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Sunday, July 21, 2013 - 15:57

Nice. Very convincing.

Saturday, July 20, 2013 - 15:21

Oh, there's more than 32 colours there. That's just the palette I laid down colours with, then those colours mixed on the canvas. The preview is colour reduced, but that's just to get it a down to a reasonable file size. Reworded the description to make it more clear.

Friday, July 19, 2013 - 21:15

Not working for me in chromium on linux. Canvas draws but no interaction.

Works fine in firefox though.

Friday, July 19, 2013 - 19:18

Did a few variations. CC0.

Feel free to add them if you want.

more_breakout_pieces.png

Saturday, July 13, 2013 - 00:30

How are the contents of this collection "Non-Commercial"?

Thursday, July 11, 2013 - 16:20

The OpenGameArt Open Game Art Bundle? ;)

Thursday, July 11, 2013 - 15:34

Yeah, I can't say I'm too keen on any of the content other than Kenney's stuff (most of which I imagine is already here) but I like the concept of it, so it's worth supporting.

Saturday, July 6, 2013 - 20:39

Inspired this.

Saturday, July 6, 2013 - 17:14

This is something I've always wanted (big suprise) and no, it's nothing like regular snapping.

The idea is something more like a drag-and-drop constraints interface. Specific types of parts can go in specific positions with angular constraints, something of an implicit skeleton.

A grid is fine if you want to assemble a thing out of regular size tiles, not much use if you want to assemble a mech out of variable size chassis, arms, legs, weapons, etc.

Blender doesn't even support interactive grid-snapping. What it has is increment snapping so you can snap an object to two increments to the left of its current position, but not to absolute grid possition (-2, 0, 0).

Tuesday, July 2, 2013 - 05:17

You cannot relicense a derivative of CC-BY as CC0.

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