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Thursday, August 1, 2013 - 23:08

Clint Bellanger: "The rigs I use for creatures/heros in OSARE are amateurish.  No weights, just vertex groups."

In Blender, every assignment of a vertex group has weight to it.  If you don't use weight, it defaults to just 0 and 100.  100 is max weight, while 0 is no weight.

Thursday, August 1, 2013 - 23:00

If you made the color converter do other things as well and do them in a convenient way, I might consider a $3 purchase through some place like Envato or maybe Amazon.  If it saves me the headache of loading bulky art suites and does things very fast and easily, it's worth a few dollars to me.  That said, I try not to buy directly from people anymore, because it is tough to get updates that way.  I prefer to have a middleman to download through, like Amazon or Envato.  :)

If you came up with a color converter that ran through JS or something like that, however, I would just share the code on GitHub and gain a bit of internet fame from it.  If nothing else, it can help you find jobs.

Thursday, August 1, 2013 - 22:53

Blender does practically everything now, anyway.  Plus, it has the best UI I have ever seen.

Thursday, August 1, 2013 - 20:55

fantom15: "were can i make my own 2d things"

This advice may be lost on you since you can't even type properly, but Flash is an IDE that was originally developed with vector-based animation in mind.  Macromedia, Flash's creator, developed Director as their game programming app, but Flash was more widely adopted for game development once ActionScript was implemented.  People still use Flash for vector art.  I still use it.

Wednesday, July 24, 2013 - 20:46

There is a mod player for Flash that works fairly well, but there is not a MIDI player for Flash at all, at least not one that actually works out-of-box.  You will need to make synths and all that jazz.  I have used the mod player inside of Flixel as a replacement library for music to keep the filesize low, and the CPU hit is minimal.

Wednesday, July 24, 2013 - 20:43

I put most of my logic into XML files, but the variables behind the logic are held inside an array or database table.  Sometimes, however, I just use plain ol' boolean variables and that's it.  It really depends on what I'm making.

Wednesday, July 17, 2013 - 12:33

If you try Tiled and do not like it, try Ogmo.  Ogmo is great for a RPG, because you can customize entity types to place on each map.  You also do not have to recreate those entities later.  They are all saved in your project file.  To me, Ogmo feels much like a RPG Maker map editor.

As far as game engines go, it is a toss up between Unity3D and Flixel to me.  Flixel has been great for quick prototyping in FlashDevelop.  Unity3D has that nice do-whatever-you-want feel, but it lacks the programming environment I am used to.  I am experimenting with NeoAxis, though, as yet another alternative in case I want to step away from Unity3D.

As far as languages go, I love ActionScript, and Haxe is like ActionScript on steroids, but both of those are part of very tough platforms to get into.  If you are a beginner, I recommend using either Maratis or Love2D.  Maratis is a Blender-based game engine that utilizes Lua scripts.  Love2D is a simplistic 2D engine that utilizes Lua.  Love2D is brilliant, and I strongly recommend you start with that, but if you need 3D/Blender support, Maratis is also pretty good.

Saturday, July 13, 2013 - 04:09

Not really worth animating... the frames do not smoothly integrate with each other.  That said, very nice art.

Monday, July 1, 2013 - 15:29

Anything under CC-BY has to be credited to the original author (you) and all derivatives (including work made using your work) must also credit you in addition to the artist who made the changes.  However, without the SA component of the license, you allow people to license derivative work under another license.  Credit is still required, but any work that is derived from the derived work would be under the new license.  Complicated, I know.  I think you should either pick CC-BY-SA or CC0.  CC0 just means you let anyone do whatever they want with your work, but you cannot enforce your credit.  CC-BY-SA is probably the license you want.

Any work under CC-BY-SA must have all derivative work shared under the same license as the work it is based on.  For example, if some of these parts are used to make a ship for a game, the ship artwork would be considered derivative work of your ship pieces and would be required to be shared under the same license despite any additional work done to it.  The game itself would not have to share the same license.

However, you should not pick both CC and GPL.  The licenses are not compatible and could cause the end user to wonder if they could use your work in commercial work.  GPL licenses are a pain in the ass in my opinion.  I would go with a CC license every time.  Here's the CC license you chose: http://creativecommons.org/licenses/by-sa/3.0/

Cheers.

Sunday, June 30, 2013 - 14:47

Very nice work!

I have not had time to check the files, but how is the shirt icon put together?  Can the color be changed easily?  I'm thinking if the shirt itself is grayscaled, you could apply the color as another layer.  :)

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