I downloaded this model as a test model to help me further my 3D game engine (since despite me developing it in OpenGL and with 3D capabilities, I've mostly only tested with 2D). So far it's been doing me wonders, as it loads fast and looks nice. I also like how it comes with a normal map texture, that should help immensely when I get to lighting. So far the only problem I have is that the scale is much larger than the models I usually make (for the very few of you who care, I usually have 1 blender unit equal 1 meter), but that's easily resolved by scaling the model or zooming out the camera. It's a shame that I currently don't have any non-testing uses for it, as so far it's one of the best CC0 models I've seen on OpenGameArt. Though for some games you may have to do some manual editing to get some animations, I'd highly recommend this chest, whether for placeholder or final use, and I likely will use it as a placeholder myself if I ever make a 3D game. Promptly favorited, you really deserve it!
@TonytheTGR Now now, keep in mind that he might not know the difference between Open-Source and Free Software, and that he also might not know about software licensing beyond those two broad categories. A lot of the games on Ludum Dare are not nessicarily legal for him to base a game off of, as they are only Open Source, which contrary to popular belief does not automatically allow you to make derivative games. However, while I don't quite see why you would want to, you are completely free to use any of the source from my poorly made games, so long as you replace all of the character graphics (I really should get around to officially public domaining all that code, shouldn't I?) You can find them (along with the games) here: http://ludumdare.com/compo/author/gravitygames/ and hopefully, if I get around to replacing all the character art with random blocks and such, on something like GitHub as well.
> But my question is WHY are these actor pawns in these big title games of today still getting stuck in these endless loops? What' going on with their A.I routines? , is it because their A.I routines has been coded that way so that when they run out of words to speak in their dialog script they just go off into an endless loop saying the same thing in their script line over and over?
Well, I know this is offtopic, but the answer is twofold; 1) Voice actors cost a lot of money, so usually unless it's a narrative based game, speech will be cut for major characters, and nearly always cut down for minor characters. Heck, even in narrative driven games like RPGs this happens, because the dev teams often deem it more worthwhile to work on the main story, or on the graphics and music. 2) Well, that comes from technological limits, mainly not being able to create more voice clips than were recorded (we just don't have a good way to synthesize realistic voices and we only have primitive ways of procedurally generating logical speech, as our AI is still primitive). No matter how many voice clips you have, this is unavoidable, as even if you record, say 100 different voice clips (which is ludicrisly high for just any old random NPC), the player can always talk to the NPC 101+ times. While having speech be random may negate some of this, it might also make it more obvious, as being random, there's a chance that it might play the same clip two or more times in a row, though obviously the more clips there are, the less likely this becomes.
@MedicineStorm It wasn't so much suggested as brought up as something that could happen. By Nikita actually...
"Judging from what Clint said (i.e. "no hair splitting"), OGA has underlaying politics of promoting Creative Commons as the single right way. It would likely be the other way around, with GPL and Public Domain being removed at some point,"
I doubt he was suggesting the removal, rather pointing out that it could happen, and (if I understand correctly) would likely happen before an "other" category would be added to OGA.
@Nikita_Sadkov
>I mean that developers of Ouya can't legally offer CC-BY-NC games precompiled and downloadable from their site, as that would conflict with license. I.e. they do that to increase the value of their console and gain profit.
I don't quite understand what you mean by "can't legally offer". Do you mean that they can't be on the Ouya store or that Ouya can't use images from the game to promote their console unless they got permission from the original artist of the game's graphics?
> Technically Public Domain allows relicensing to CC-BY. I've done that and it angered a few people.
Which is exactly what I consider bad. I'd rather have the original completely free work than an unedited relicensed work, and I'm sure others would as well. I release my tilesets under CC0 for people to edit them and share their contributions, or for people to use them in projects without fear, and I'd assume that a similar thought process goes on for most people who also use CC0 (that or it's so old and under your standards that it's not really worth licensing under other licenses). Sure, there's no way to stop this from happening, but CC-BY has a lot of controversy over what counts as attribution, so I've pretty much just made attribution optional. Is it the best solution, no, but every system gets abused by someone.
