It is still not showing for me either. I think dropbox is showing it for you because you are logged into your dropbox account. Not so for others. Trying to load the image or open it by itself gives a "Error (401) It seems you don't belong here!" message. 401 error = no valid credentials.
LPC clothes and hair: On 9/25/2022, Nila122 gave permission to use OGA-BY for their LPC content.
Above asset (Walkcycle, Hurt, Slash, and Spellcast animation components) derived from Redshrike's portion of LPC Base Assets: No later than 4/8/2022, Redshrike gave permission to use his components under the terms of the OGA-BY licene(s).
Above asset (Shooting and Thrusting animation components) derived from Wulax's (Johannes Sjölund) [LPC] Medieval fantasy character sprites: On 11/04/2022, Wulax added the OGA-BY 3.0 license to the submission.
All artists who's works this was derived from have now added OGA-BY to the source works. The license has been added to this submission.
.Ogg is certainly better than .mp3; and .flac is almost certainly better than .wav. But as for .ogg being better than .flac or vice versa, that depends on what it's being used for.
.Ogg has no silent prefix segment so ogg tracks can be looped easier than .mp3. .Ogg is also not tied up by intellectual property problems, so more game engines tend to be compatible with .ogg vs .mp3. Some people say .ogg sounds better, too, but I think the difference is neglegible in that area... or can be attributed to differences in bitrate, etc. which are adjustable options on both formats.
.Ogg is not better than .wav for pure sound fidelity. It is still a lossy format, so editing .ogg tracks is kind of like editing .jpg files. The more you change and overwrite the same file, the more weird artifacts you will see/hear, which is why .wav files are preferred for editing and development; they can be edited without loss of quality or adding artifacts. However, .wav's are HUGE, so they are rarely used in the "final product" and a game engine is going to be able to deal with .ogg or mp3 a lot easier than .wav files.
.flac is lossless like wav, but compressed. It also is compatible with a lot of audio editing software. .flac is generally better compressed (and decompresses faster) than, say, a .wav file stored inside a .zip archive. For that reason, .flac is kind of a better "final product" format than .wav is, but there aren't a lot of engines that can play .flac files directly (yet). It's also still pretty large filesize compared to .ogg or mp3. Personally, I don't feel the inhanced audio quality of .flac is enough to make up for being five times larger than the same track in .ogg format. Doubly so for .wav. However, it makes an excellent developement/editing format because it's lossless like .wav, but usually about 40% smaller filesize than a zipped .wav.
TL;DR: IMHO compose with .flac, but ship your game with .ogg.
If you can't do that, compose with .wav, but ship your game with .mp3
I, too, am curious to hear other's opinions on this. I am a developer, not a composer, so I lack the trained ear that may be catching some other unnamed benefits of these (and other) formats.
EDIT: .wav is to .bmp as .ogg is to .jpg, and .flac is to .png
@The Oracle & @Jolt Eagle: Emcee Flesher is correct. See link above. Your posts will reappear automatically. If you want to avoid that in the future, I would recommend uploading multiple tracks on one submission instead of multiple submissions with one track each... or spread out the submissions so they are less frequent. Please do not REupload the same tracks. This will further delay your submissions from returning.
@Wyver9: The issue you saw was not the same as Oracle's or Jolt Eagles. That was from lots of links making the site think the submission was spam. It is approved now.
It's visible now. It was identified as spam because of all the links you had in the submission. You're allowed to link to all the places you've linked to, but the site wasn't so sure. Let me know if you have any other issues.
@VRS1: You are comparing Diablo-esque games to cookie clicker, but you were too annoyed with diablo-esque games because you had to click too much? Haha! That's pretty funny.
But in seriousness, how would you solve monotinous ARPG combat? I've thought about that myself. I have a few ideas on how to make combat feel more like the reason to play and less like an obstacle that gets in the way of the quest. How would you design combat so it isn't just mindless clicking?
