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Saturday, March 15, 2014 - 10:09

The members of this trio are the player characters in my 7DRL / PDJ entry Golem Quest: http://tapiov.net/golem-quest/

Saturday, March 15, 2014 - 09:59

Used these as goal items in my 7DRL / PDJ entry Golem Quest: http://tapiov.net/golem-quest/

Sunday, June 23, 2013 - 09:05

Well the diagonal diffuse/normal map cut in the preview was cool and informative, would it be too much of a trouble to have that in square format?

Sunday, June 23, 2013 - 08:29

Very nice. Nitpick: a square preview pic would probably look better in the front page / search results as a narrow rectangle gets scaled rather small.

Thursday, June 20, 2013 - 13:01

Basically yes, but include a link to the license text (http://creativecommons.org/licenses/by/3.0/) and who to attribute. Creative Commons has a handy generator here: http://creativecommons.org/choose/?lang=en which produced e.g. this HTML code:

<a rel="license" href="http://creativecommons.org/licenses/by/3.0/"><img alt="Creative Commons License" style="border-width:0" src="http://i.creativecommons.org/l/by/3.0/80x15.png" /></a><br />These textures by <a xmlns:cc="http://creativecommons.org/ns#" href="http://seamless-pixels.blogspot.com" property="cc:attributionName" rel="cc:attributionURL">hhh316</a> are licensed under a <a rel="license" href="http://creativecommons.org/licenses/by/3.0/">Creative Commons Attribution 3.0 Unported License</a>.

Which looks like this:

Creative Commons License
These textures by hhh316 are licensed under a Creative Commons Attribution 3.0 Unported License.

(Edits after original post: tweaked wording, fixed link)

Thursday, June 20, 2013 - 08:37

Very impressive collection, but as qubodup said, pretty useless without a clear license. If you mean they are free to use for anything but would want a link back as said in the page footer, then CC-BY 3.0 is ideal. If attribution would just be nice to have but not required, then CC0 basically puts them into public domain. Personally I would not encourage using GPL as the (only) license as it is meant for software, not art.

Thursday, April 11, 2013 - 13:00

Quite nice. Here's a render of it in my game engine:

Some critisism:

  • The vertical borders are not UV mapped, which makes them stretched and produces artefacts with tangentless normal mapping technique
  • The hinges could use a more normal contrast

 

Tuesday, January 15, 2013 - 17:21

Stunt Rally uses Bullet for collisions as well as dynamic objects. https://code.google.com/p/vdrift-ogre/

Thursday, December 27, 2012 - 13:41

Nice work, good graphics and gorgeous GUI! Seems there is already quite a bit of gameplay in there, so it's not merely a tech demo, which is great. Also nice to see a game made with three.js, which is my weapon of choice too.

The game reminds me of Legend of Grimrock - both have grid movement, but modern graphics. Actually it looks quite a bit like one of my own game projects, due to using the same awesome textures in many places :P

Wednesday, December 26, 2012 - 11:16

I tried it from the dropbox link. The linux binaries didn't work due to having different versions of some dependency libraries, but I was able to run the Windows version through Wine and subsequently figured I could use my natively installed blenderplayer similarly to run it without Wine. However, only the MTX versions worked, GLSL froze/crashed to the first title screen both through Wine and through native blenderplayer. I have a rather decent NVIDIA GTX 460 GPU, with the proprietary drivers.

With regards to the actual game, I'm sorry to say, but it doesn't really have anything that would justify paying for it: there are plenty of free, open-source FPS games that look a lot better and have a lot more content like levels and guns. Sauerbraten, Xonotic, Alien Arena, Nexuiz, Open Arena, Assault Cube, Smokin' Guns, World of Padman, Warsow - just to name a few.

You mentioned Minecraft: It had (has) its rather unique gameplay - building structures and exploring vast procedurally generated world - going for it. The graphics of Minecraft are simple, but your textures mostly just look blurry or poorly mapped (stretching) instead of establishing a distinguished visual style.

I hope you don't take my words as an offence - I simply wish to point out that you have a long way to go if you wish people to pay money for your game. Best of luck.

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