I know this is off-topic, but there's Ouya game bundles? If you're saying that CC-BY-NC licensed artwork isn't allowed in Ouya games, well then I guess I've got some games to cancel/move to PC (which I'm hoping is not the case, as I really wish to finish at least one Ouya game).
Back on topic - Well, I would suppose that would prevent such games from being distributed as such (and I can see it happening, though I would hope that such a project would be willing to talk to the copyright holders), but AFAIK Linux distros being sold are few and far between (this of course doesn't mean that such licensing should be ignored, even for a non-profit open source project). Twas simply pointing out that CC-BY-NC and GPL are both restrictive in their own ways. It still would be very nice for such licenses to be allowed (again, I do have a lot of art that I would like to submit here, but cannot, due to being artwork of one of my characters, which will remain under CC-BY-NC in the forseeable future), but I am understanding if it isn't in OGA's interest to do so.
My opinion still stands on all points though, and I really hope that removing CC0/Public Domain doesn't even come into consideration, as there's a lot of good art under those licenses, and to my knowledge, OGA is the best place for people to find such art. Words cannot express how bad the removal or relicensing of all said artwork would be.
Well, I'm not really well versed in copyright law, nor do I claim to be, but in all honesty I really would like to see more licenses available. At the very least, an option for CC-BY-NC, as that is the license under which all of my characters are licensed (which is why you only really see tilesets from me). Without it, there's no real place for me to release those graphics from my old Ludum Dare games for people to use for non-commercial works or as placeholder art. Now, I know that this likely won't happen, as from what I've heard OGA is run mostly by really hardcore supporters of the Free Software movement, and the general consensus with that group seems to be that limited programmers and artists like that is only okay if we force them to release their source code, and well, let's just say I'm even less of a fan of copyleft than copyright (hence why as far as I remember, all of my art submitted here is either CC0/Public Domain or CC-BY). I mean, it still doesn't make logical sense to me in all honesty that there's no CC-BY-NC or CC-BY-SA-NC, though there is GPL, dispite both limiting game developers in equally (well actually, I'd argue that GPL is worse, but...) restrictive ways, but CC-BY-NC and CC-BY-SA-NC somehow are not free culture licenses whilst GPL waltzes off free as a bird. I'm just saying, if these licenses (or even just one of the two) were added, there'd be a lot more art from me around here. Some of the stuff on my DA, some Kyle the Caiman sprites and unused tilesets, my old Ludum Dare character sprites, etc.
However, I do think that allowing an other category would probably be a bad idea, as like was previously said, this could be abused to submit art that the submitters have no right to submit. For instance, I could color Mario blue, call him "Blario" or something, and submit him under whatever license Nintendo licensed the original sprite under. It'd just be too hard to moderate all of the new submissions.
As for licenses being removed, I most certainly would not like that one bit, especially since one of the ones that were brought up was the CC0/Public Domain license, which, as previously stated, a large majority of my submitted artwork is licensed under. Something like that I can safely say would drive me largely away from OGA. I'm sure that I'm not the only one here who makes sure that something is truly free when giving something away to use for free. ...and no, I do not consider GPL to be free (heck, I'd argue that even CC-SA/CC-BY-SA aren't truly free, but at least I find them to be acceptable), in case you couldn't tell. But of course, what do I know, I'm primarily a programmer...
@OP: If that open-source project ever needs another animation, feel free to send me an email, as I tend to like to do these kinds of things for fun, and I need a larger portfolio just in case indie development doesn't work out for me. I'm "therealgravitygames" on gmail (lack of at sign to hopefully avoid bot spam).
If you can teach me how to export the animation properly, I'll give it a go, since I already use and prefer Blender and it'd give me a chance to try animation with someone else's rig. What animations still remain to be done?
Two major things I noticed: One, the extra life in 1-2 really feels like a trap. I'm not sure how you're supposed to get back up without dying, also I kept the life after falling in the pit. Also, although more minor, when using the jetpack, the flames go in front of the clouds even though the player goes behind the clouds.
