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Tuesday, December 22, 2020 - 23:29

If your script is smart enough to grab the asset itself from archive.org, why couldn't it also grab the license for that asset? they're listed together, and there are even script-generated licensing info files available for any asset you download. Regardless, the following may be a more desireable solution:

Sys admin says if you feel like making a drupal module that auto-creates any new submissions into a github repo, he'd allow that. From there you could script download and/or pull the entire archive of OGA assets from github.

Tuesday, December 22, 2020 - 23:00

I'll ask the host about a backup for you, but your guess about an IP ban is correct.

Tuesday, December 22, 2020 - 17:09

I have done that exact same thing, so when I saw this thread I was thinking "wait, maybe there IS a bug!"

Tuesday, December 22, 2020 - 14:39

Yeah, the bumps we're doing are a hack to begin with. We'll add a "sticky this submission" feature to OGA3 so it will treat it as a new submission for a while, but without messing with how it sees the submission date. Bart was working on a feature like this but it got complicated at the same time his personal life did.

Tuesday, December 22, 2020 - 14:34

[fixed] :P

Friday, December 18, 2020 - 11:10

For some other fonts that ARE truly Public Domain/CC0...

https://fontlibrary.org/ has cc0 fonts, but not all of them are cc0 (public domain) so I recommend this more specific link showing only the CC0 fonts: https://fontlibrary.org/en/search?license=CC-0

same for https://www.ffonts.net/tag/0/cc0 not many but not bad.

https://www.1001fonts.com/ has some public domain fonts as well, but there is no obvious way to filter by specifically Public Domain or cc0 fonts.

and of course OpenGameArt.org has cc0 fonts: https://opengameart.org/art-search-advanced?&field_art_tags_tid_op=or&fi...

Any others?

Thursday, December 17, 2020 - 10:43

(and, sorry if i sound presumptuous, but i think i have great familiarity with the task.)

That's not presumptuous, you're the perfect person for this test. :)

It looks like the last .gif (black background) has some frame position decay. Toward the end of the animation the frames are vertically shifting out of position. I am hoping that is just the result of entering a slightly inaccurate frame height value (one pixel too many?).

i can't put more than 5400 cels in a spritesheet and therefore i'm not allowed to laugh like a pirate and shout: "16384? HA! that's not even warm up!" ;)

Hahaha! Thank goodness! I was worried you'd still be able to overwhelm the script. :D These are great results. Better than I expected, to be honest. I know it isn't going to be as high quality as the hardcore processing you can do, but like you said, the selling point is the simplicity and the fact it is nearly impossible to make mistakes.

Wednesday, December 16, 2020 - 11:30

@Puffolotti: Oh, wow! Why didn't I think to stress test this script with one of your famous 5000+ cell spritesheet monsters?

Yeah, it took a while but it worked great for me... though I naively assumed no one would ever have more than 1024 frames in a sheet. :/ I had to update the script with a new maximum of 16384 frames, so be sure to redo steps #4, #5, and #6 to get the latest version. I didn't do the same spritesheet as the one you've indicated above, so by all means, still give that a test. Let me know how it goes for you.

Wednesday, December 16, 2020 - 10:11

@LordNeo, would you be willing to add the preview file to the downloads section as well?

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