You zombie looks alot better but still as redshrike stated, you will never have the true ownership of your art. After you are confortable enough, try it from stratch.
I want write something generic, I do not know the development cycle of FLARE therefore I cannot comment on it.
First of all will you be the only guy? This means you should be able to program, modify existing art, and design the game. In all cases I would recommend you to start with a tiny game (tetris, break out, astroids, minesweeper). You will learn alot of valuable knowledge from a tiny project and it will not be too hard to achieve. After finishing this tiny game, I strongly suggest you to try to improve it. You can publish your code for review as well. At the end you will see lots of problematic parts. Unnecessary complexities. These will prevent you to write a larger project. Seeing these problems in a game will help you to avoid them later on. A more than necessary complexity will make that tiny game harder however, they will make a medium sized game impossible.
To summarize it, I recommend you to begin a tiny project to learn the process.
What about running on Wine? I am considering releasing my game engine for this project. Although its designed for cross platform, it only supports windows for now. However, it probably will work fine on Wine. I tried it along time ago, it was working at that time.
I tried to do something for you. I a programmer so expect programmer art. If you say it would do (after all its placeholder), I can create two other animations as well. Prepared in inkscape thus should size to your needs.
Interesting method. At first I couldnt figured it out how the first one works. After thinking it carefully I got it. Nice job on using 4th dimension to solve the problem. But the same is done before, sorry to deliver bad news.
Towers? A TD would be nice too.
You zombie looks alot better but still as redshrike stated, you will never have the true ownership of your art. After you are confortable enough, try it from stratch.
I want write something generic, I do not know the development cycle of FLARE therefore I cannot comment on it.
First of all will you be the only guy? This means you should be able to program, modify existing art, and design the game. In all cases I would recommend you to start with a tiny game (tetris, break out, astroids, minesweeper). You will learn alot of valuable knowledge from a tiny project and it will not be too hard to achieve. After finishing this tiny game, I strongly suggest you to try to improve it. You can publish your code for review as well. At the end you will see lots of problematic parts. Unnecessary complexities. These will prevent you to write a larger project. Seeing these problems in a game will help you to avoid them later on. A more than necessary complexity will make that tiny game harder however, they will make a medium sized game impossible.
To summarize it, I recommend you to begin a tiny project to learn the process.
Looks nice, I can give you a recommendation. Try to use blending and masking in GIMP. Using that it would be extremely easy to create variations.
Secondly, becareful about derivative works of copyrighted material.
No problems on that, my only dependency is to openal and opengl. Rest is static linking.
What about running on Wine? I am considering releasing my game engine for this project. Although its designed for cross platform, it only supports windows for now. However, it probably will work fine on Wine. I tried it along time ago, it was working at that time.
I have sent out the link to the Game Club (http://emugameclub.com) in our university (http://emu.edu.tr). Hopefully it will be announced soon.
I tried to do something for you. I a programmer so expect programmer art. If you say it would do (after all its placeholder), I can create two other animations as well. Prepared in inkscape thus should size to your needs.
wow, pretty old topic :)
Interesting method. At first I couldnt figured it out how the first one works. After thinking it carefully I got it. Nice job on using 4th dimension to solve the problem. But the same is done before, sorry to deliver bad news.
http://www.gamedev.net/blog/33/entry-2138456-seamless-noise/
@Pompei2: animated 2D texture is nothing but a 3D texture, using 6 dimensions you can easily cover that.
Pages