I really wish all of these were under a less restrictive license and compressed with a better audio format (OGG). They're very usable but the licensing makes it impossible for me to use and the audio format causes the same problem (MP3 is a proprietary format so I can't support it in my engine without paying royalties)...
You're not specifying an alpha mask. Despite what the documentation says (and it can be a bit confusing), if you don't specify an alpha mask, you won't get any alpha channel at all. Your call to SDL_CreateRGBSurfaceFrom should look like this:
Art licensing has been under enough of a debate that I wonder why anybody would release art under a GPL license at all, let alone software (different debate). CC licenses should be more than sufficient for artists to feel protected with their work, so why choose such a horribly restrictive license as the GPL?
Case and point -- if I used art submitted under the GPL in my project, the ENTIRE PROJECT would need to be released under the GPL, source code included. In other words, unless a project is already realeased under the GPL, people (like myself) won't use said art. Which is a downright shame because there's a lot of good art released under really bad licensing.
I'd like to use this and the UI-Accept sound... but they're in MP3 format. Would you be able to upload a WAV or OGG of these? I could convert but would end up losing audio fidelity.
where index is your row or column. Looking at the index as a linear number instead of row/col just requires a little extra math to get the u/v coords but otherwise uses the same values.
In very time-critical applications such as with limited math processing power (unaware of any modern platforms where this problem exists) the texture coords could be generated at start-up and stored in a lookup table... but like I said, that's highly unnecessary with today's hardware (or even hardware from 5 or so years ago).
Something that just occurred to me... what about allowing uploads of MOD/XM/IT/S3M files? I have a large library of them and could contact the authors for licensing and permission to upload them here... seems like a largely untapped format in FLOSS gaming altogether.
Would be great to have some tracks that sound like the ones that came off some of the MSX and Amiga computers... genuine chiptunes but with more interesting tones than just NES style. Plus, there's always the GYM synth chips that were used the the Sega Megadrive/Genesis which do also count as chiptunes... ;)
I really wish all of these were under a less restrictive license and compressed with a better audio format (OGG). They're very usable but the licensing makes it impossible for me to use and the audio format causes the same problem (MP3 is a proprietary format so I can't support it in my engine without paying royalties)...
:*(
You're not specifying an alpha mask. Despite what the documentation says (and it can be a bit confusing), if you don't specify an alpha mask, you won't get any alpha channel at all. Your call to SDL_CreateRGBSurfaceFrom should look like this:
It's accurate enough.
Art licensing has been under enough of a debate that I wonder why anybody would release art under a GPL license at all, let alone software (different debate). CC licenses should be more than sufficient for artists to feel protected with their work, so why choose such a horribly restrictive license as the GPL?
Case and point -- if I used art submitted under the GPL in my project, the ENTIRE PROJECT would need to be released under the GPL, source code included. In other words, unless a project is already realeased under the GPL, people (like myself) won't use said art. Which is a downright shame because there's a lot of good art released under really bad licensing.
Thank you! I appreciate it!
As a note, I'm using both of the sounds in a project called 'The Legend of Mazzeroth'. Website available from my user profile.
Thanks for the quality submission!
I'd like to use this and the UI-Accept sound... but they're in MP3 format. Would you be able to upload a WAV or OGG of these? I could convert but would end up losing audio fidelity.
Thanks!
Any plans to resume work on these?
Thanks for these, they'll reduce work load for anybody who needs them laid out like this.
In reply to devnewton:
Not necessary. Texture coordinates are simple:
tileSize = 32;
textureSize = 1024;
textureStep = tileSize / textureSize; // 0.03125 or 3.125%
textureCoord = index * textureStep;
where index is your row or column. Looking at the index as a linear number instead of row/col just requires a little extra math to get the u/v coords but otherwise uses the same values.
In very time-critical applications such as with limited math processing power (unaware of any modern platforms where this problem exists) the texture coords could be generated at start-up and stored in a lookup table... but like I said, that's highly unnecessary with today's hardware (or even hardware from 5 or so years ago).
Any chance you can provide this in OGG or FLAC?
Something that just occurred to me... what about allowing uploads of MOD/XM/IT/S3M files? I have a large library of them and could contact the authors for licensing and permission to upload them here... seems like a largely untapped format in FLOSS gaming altogether.
Would be great to have some tracks that sound like the ones that came off some of the MSX and Amiga computers... genuine chiptunes but with more interesting tones than just NES style. Plus, there's always the GYM synth chips that were used the the Sega Megadrive/Genesis which do also count as chiptunes... ;)
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