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Tuesday, March 24, 2015 - 19:44

I'd put some of mine here, but it's procedurally generated. I'm not even sure how source code would fit in with the rest of Open Game Art. Oh well.

Monday, March 23, 2015 - 18:59

I struggled with the question too, and the only good answer I could find was: use vector and/or 2.5D graphics, to keep the game resolution-independent.

That said, you have to remember that Firefox uses hardware 2D acceleration, so to this browser it doesn't really matter how many pixels it has to push every frame (Javascript code will be the bottleneck). WebKit browsers, however, use software rendering for Canvas2D, so the size of your canvas will matter A LOT.

As for mobile devices, they have such a variety of resolutions and aspect ratios you can't really count on anything. A quick look at my website analytics seems to suggest that 1.7 is the most common aspect ratio, followed by 1.6 and 1.5. But there are still 4/3 screens out there, and even 5/4.

But! If you target desktop users at all, you can't even count on that, as you simply don't know if they keep their browser maximized. A lot of people don't these days, because it would just waste screen real estate and make websites hard to read. So what to do?

There's no hard and fast answer, but I'd just stick to 800x600, or 800x480 if I wanted widescreen, and leave it at that.

Sunday, March 1, 2015 - 05:58

To prevent spam. Approval can be slow nowadays though.

Sunday, February 1, 2015 - 06:03

Low poly it may be, but I'd like to have a knife like it in real life. In fact I have a folding knife that's not too dissimilar looking. Good work there! Bonus points for making it an .obj, that way pretty much anyone can use it.

Monday, January 26, 2015 - 22:54

Um, I'm pretty sure authors can ask nicely to be given credit anyway, in the way of common courtesy? People tend to do that with public domain works even though there's no requirement. I don't see a contradiction here, or a problem.

Good work, vladart.

Saturday, January 24, 2015 - 22:22

Yes. The requirement to give credit is right there in the license name: "Creative Commons Attribution".

Friday, January 16, 2015 - 05:19

I'd be very interested to hear of an easier solution. Far as I can tell, every single development environment for Android sits on top of the complete SDK, which in turns requires the Java SDK. So you have a ton of heavyweight stuff to install and learn how to use in order to make even the simplest Android app.

But maybe I missed something. Hello? Anyone? Help?

Monday, November 10, 2014 - 00:29

It depends on how your game is built. If your art assets are packaged as such in the game archive, people can trivially extract them after downloading. If they're stored on a server and loaded dynamically, providing a separate download might be a good idea. The same goes if your game uses some sort of unusual custom format for internal purposes. (See Machinarium, where the soundtrack is offered as an MP3 archive for just this reason.) And in either case you should link to the original source.

It's really neither very strict nor very complicated. Hope this helps.

Thursday, October 30, 2014 - 20:19

im looking for a way to literally put it on paper. i have no artistic skills.

Um, straightedge and pencil? How else? You said you tried graph paper and the scale was too small. So, increase the scale? Use bigger paper? Learn the basics of technical drawing? There aren't any shortcuts.

Alternatively, there are numerous applications for drawing game maps out there, and any decent one should support floor plans as well. See if one of them works for you. AutoRealm used to be the best, but that was long ago. Look around.

Saturday, October 18, 2014 - 23:19

So, kind of like a hand-rolled CC0? That's generous. Nice art, too. (Yay for an RPG that's cartoonish instead of all grim and serious for a change.) Good luck there!

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