Like everyone who's posted here so far, Snabisch is a fairly regular submitter and participates in this community. I agree most of his comments are unneccessary, but he's generally friendly and receptive to polite, constructive criticm. :)
Some people have specific ways they want to be credited, like "include a link to my page www.artistspage.corn", but if no attribution instructions are included, displaying the track name + the artists name/handle + the license on your credits page is usually sufficient.
"Raging Turtle Attack song by Vincent Babylon CC-BY 3.0" or whatever.
Nope. You're free to share any track or composition you make in FL studio. Since you aren't using any samples or segments from other artists, they're are entirely yours and can be licensed how you wish.
My opinion is that grinding is fine as long as its requirement is relatively low. I imagine as the difficulty of the encounters increase, the skill required of any given military unit must also increase in order for that unit to continue overcoming the battles. The reasonable skill level of each unit can be charted as a curve. The line represents what a unit's skill level should be at any point in the progression of the game in order to achieve a stalemate. If a unit's skill is below the curve, they will probably lose more battles than they're winning. If above the curve, that unit can be expected to win more battles then he loses.
If the player does no grinding at all (spends only the time absolutely required in combat to move on to the next battle, ignoring all optional combat encounters), they should start falling under the curve. This will require the player to do some grinding in order to level up their troops enough to be above the curve. I don't think it should take very much grinding to put their troops above the curve, though. If they must voluntarily spend 50% more time in optional encounters in order to have enough extra experience to fall above the curve, they'll probably get sick of grinding pretty fast. Even requiring as little as 10% extra time grinding seems small enought that they will value the extra work and challenge, but not feel it gets monotonous.
I like this idea. Has a lot of potential provided it doesn't get too pushy. I checked out the greenlight page, played the demo, liked it, voted yes. :)
There are some other small pixel art mushrooms, but I don't know what your specifics are. do you want mushrooms for a player character to stand on in a 2d sidescroller? a mushroom item?
Like everyone who's posted here so far, Snabisch is a fairly regular submitter and participates in this community. I agree most of his comments are unneccessary, but he's generally friendly and receptive to polite, constructive criticm. :)
Yes. :)
Some people have specific ways they want to be credited, like "include a link to my page www.artistspage.corn", but if no attribution instructions are included, displaying the track name + the artists name/handle + the license on your credits page is usually sufficient.
"Raging Turtle Attack song by Vincent Babylon CC-BY 3.0" or whatever.
Nope. You're free to share any track or composition you make in FL studio. Since you aren't using any samples or segments from other artists, they're are entirely yours and can be licensed how you wish.
Cc0 and CC-BY are both accepted on OGA. :)
My opinion is that grinding is fine as long as its requirement is relatively low. I imagine as the difficulty of the encounters increase, the skill required of any given military unit must also increase in order for that unit to continue overcoming the battles. The reasonable skill level of each unit can be charted as a curve. The line represents what a unit's skill level should be at any point in the progression of the game in order to achieve a stalemate. If a unit's skill is below the curve, they will probably lose more battles than they're winning. If above the curve, that unit can be expected to win more battles then he loses.
If the player does no grinding at all (spends only the time absolutely required in combat to move on to the next battle, ignoring all optional combat encounters), they should start falling under the curve. This will require the player to do some grinding in order to level up their troops enough to be above the curve. I don't think it should take very much grinding to put their troops above the curve, though. If they must voluntarily spend 50% more time in optional encounters in order to have enough extra experience to fall above the curve, they'll probably get sick of grinding pretty fast. Even requiring as little as 10% extra time grinding seems small enought that they will value the extra work and challenge, but not feel it gets monotonous.
I'd give this game a try. :)
I believe I can help.
What music are your compositions based on?
Teh_Bucket, how did you find it? I must learn your magic.
wow... your magic is made of perseverance.
I like this idea. Has a lot of potential provided it doesn't get too pushy. I checked out the greenlight page, played the demo, liked it, voted yes. :)
Looks intriguing!
Are any of these usable for your purposes?
There are some other small pixel art mushrooms, but I don't know what your specifics are. do you want mushrooms for a player character to stand on in a 2d sidescroller? a mushroom item?
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