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Monday, February 11, 2013 - 16:56

I have to say that I'm impressed with the level of quality. All of the songs definitely sound sequenced but I find that to be part of their charm.

Nice work... :)

Wednesday, February 6, 2013 - 02:35

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)...

:*(

Thursday, January 17, 2013 - 07:49

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:

unsigned int rmask = 0, gmask = 0, bmask = 0, amask = 0;

if(SDL_BYTEORDER == SDL_LIL_ENDIAN)
{
    rmask = 0x000000ff;
    gmask = 0x0000ff00;
    bmask = 0x00ff0000;
    amask = 0xff000000;
}
else
{
    rmask = 0xff000000;
    gmask = 0x00ff0000;
    bmask = 0x0000ff00;
    amask = 0x000000ff;
}

SDL_Surface* srf = SDL_CreateRGBSurfaceFrom(buffer, SDL_SWSURFACE, w, h, 32, w*4, rmask, gmask, bmask, amask);

Thursday, January 10, 2013 - 23:19

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.

Thursday, January 3, 2013 - 06:46

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!

Thursday, January 3, 2013 - 04:34

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!

Tuesday, January 1, 2013 - 08:40

Any plans to resume work on these? 

Tuesday, December 11, 2012 - 07:36

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).

 

Monday, December 10, 2012 - 09:35

Any chance you can provide this in OGG or FLAC?

Monday, December 10, 2012 - 08:59

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.

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