Sweet! I choose the colors red, green, and blue. Note, some monitors may display these colors so close together that they appear to blend and create different colors. This is purely optical illusion. :)
EDIT: darn, just noticed the RGB value specification. I'll have to rely on dithering. :P
Yep, Mars is correct. Know that I am the admin and I am reading this. Your concerns are not falling on deaf ears. Unfortunately the speed knob is already turned up to 11, but the site framework is basically steampunk. We're building a cyberpunk version, but building a new site and making it compatible with over 10 years of legacy is an Epic, in every sense of the word. Anyone with Drupal experience who wants to help, raise your hand. :)
EDIT: althought the original post is over 10 years old, the speed issue at the time had since been resolved shortly after the post. The new speed issue is a recent development. It hasn't been slow for 10 years. Regardless, we're working on the new issue as well. :)
the most diverse language is going to be C# in my opinion; it's widely supported, lots of documentation, cross-platform, and can be framework-interpreted, pre-compiled, or machine-compiled (most other languages are either OS specific or framework-interpreted-only; a hit to performance. Generally not an issue, but framerate is important in video games.) java is a close 2nd in terms of diversity and support, but I have to say I loathe it for having inconsistent behavior from platform to platform. You have to do a lot of exception-coding just to get the same experience on different machines.
However, if you don't care about being a Jack-of-all-trades and want to make a roguelike on a budget: i'd second Godot. (which, incidentally, uses C# as one of it's compatible languages, so double-down on my first recommendation)
If you want to make a roguelike on a budget but don't like programming, you should say so; it changes the list of recommendations entirely. If you've tried programming and don't love it, don't force it. You'll be miserable. (Godot has visualScript too, which is like programming from an I-don't-love-programming mindset https://www.youtube.com/watch?v=LLoaUFK44fE :)
There are not any tangible prizes for points. They're just for the prestige. Though people with more points tend to be respected quite a bit. Not sure if that's a cause/effect relationship or if the people who tend to be frequent participants in this community (i.e. "pillars of the community") tend also to earn a lot of points as a side-effect. :)
Let me know if this does not address your questions. :)
Nice. I was just messing around with the old-skool pseudo-3D 1st person RPG format. Mine doesn't look as good as gatesofintegrity, but I'm happy to see a genre I'm fascinated with. :)
"Am I free to use this in free and commercial projects"
Yes. The license requires you to release any modifications you make to the assets under the same license. As long as you are doing that, you're free to use it in either type of project. See FAQ
"Am I right in thinking I have to release my source code if I use this art pack?"
Possibly. It depends on how the assets are packaged with your game. If the code and assets are one "collection", it might mean the code is affected by the GPL, meaning it must also be GPL. If the code is one collection, but the asstets are in a separate collection (for example stored in a separate folder in the game files or a clearly delineated package independent of the executable/code, even if it's referenced by the code) then each collection can have separate licenses. GPL for the art, whatever else for the code. Be sure to clearly note which license goes with what parts of your game, though. See FAQ
The reason for all the "maybe" and "might" around GPL is because GPL is a great code license, but a terrible art license. However, GPL was the only free-and-open cowboy in town back in the old wild days of the interwebz, so a lot of projects where GPL, and the art was grandfathered in with it for lack of a better option.
Surt may have intended the use of this art to require your code to be open source, so if you want to be extra cautious we may have to wait for him to reply here with clarification. However, more than likely this is GPL simply because the original project was GPL and it features Tux the penguin, a GPL mascot.
@docfo4r: to answer your earlier question, I believe using the triangle-circle-cross-square buttons in a playstation game should be perfectly fine. What OGA shares and what you're allowed to use are not quite the same thing. Nominative Fair Use, and all that. I can't give you any sort of guarantee or endorsement, obviously. Ultimately you'll have to make your own determination.
As for other non-Sony buttons and symbols: The XBox, Steam, and Nintendo logos and branding could be problematic for you in the same way the Sony symbols may be, but those don't appear in this pack, so they were not addressed. Sony appears to be the only one with trademarked button symbols. All other controllers use fairly generic letter or number designations (not trademarked), so they were not the focus of the discussion above.