In what way does "monotonous combat" as a negative invalidate "progression of power in a great world" as a positive?
It is still not showing for me either. I think dropbox is showing it for you because you are logged into your dropbox account. Not so for others. Trying to load the image or open it by itself gives a "Error (401) It seems you don't belong here!" message. 401 error = no valid credentials.Thanks for pointing that out, VictrisGames. The license.txt in the zip file should not conflict with the license shown on this page. Fixed.
All artists who's works this was derived from have now added OGA-BY to the source works. The license has been added to this submission.
best format for what?
.Ogg is certainly better than .mp3; and .flac is almost certainly better than .wav. But as for .ogg being better than .flac or vice versa, that depends on what it's being used for.
.Ogg has no silent prefix segment so ogg tracks can be looped easier than .mp3. .Ogg is also not tied up by intellectual property problems, so more game engines tend to be compatible with .ogg vs .mp3. Some people say .ogg sounds better, too, but I think the difference is neglegible in that area... or can be attributed to differences in bitrate, etc. which are adjustable options on both formats.
.Ogg is not better than .wav for pure sound fidelity. It is still a lossy format, so editing .ogg tracks is kind of like editing .jpg files. The more you change and overwrite the same file, the more weird artifacts you will see/hear, which is why .wav files are preferred for editing and development; they can be edited without loss of quality or adding artifacts. However, .wav's are HUGE, so they are rarely used in the "final product" and a game engine is going to be able to deal with .ogg or mp3 a lot easier than .wav files.
.flac is lossless like wav, but compressed. It also is compatible with a lot of audio editing software. .flac is generally better compressed (and decompresses faster) than, say, a .wav file stored inside a .zip archive. For that reason, .flac is kind of a better "final product" format than .wav is, but there aren't a lot of engines that can play .flac files directly (yet). It's also still pretty large filesize compared to .ogg or mp3. Personally, I don't feel the inhanced audio quality of .flac is enough to make up for being five times larger than the same track in .ogg format. Doubly so for .wav. However, it makes an excellent developement/editing format because it's lossless like .wav, but usually about 40% smaller filesize than a zipped .wav.
TL;DR: IMHO compose with .flac, but ship your game with .ogg.
If you can't do that, compose with .wav, but ship your game with .mp3
I, too, am curious to hear other's opinions on this. I am a developer, not a composer, so I lack the trained ear that may be catching some other unnamed benefits of these (and other) formats.
EDIT: .wav is to .bmp as .ogg is to .jpg, and .flac is to .png
See also https://opengameart.org/forumtopic/assests-removed-all-accept-for-one
@The Oracle & @Jolt Eagle: Emcee Flesher is correct. See link above. Your posts will reappear automatically. If you want to avoid that in the future, I would recommend uploading multiple tracks on one submission instead of multiple submissions with one track each... or spread out the submissions so they are less frequent. Please do not REupload the same tracks. This will further delay your submissions from returning.
@Wyver9: The issue you saw was not the same as Oracle's or Jolt Eagles. That was from lots of links making the site think the submission was spam. It is approved now.
It's visible now. It was identified as spam because of all the links you had in the submission. You're allowed to link to all the places you've linked to, but the site wasn't so sure. Let me know if you have any other issues.
https://opengameart.org/forumtopic/assests-removed-all-accept-for-one
@VRS1: You are comparing Diablo-esque games to cookie clicker, but you were too annoyed with diablo-esque games because you had to click too much? Haha! That's pretty funny.
But in seriousness, how would you solve monotinous ARPG combat? I've thought about that myself. I have a few ideas on how to make combat feel more like the reason to play and less like an obstacle that gets in the way of the quest. How would you design combat so it isn't just mindless clicking?
In what way does "monotonous combat" as a negative invalidate "progression of power in a great world" as a positive?
There is an opensource alternative to RPGMaker. In fact, it's designed to be as compatible as possible with RPGMaker projects. https://easyrpg.org/
The best I can offer is text chat via Discord.
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