Unfortunately, making them higher res is a little harder than it would seem. Partially this is because I did some direct touching up to the small size images, and partially because the resizing covers up some of the issues with my cutting and with the source images. Still, if you had something specific in mind I might be able to do it, or at least get the cut-out, unresized versions put together.
@Mumu: hey! To be honest, this is the sort of thing I was really hoping would happen (ala Bahamut Lagoon's vigorous (and rather perplexing) remixing of assets). I hope you won't be offended if I say I find these to be hilarious and awesome to similar degrees.
I have (with my bro) tried to make apps for the app store. It was a profoundly negative and frustrating experience. Essentially nothing, as far as I saw, about the way Apple ran it was right. It's a darned shame, but there you have it.
Dungeon siege avoided the problem entirely by making monsters not respawn. You were always moving forward, and that got you more than enough loot and experience. While that (perhaps extreme) degree of linearity doesn't seem to be what FLARE leans towards, I think that the general idea is solid: balancing so that grinding as such is unecessary. It's not like this is an MMO where you have to compete to be the best or something like that; if difficulty isn't too steep, then grinding shouldn't be a natural result regardless of shop status.
I would love to see the Awesome 'Possum get a cameo, though alas at the moment I don't have the time to make the necessary sprites. Perhaps in the summer when I can get my pending OGA work really dealt with properly...
Unfortunately, making them higher res is a little harder than it would seem. Partially this is because I did some direct touching up to the small size images, and partially because the resizing covers up some of the issues with my cutting and with the source images. Still, if you had something specific in mind I might be able to do it, or at least get the cut-out, unresized versions put together.
Alas, multiplayer isn't planned ATM (as much as I think it would add a huge new dimension to it).
Is there a compiled version of this? If so, can you link me?
@Mumu: hey! To be honest, this is the sort of thing I was really hoping would happen (ala Bahamut Lagoon's vigorous (and rather perplexing) remixing of assets). I hope you won't be offended if I say I find these to be hilarious and awesome to similar degrees.
Cool! What sort of art are you learning atm? Pixel art, mayhaps? =D
Yeah, if you want to keep it simple, stick to CC-By licensed assets. All you'll need to do is be sure to give credit in your game and you'll be fine.
Ah, thanks for speaking up! I'll go ahead and put you in the credits too.
I have (with my bro) tried to make apps for the app store. It was a profoundly negative and frustrating experience. Essentially nothing, as far as I saw, about the way Apple ran it was right. It's a darned shame, but there you have it.
Dungeon siege avoided the problem entirely by making monsters not respawn. You were always moving forward, and that got you more than enough loot and experience. While that (perhaps extreme) degree of linearity doesn't seem to be what FLARE leans towards, I think that the general idea is solid: balancing so that grinding as such is unecessary. It's not like this is an MMO where you have to compete to be the best or something like that; if difficulty isn't too steep, then grinding shouldn't be a natural result regardless of shop status.
I would love to see the Awesome 'Possum get a cameo, though alas at the moment I don't have the time to make the necessary sprites. Perhaps in the summer when I can get my pending OGA work really dealt with properly...
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