Sweet! I choose the colors red, green, and blue. Note, some monitors may display these colors so close together that they appear to blend and create different colors. This is purely optical illusion. :)
EDIT: darn, just noticed the RGB value specification. I'll have to rely on dithering. :P
Yep, Mars is correct. Know that I am the admin and I am reading this. Your concerns are not falling on deaf ears. Unfortunately the speed knob is already turned up to 11, but the site framework is basically steampunk. We're building a cyberpunk version, but building a new site and making it compatible with over 10 years of legacy is an Epic, in every sense of the word. Anyone with Drupal experience who wants to help, raise your hand. :)
EDIT: althought the original post is over 10 years old, the speed issue at the time had since been resolved shortly after the post. The new speed issue is a recent development. It hasn't been slow for 10 years. Regardless, we're working on the new issue as well. :)
the most diverse language is going to be C# in my opinion; it's widely supported, lots of documentation, cross-platform, and can be framework-interpreted, pre-compiled, or machine-compiled (most other languages are either OS specific or framework-interpreted-only; a hit to performance. Generally not an issue, but framerate is important in video games.) java is a close 2nd in terms of diversity and support, but I have to say I loathe it for having inconsistent behavior from platform to platform. You have to do a lot of exception-coding just to get the same experience on different machines.
However, if you don't care about being a Jack-of-all-trades and want to make a roguelike on a budget: i'd second Godot. (which, incidentally, uses C# as one of it's compatible languages, so double-down on my first recommendation)
If you want to make a roguelike on a budget but don't like programming, you should say so; it changes the list of recommendations entirely. If you've tried programming and don't love it, don't force it. You'll be miserable. (Godot has visualScript too, which is like programming from an I-don't-love-programming mindset https://www.youtube.com/watch?v=LLoaUFK44fE :)
Well, not as many submissions as I was hoping. Especially after all the passionate discussion on water here.
The stuff submitted for the challenge is decent, though. :)
Congratulations, Sr Moreno! All medals awarded.
Here is a brief description of medals, which are tied to points: https://opengameart.org/content/medals
Here is a detailed list of all the medals and how to obtain them: https://opengameart.org/comment/55632#comment-55632
There are not any tangible prizes for points. They're just for the prestige. Though people with more points tend to be respected quite a bit. Not sure if that's a cause/effect relationship or if the people who tend to be frequent participants in this community (i.e. "pillars of the community") tend also to earn a lot of points as a side-effect. :)
Let me know if this does not address your questions. :)
Nice. I was just messing around with the old-skool pseudo-3D 1st person RPG format. Mine doesn't look as good as gatesofintegrity, but I'm happy to see a genre I'm fascinated with. :)
Yes. The license requires you to release any modifications you make to the assets under the same license. As long as you are doing that, you're free to use it in either type of project. See FAQ
Possibly. It depends on how the assets are packaged with your game. If the code and assets are one "collection", it might mean the code is affected by the GPL, meaning it must also be GPL. If the code is one collection, but the asstets are in a separate collection (for example stored in a separate folder in the game files or a clearly delineated package independent of the executable/code, even if it's referenced by the code) then each collection can have separate licenses. GPL for the art, whatever else for the code. Be sure to clearly note which license goes with what parts of your game, though. See FAQ
The reason for all the "maybe" and "might" around GPL is because GPL is a great code license, but a terrible art license. However, GPL was the only free-and-open cowboy in town back in the old wild days of the interwebz, so a lot of projects where GPL, and the art was grandfathered in with it for lack of a better option.
Surt may have intended the use of this art to require your code to be open source, so if you want to be extra cautious we may have to wait for him to reply here with clarification. However, more than likely this is GPL simply because the original project was GPL and it features Tux the penguin, a GPL mascot.
@dawn: yes.
wow! I've seen 8x8 pixel platformer tilesets, but 1x1?! ambitious! :)
@docfo4r: to answer your earlier question, I believe using the triangle-circle-cross-square buttons in a playstation game should be perfectly fine. What OGA shares and what you're allowed to use are not quite the same thing. Nominative Fair Use, and all that. I can't give you any sort of guarantee or endorsement, obviously. Ultimately you'll have to make your own determination.
As for other non-Sony buttons and symbols: The XBox, Steam, and Nintendo logos and branding could be problematic for you in the same way the Sony symbols may be, but those don't appear in this pack, so they were not addressed. Sony appears to be the only one with trademarked button symbols. All other controllers use fairly generic letter or number designations (not trademarked), so they were not the focus of the discussion above.
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