I downloaded this model as a test model to help me further my 3D game engine (since despite me developing it in OpenGL and with 3D capabilities, I've mostly only tested with 2D). So far it's been doing me wonders, as it loads fast and looks nice. I also like how it comes with a normal map texture, that should help immensely when I get to lighting. So far the only problem I have is that the scale is much larger than the models I usually make (for the very few of you who care, I usually have 1 blender unit equal 1 meter), but that's easily resolved by scaling the model or zooming out the camera. It's a shame that I currently don't have any non-testing uses for it, as so far it's one of the best CC0 models I've seen on OpenGameArt. Though for some games you may have to do some manual editing to get some animations, I'd highly recommend this chest, whether for placeholder or final use, and I likely will use it as a placeholder myself if I ever make a 3D game. Promptly favorited, you really deserve it!
@TonytheTGR Now now, keep in mind that he might not know the difference between Open-Source and Free Software, and that he also might not know about software licensing beyond those two broad categories. A lot of the games on Ludum Dare are not nessicarily legal for him to base a game off of, as they are only Open Source, which contrary to popular belief does not automatically allow you to make derivative games. However, while I don't quite see why you would want to, you are completely free to use any of the source from my poorly made games, so long as you replace all of the character graphics (I really should get around to officially public domaining all that code, shouldn't I?) You can find them (along with the games) here: http://ludumdare.com/compo/author/gravitygames/ and hopefully, if I get around to replacing all the character art with random blocks and such, on something like GitHub as well.
> But my question is WHY are these actor pawns in these big title games of today still getting stuck in these endless loops? What' going on with their A.I routines? , is it because their A.I routines has been coded that way so that when they run out of words to speak in their dialog script they just go off into an endless loop saying the same thing in their script line over and over?
Well, I know this is offtopic, but the answer is twofold; 1) Voice actors cost a lot of money, so usually unless it's a narrative based game, speech will be cut for major characters, and nearly always cut down for minor characters. Heck, even in narrative driven games like RPGs this happens, because the dev teams often deem it more worthwhile to work on the main story, or on the graphics and music. 2) Well, that comes from technological limits, mainly not being able to create more voice clips than were recorded (we just don't have a good way to synthesize realistic voices and we only have primitive ways of procedurally generating logical speech, as our AI is still primitive). No matter how many voice clips you have, this is unavoidable, as even if you record, say 100 different voice clips (which is ludicrisly high for just any old random NPC), the player can always talk to the NPC 101+ times. While having speech be random may negate some of this, it might also make it more obvious, as being random, there's a chance that it might play the same clip two or more times in a row, though obviously the more clips there are, the less likely this becomes.
@MedicineStorm It wasn't so much suggested as brought up as something that could happen. By Nikita actually...
"Judging from what Clint said (i.e. "no hair splitting"), OGA has underlaying politics of promoting Creative Commons as the single right way. It would likely be the other way around, with GPL and Public Domain being removed at some point,"
I doubt he was suggesting the removal, rather pointing out that it could happen, and (if I understand correctly) would likely happen before an "other" category would be added to OGA.
@Nikita_Sadkov
>I mean that developers of Ouya can't legally offer CC-BY-NC games precompiled and downloadable from their site, as that would conflict with license. I.e. they do that to increase the value of their console and gain profit.
I don't quite understand what you mean by "can't legally offer". Do you mean that they can't be on the Ouya store or that Ouya can't use images from the game to promote their console unless they got permission from the original artist of the game's graphics?
> Technically Public Domain allows relicensing to CC-BY. I've done that and it angered a few people.
Which is exactly what I consider bad. I'd rather have the original completely free work than an unedited relicensed work, and I'm sure others would as well. I release my tilesets under CC0 for people to edit them and share their contributions, or for people to use them in projects without fear, and I'd assume that a similar thought process goes on for most people who also use CC0 (that or it's so old and under your standards that it's not really worth licensing under other licenses). Sure, there's no way to stop this from happening, but CC-BY has a lot of controversy over what counts as attribution, so I've pretty much just made attribution optional. Is it the best solution, no, but every system gets abused by someone.
I know this is off-topic, but there's Ouya game bundles? If you're saying that CC-BY-NC licensed artwork isn't allowed in Ouya games, well then I guess I've got some games to cancel/move to PC (which I'm hoping is not the case, as I really wish to finish at least one Ouya game).
