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Tuesday, March 25, 2014 - 10:42

@William.Thompsonj: I really don't see open licenses as a way to justify not asking for permission, but if you're working on a hobbyist or non-commercial project, I doubt permissions really matter.  In most scenarios, the artist would not have the means to take you to court, and if he did file a claim, you wouldn't be able to pay him anything after he won.  Therein lies the problem, accountability.

Of course, your plan of using only generic art is silly to me for another reason.  I can swap any art for any other art with enough knowledge of how to do so.  For example, 3D models can be scaled up/down if needed, and 2D assets can also be shrunk to smaller sizes without much loss of detail thanks to anti-aliasing algorithms.  Upscaling is the only reason vector art is better in that regard.

Monday, March 24, 2014 - 18:04

I use CC licenses, and while I never waived the DRM clause, I would definitely allow my work to be used in DRM-enabled projects.  It really comes down to the artist's preference, anyway.

Monday, March 24, 2014 - 17:19

I think 222 tris is kind of high for such a small object, so calling it "low poly" seems a bit questionable.  That said, it looks great!  If I was looking for a modeler for a game, I would be contacting you. :)

Monday, March 24, 2014 - 17:16

The textures on all those models are amazingly realistic.  Great work.  I am curious what the textures would look like at a low resolution, though.  I imagine all of them are at a very high resolution.  Regardless of that, I love the result.

I'm on Charlie's side, though.  This seems like blatant advertising to me.  You haven't really shared any information about the artist; you just talk about the company.  I would like to know more technical details about the art, like the resolution of the textures and the polycount.  I also want to know if anyone in the company has contributed to the open source or public domain scene, and if so, I want to know what was contributed and where I can get it.

Monday, March 24, 2014 - 17:05

The SA stipulation just means that any art you base specifically on the art needs to be shared under the same license.  That does not mean you have to make your games use the same license.  That said, not everyone understands the license when they use it, so you should ask the artists, anyway.

I would love to hear that someone was using my art.  It's the ultimate form of flattery to me.

Saturday, March 15, 2014 - 19:43

Wasn't this a topic about a separate game engine?  It wasn't in the Flare forum earlier, was it? o_O

Friday, March 14, 2014 - 15:51

You could always find a CC0-licensed sprite style and create the sprites using an image editor.  I have a CC0 sprite pack of my own by the way (nowhere near as developed as LPC and a totally different look).  That said, I doubt anyone would put up much fuss over a sprite comic using LPC style sprites from a sprite generator.  Making money off that would be tough, anyway.

Wednesday, March 12, 2014 - 00:40

I have seen a similar feature on BlendSwap for 3D assets.  It works fairly well, and I would love to see such a system on OGA for 2D assets and audio.

Tuesday, March 11, 2014 - 21:26

I am a little fickle about the use of "acronym" to describe initialisms.  Acronyms are initialisms which spell out a word or something that looks like it could be pronounced like a word.

Example of acronym: RAD (rapid application development)

Example of initialism that is not an acronym: RPG (role-playing game)

Simulation is also often referred to as just "sim", but that's neither an acronym nor an initialism, so I can't say you were incorrect.  Just thought it was odd for you to say "no acronym" there.

It may be easier to just ask us what game type we don't like.

My response to your survey's last question:
"I want something like Halo except for PC and with some extra RPG-like features."

Tuesday, March 11, 2014 - 21:09

I may be missing the point here, but you should take a look at Super Mario RPG for ideas about isometric world design.  I think that was one of the best isometric platformers I ever played, and it was a hybrid platformer/RPG.  Anyway, you should consider moving to a 3D movement system (if you haven't already) to support jumping and other forms of vertical movement.

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