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Monday, June 18, 2012 - 05:41

odino4ka,

Is your patch to avoid writing width,height for enemies?

The data isn't necessary, but the Flare engine will ignore those values for Enemy blocks. This is nice because the Flare Tiled plugin stays very simple.

Unless there's a situation I'm not thinking of that may cause issues?

Saturday, June 16, 2012 - 21:56

Anon,

 

glad you enjoy the current content. It's still an Alpha tech demo so there isn't much content. Soon we will plan many more maps and quests.

Thursday, June 7, 2012 - 19:15

From r/truegaming? Welcome!

Wednesday, June 6, 2012 - 17:55

I'm pretty sure when I made these I was cursing Inkscape (on OSX, which had crappy X support at the time). So I said screw it, I'll just use Blender.

Anyway, they're "vector" in Blender, but I don't know of any Blender export tool that will project the 3D mesh into a 2D vector and output as .svg or whatnot.

I could pop out a Blender render that is large enough so that someone can retrace it in Inkscape?

Wednesday, June 6, 2012 - 13:51

I mean, it's not terrible to make new animations. But realize the set of armors, hairstyles, etc. matching those new animations will be far fewer than the base set. That's probably fine for some kinds of projects.

Wednesday, June 6, 2012 - 12:16

I strongly suggest against making new animations. The style guide is already published. People are already working on assets for the base animations. Creating new animations will make their work incomplete.

That might mean no Bows, for instance; well get creative. The Slash animation can be used for throwing knives. Part of the slash animation (one arm forward) could be used for aiming a Crossbow. Work within the current limits to make interesting things.

 

Wednesday, June 6, 2012 - 00:28

Obvious warning, but each new animation variant adds more work per armor/weapon/hair/etc. Be careful not to end up with a situation where artists need to create hundreds of frames to have a fully compatible set.

Tuesday, June 5, 2012 - 18:06

Perhaps look at real-world cuts of gems to see how they're done. It's what I did when I made these simplified 3D gems http://opengameart.org/content/gems

You probably don't want to use dithering if possible (unless it's required for the Mana World style).

Instead of drawing the cut edges with dark lines, you might want to imply the edges by having a strong change in value between faces.

Tuesday, June 5, 2012 - 18:02

"I mean you must publish your game under GPLv3 and everyone else can modify your game and make money out of it? That didn't seams right to me."

Artists donate all this great open art and you want to use it for a closed game? Maybe that doesn't seem right to me.

Free/Libre art and code is important to people like me. We hope that you "Share Alike".

But yes, you can mix proprietary code and CC-BY-SA art as Botanica says.

Tuesday, June 5, 2012 - 15:03

Perhaps sort your tall tiles in a draw order before drawing them.

I've placed a + sign at the center,floor of each tall tile. I numbered them in the order to draw them if you sort by screen y position first, then screen x position.

This should work if your tiles are always the same size (1x1 grid space). If your tiles are larger there are other algorithms to use (painter's algorithm, z-index, etc).

 

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