Ryan, no worries! Life, stress, or even boredom happens to the rest of us on the project too. You're welcome back anytime and you shouldn't feel any pressure to do so.
I'm working on Flare-game content myself, so fans of the game will be getting new stuff to play soon.
I will be using eight of these tracks to form the entire score of a game I have coming up. It'll be a simple game, but this music will give it so much charm.
Your art is very transformative. I would say it's original enough to not have to worry about attributing me at all. So you can do CC-BY, and make attribution to me optional.
noizex: The steel is a very similar material to the scale. That's how it's meant to be used, as layered plates (e.g. plate armor). When you put this material into that shape it'll look correct -- like hand-hammered plates of steel.
It wouldn't be the material used for a steel sword, you're right. I commissioned these materials to be used in armors. This is the reference image for steel: http://i.imgur.com/0WAU4wP.jpg
Also note that these materials are diffuse + normal only. These previews just use an example Specular setting, but changing that can make the materials look like different types of metal.
I'm so excited about this. They each came out perfectly. They are precisely accurate to the reference images I sent Yughues. He's a wizard and you should hire him too.
These will be the main materials I use for some upcoming armor assets. My plan is to make armor meshes and UV unwrap them, then use these textures as a starting point for painting/mixing final materials.
A side note, I used the scale material's normal map on the Wyvern model, which previously didn't have a normal map. The difference is incredible!
In general, source code and the compiled executable can each be licensed separately. We know this because we buy regular games that don't come with the source.
CC-BY-SA 3.0 does not require you to release any source code. It has nothing to do with "source code". You may be thinking of software licenses such as the GPL which purposefully interlink the source and compiled code licensing.
Someone might argue that the final, total game is a derivative work of the individual art and compiled code. But your released game would be the derivative work then, not any of the source code. And that's the strictest accepted interpretation of CC-BY-SA for games.
In the menus/powers.txt config file you can set multiple requries_power= lines. E.g.
requires_power=1
requires_power=3
Ryan, no worries! Life, stress, or even boredom happens to the rest of us on the project too. You're welcome back anytime and you shouldn't feel any pressure to do so.
I'm working on Flare-game content myself, so fans of the game will be getting new stuff to play soon.
See this:
http://www.indiegogo.com/projects/keep-skullgirls-growing
The total cost to add a professional-quality 2D character to a fighting game is $150,000.
The animations alone are $30-$40k as shown by their cost breakdown.
I don't think you can commission this for less than $10k and get quality results.
I will be using eight of these tracks to form the entire score of a game I have coming up. It'll be a simple game, but this music will give it so much charm.
Your art is very transformative. I would say it's original enough to not have to worry about attributing me at all. So you can do CC-BY, and make attribution to me optional.
Thanks for the note! I'll look into this, I probably set some of these prices wrong.
These look great, immensely flexible and useful to have here on OGA.
noizex: The steel is a very similar material to the scale. That's how it's meant to be used, as layered plates (e.g. plate armor). When you put this material into that shape it'll look correct -- like hand-hammered plates of steel.
It wouldn't be the material used for a steel sword, you're right. I commissioned these materials to be used in armors. This is the reference image for steel: http://i.imgur.com/0WAU4wP.jpg
Also note that these materials are diffuse + normal only. These previews just use an example Specular setting, but changing that can make the materials look like different types of metal.
I'm so excited about this. They each came out perfectly. They are precisely accurate to the reference images I sent Yughues. He's a wizard and you should hire him too.
These will be the main materials I use for some upcoming armor assets. My plan is to make armor meshes and UV unwrap them, then use these textures as a starting point for painting/mixing final materials.
A side note, I used the scale material's normal map on the Wyvern model, which previously didn't have a normal map. The difference is incredible!
Before: http://flarerpg.org/images/sss/2013-10-12/wyvern_diffuse.png
After: http://flarerpg.org/images/sss/2013-10-12/wyvern_normal.png
You can use CC-BY-SA assets with Unity just fine.
--
In general, source code and the compiled executable can each be licensed separately. We know this because we buy regular games that don't come with the source.
CC-BY-SA 3.0 does not require you to release any source code. It has nothing to do with "source code". You may be thinking of software licenses such as the GPL which purposefully interlink the source and compiled code licensing.
Someone might argue that the final, total game is a derivative work of the individual art and compiled code. But your released game would be the derivative work then, not any of the source code. And that's the strictest accepted interpretation of CC-BY-SA for games.
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