, I'd like four-directional deaths myself (on all sprites) but just one is fine for the moment. For example, on the character sprites, I planned to use full map animations (I won't use separate battle sprites at all) and I think it'd be neat having characters and monsters/beasts (I won't use the term "monster" in my series) fall down in the direction they are currently pointing.
Of note, I like the idea of Golem next, too. The Ice Golem looks cool, though eventually I'd like to see a stone/lava golem (well, it'd be a "stone" golem with lava basically acting as veins). The first form of the final boss for one of my games I have in mind is a lava golem (at least the outside anyway...) If others are made I may use them elsewhere, too, though.
Kindland you sound a lot like me, though I don't like calling myself a "Web Designer" because I'm really not that great at design. At the same time, I've heard that frontend web development is called Web Design in general. I do both frontend and backend web development.
And yes, because of HTML5 I'm trying to extend myself into game development now, too, exactly as Bonsaiheldin has stated. I'm already great with Javascript, and if I need to connect to a backend environment I already know AJAX and PHP as well (AJAX to connect to the backend, and PHP to receive it and process the information).
There's a few hurdles I still have before I can fully get into game dev with HTML5 but I'm working on resolving them. ^^
Both of these sound like great updates, sweet! Right now my collections are just for storing things I want to use, so I'll have to reorganize it later for things I am using once I get that far. I like the Copyright/Attribution Notice update, as well.
This is pure awesome. The style is very dark and gritty, which is exactly the kind of thing I'm looking for. I'm not looking for a user or friends list at this time, though... hmm... Could be interesting for future usage. I'll definitely keep my on on this, and perhaps I can tweak it to do something different but using the same style.
Ah, Drupal. I've heard its very good but complicated to work with. I'd probably be able to get into it easier but I myself have not worked with it yet. I am interested in working in it, though, so I'd love to work with it given the opportunity.
As a Web Developer myself I'd be more than happy to jump in and help once and a while if OGA ends up open sourced. I have a lot of stuff going on, but I'd like to help clean some things up around here as this is a great site. I haven't been provide much to the site as of yet anyway... I'm not quite sure what the site is run on, though, but I do know a wide variety of web development technologies.
Well, I'm planning to do some more LPC hairstyles soon...
"But if I distributed my derivative of that asset in a DRM game where it wasn't possible to redistribute/edit/get-hold-of that asset, then users have lost the rights they were supposed to have under the original CC BY-SA licence."
No because that'd be illegal. You have to release the asset separately regardless of whether the game is DRM or not. If you don't follow the license, e.g., allow the derived asset to be available for public use outside of the game itself, you are in violation of the license and have no right to use that asset.
COULD people do that? Yes, but they'd be in violation of the license. The derived asset must be released separately to the public under the same license.
Some of those more recent screenshots look very, very good compared to the earlier ones. The earlier ones generated decently, but had a lot of conflicting sprite pieces right next to each other. The improvements are very impressive.
At this rate it doesn't look like it'll be ready by March, but it'd be interesting to see an update. This makes me hopeful of figuring out how to get Tiled working with RPG-JS and getting my game engine built out!
Are you sure its not this website?
http://www.gamejamcentral.com/
I searched for "24/48 hour game jam" on Google and this was the first entry.
How could I have missed this topic? Seriously, those spiders look epic. I just fav'd them. ^^
Personally, I'd like four-directional deaths myself (on all sprites) but just one is fine for the moment. For example, on the character sprites, I planned to use full map animations (I won't use separate battle sprites at all) and I think it'd be neat having characters and monsters/beasts (I won't use the term "monster" in my series) fall down in the direction they are currently pointing.
Of note, I like the idea of Golem next, too. The Ice Golem looks cool, though eventually I'd like to see a stone/lava golem (well, it'd be a "stone" golem with lava basically acting as veins). The first form of the final boss for one of my games I have in mind is a lava golem (at least the outside anyway...) If others are made I may use them elsewhere, too, though.
Kindland you sound a lot like me, though I don't like calling myself a "Web Designer" because I'm really not that great at design. At the same time, I've heard that frontend web development is called Web Design in general. I do both frontend and backend web development.
And yes, because of HTML5 I'm trying to extend myself into game development now, too, exactly as Bonsaiheldin has stated. I'm already great with Javascript, and if I need to connect to a backend environment I already know AJAX and PHP as well (AJAX to connect to the backend, and PHP to receive it and process the information).
There's a few hurdles I still have before I can fully get into game dev with HTML5 but I'm working on resolving them. ^^
There's a nice variety here, I like it. Might use one of the styles later, though I'm not sure just yet.
Both of these sound like great updates, sweet! Right now my collections are just for storing things I want to use, so I'll have to reorganize it later for things I am using once I get that far. I like the Copyright/Attribution Notice update, as well.
This is pure awesome. The style is very dark and gritty, which is exactly the kind of thing I'm looking for. I'm not looking for a user or friends list at this time, though... hmm... Could be interesting for future usage. I'll definitely keep my on on this, and perhaps I can tweak it to do something different but using the same style.
Ah, Drupal. I've heard its very good but complicated to work with. I'd probably be able to get into it easier but I myself have not worked with it yet. I am interested in working in it, though, so I'd love to work with it given the opportunity.
As a Web Developer myself I'd be more than happy to jump in and help once and a while if OGA ends up open sourced. I have a lot of stuff going on, but I'd like to help clean some things up around here as this is a great site. I haven't been provide much to the site as of yet anyway... I'm not quite sure what the site is run on, though, but I do know a wide variety of web development technologies.
Well, I'm planning to do some more LPC hairstyles soon...
"But if I distributed my derivative of that asset in a DRM game where it wasn't possible to redistribute/edit/get-hold-of that asset, then users have lost the rights they were supposed to have under the original CC BY-SA licence."
No because that'd be illegal. You have to release the asset separately regardless of whether the game is DRM or not. If you don't follow the license, e.g., allow the derived asset to be available for public use outside of the game itself, you are in violation of the license and have no right to use that asset.
COULD people do that? Yes, but they'd be in violation of the license. The derived asset must be released separately to the public under the same license.
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