I am writing the 2D engine from scratch. That's the only fun way, right? Network code isn't something I have a lot of experience with, but yeah it would be great if I could get multiplayer working.
The art you find here is under "open" licenses that generally break down into two categories (very simplified)
1. Requires that you give credit to the original artist
or
2. Requires that you give credit to the original artist AND that your game is open source.
Probably half or more of the art here is of type #2, and many artists (like me) only create "open" art.
So if your project will be open source and free to share, you may have an easier time finding help here. If your project will be closed source, and you want to sell copies and not have anyone "pirate" the game, you'll have a harder time finding help here. Hope this makes sense :)
Galun, unfortunately if Blender exports don't work then I don't know where to go from there. I also don't have Collada or ModTool to test files with. Anyone know of another intermediate format that will preserve most or all of the data?
Open Game Art isn't the place for people who want to keep their game art secret or proprietary. I don't see why game design documents should be different. You would put it online because you're not afraid of being ripped off; you own the copyright and you choose the license you're comfortable with.
I'm releasing my game design documents under GFDL and CC-BY-SA 3.0.
I discovered OpenGameArt.org because someone asked permission to post some my CC-BY-SA work here. Asking became advertising.
Also it's nice to make sure the artist understands the effect of the license they chose. Though most of the time I get "well, of course you can reuse it" I still ask.
I've posted Win and OSX demo builds for my RPG.
http://clintbellanger.net/rpg/
I don't have an active linux environment set up right now, but if there's enough immediate demand for it I'll set one up and create a linux version.
There's not much to the demo in this version: just the arrowkeys to move around the sample map.
Excellent work
Pompei2, it should be easy to create those variations. If you have trouble let me know, I'll make a set like that and send it to you.
Thanks Julius, I fixed the link.
I am writing the 2D engine from scratch. That's the only fun way, right? Network code isn't something I have a lot of experience with, but yeah it would be great if I could get multiplayer working.
Thanks Aare, I'm still learning a lot.
The art you find here is under "open" licenses that generally break down into two categories (very simplified)
1. Requires that you give credit to the original artist
or
2. Requires that you give credit to the original artist AND that your game is open source.
Probably half or more of the art here is of type #2, and many artists (like me) only create "open" art.
So if your project will be open source and free to share, you may have an easier time finding help here. If your project will be closed source, and you want to sell copies and not have anyone "pirate" the game, you'll have a harder time finding help here. Hope this makes sense :)
What license for the code and/or art?
Galun, unfortunately if Blender exports don't work then I don't know where to go from there. I also don't have Collada or ModTool to test files with. Anyone know of another intermediate format that will preserve most or all of the data?
Re: Anonymous
Open Game Art isn't the place for people who want to keep their game art secret or proprietary. I don't see why game design documents should be different. You would put it online because you're not afraid of being ripped off; you own the copyright and you choose the license you're comfortable with.
I'm releasing my game design documents under GFDL and CC-BY-SA 3.0.
I discovered OpenGameArt.org because someone asked permission to post some my CC-BY-SA work here. Asking became advertising.
Also it's nice to make sure the artist understands the effect of the license they chose. Though most of the time I get "well, of course you can reuse it" I still ask.
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