Back on topic - Well, I would suppose that would prevent such games from being distributed as such (and I can see it happening, though I would hope that such a project would be willing to talk to the copyright holders), but AFAIK Linux distros being sold are few and far between (this of course doesn't mean that such licensing should be ignored, even for a non-profit open source project). Twas simply pointing out that CC-BY-NC and GPL are both restrictive in their own ways. It still would be very nice for such licenses to be allowed (again, I do have a lot of art that I would like to submit here, but cannot, due to being artwork of one of my characters, which will remain under CC-BY-NC in the forseeable future), but I am understanding if it isn't in OGA's interest to do so.
My opinion still stands on all points though, and I really hope that removing CC0/Public Domain doesn't even come into consideration, as there's a lot of good art under those licenses, and to my knowledge, OGA is the best place for people to find such art. Words cannot express how bad the removal or relicensing of all said artwork would be.
Well, I'm not really well versed in copyright law, nor do I claim to be, but in all honesty I really would like to see more licenses available. At the very least, an option for CC-BY-NC, as that is the license under which all of my characters are licensed (which is why you only really see tilesets from me). Without it, there's no real place for me to release those graphics from my old Ludum Dare games for people to use for non-commercial works or as placeholder art. Now, I know that this likely won't happen, as from what I've heard OGA is run mostly by really hardcore supporters of the Free Software movement, and the general consensus with that group seems to be that limited programmers and artists like that is only okay if we force them to release their source code, and well, let's just say I'm even less of a fan of copyleft than copyright (hence why as far as I remember, all of my art submitted here is either CC0/Public Domain or CC-BY). I mean, it still doesn't make logical sense to me in all honesty that there's no CC-BY-NC or CC-BY-SA-NC, though there is GPL, dispite both limiting game developers in equally (well actually, I'd argue that GPL is worse, but...) restrictive ways, but CC-BY-NC and CC-BY-SA-NC somehow are not free culture licenses whilst GPL waltzes off free as a bird. I'm just saying, if these licenses (or even just one of the two) were added, there'd be a lot more art from me around here. Some of the stuff on my DA, some Kyle the Caiman sprites and unused tilesets, my old Ludum Dare character sprites, etc.
However, I do think that allowing an other category would probably be a bad idea, as like was previously said, this could be abused to submit art that the submitters have no right to submit. For instance, I could color Mario blue, call him "Blario" or something, and submit him under whatever license Nintendo licensed the original sprite under. It'd just be too hard to moderate all of the new submissions.
As for licenses being removed, I most certainly would not like that one bit, especially since one of the ones that were brought up was the CC0/Public Domain license, which, as previously stated, a large majority of my submitted artwork is licensed under. Something like that I can safely say would drive me largely away from OGA. I'm sure that I'm not the only one here who makes sure that something is truly free when giving something away to use for free. ...and no, I do not consider GPL to be free (heck, I'd argue that even CC-SA/CC-BY-SA aren't truly free, but at least I find them to be acceptable), in case you couldn't tell. But of course, what do I know, I'm primarily a programmer...
@AvidLeon: Very well, that's probably smart.
@OP: If that open-source project ever needs another animation, feel free to send me an email, as I tend to like to do these kinds of things for fun, and I need a larger portfolio just in case indie development doesn't work out for me. I'm "therealgravitygames" on gmail (lack of at sign to hopefully avoid bot spam).
If you can teach me how to export the animation properly, I'll give it a go, since I already use and prefer Blender and it'd give me a chance to try animation with someone else's rig. What animations still remain to be done?
As far as I can tell, yep, seals don't have tails. Sorry for the long wait, had a lot of school related stuff on my plate. Here's the WIP adult seal:
Again, if you want anything changed, just tell me. After this, I'll start on the mutations.
Two major things I noticed: One, the extra life in 1-2 really feels like a trap. I'm not sure how you're supposed to get back up without dying, also I kept the life after falling in the pit. Also, although more minor, when using the jetpack, the flames go in front of the clouds even though the player goes behind the clouds.
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