Setting them up for development depends largely on your development environment. E.g. if you're working on Windows, the setup is very different if you're using MinGW versus Visual Studio. A bit of Googling should turn up tutorials on how to get started.
Thinking about GPL as "viral" is weird to me. These copyleft licences merely say "if you are also doing open stuff, you don't even have to ask permission to use this stuff I made". Otherwise it's a regular copyright issue: talk to the author to license it the way you want.
Yes, I coded this alone. I started in January 2010, so not even 1 year so far.
Here's how I render those sprites:
1. First I animate the model facing one direction. In Blender all the animations are on one timeline.
2. Next, I have a Python script I wrote that I run inside Blender. This renders each frame of the animation then rotates the scene 45 degrees. It does this 8 times to get all 8 directions. I run this in Blender 2.49, have not tried this yet in Blender 2.5
3. The result is lots of individual images. I then use ImageMagick "montage" to combine them into one image. Example: montage -background "transparent" -geometry 128x128 -tile 32x8 output.png
The Python script:
import Blender from Blender import * from Blender.Scene import Render pi = 3.14159 deg45 = 45 * pi / 180 context = Scene.GetCurrent().getRenderingContext() basePath = context.renderPath for i in range(1,9): # objects without parents should be parented to RenderPlatform platform = Object.Get('RenderPlatform') platform.RotZ = platform.RotZ - deg45 platform.setLocation(platform.getLocation()) # refreshes the child locations context.renderPath = basePath + str(i) context.renderAnim() Blender.Redraw() context.renderPath = basePath
Anon,
If you're playing version 0.09 the powers aren't coded yet.
Version 0.10 (coming out very soon) will have powers implemented. Open the Powers menu and drag them to the action bar.
http://opengameart.org/category/art-tags/casual-elements
Osmic's high quality gems are a runaway favorite this week. Congrats for winning!
http://opengameart.org/content/gem-jewel-diamond-glass
The respective websites for those libraries will go into more details:
http://www.libsdl.org/
http://alleg.sourceforge.net/
Setting them up for development depends largely on your development environment. E.g. if you're working on Windows, the setup is very different if you're using MinGW versus Visual Studio. A bit of Googling should turn up tutorials on how to get started.
Buch, usually you'd turn to an outside library. Two common examples for C/C++ are Allegro and SDL.
OSARE operates under the assumption that CC-BY items can be used in a GPL project. I assume attribution is not a restriction over and above GPL.
Thinking about GPL as "viral" is weird to me. These copyleft licences merely say "if you are also doing open stuff, you don't even have to ask permission to use this stuff I made". Otherwise it's a regular copyright issue: talk to the author to license it the way you want.
MerlinX420,
- Ideally we want to move away from allowing GPL as an art license, because the GNU and FSF folks don't recommend using GPL for art
- In Reality we can't because the behemoths of free games (e.g. Wesnoth) are still under the GPL mandate.
Hard to choose what to do. Hopefully new projects don't do GPL content mandates so we can move past this eventually.
This is a weekly discussion/argument in our IRC channel.
Hm, I don't have 3D Studio Max so I'm not sure. But if it allows scripting it should be possible.
Blender can import 3DS files but I don't know if it handles armatures, animations, etc. It might only do static meshes.
raptorus,
Thanks!
Yes, I coded this alone. I started in January 2010, so not even 1 year so far.
Here's how I render those sprites:
1. First I animate the model facing one direction. In Blender all the animations are on one timeline.
2. Next, I have a Python script I wrote that I run inside Blender. This renders each frame of the animation then rotates the scene 45 degrees. It does this 8 times to get all 8 directions. I run this in Blender 2.49, have not tried this yet in Blender 2.5
3. The result is lots of individual images. I then use ImageMagick "montage" to combine them into one image. Example: montage -background "transparent" -geometry 128x128 -tile 32x8 output.png
The Python script:
import Blender
from Blender import *
from Blender.Scene import Render
pi = 3.14159
deg45 = 45 * pi / 180
context = Scene.GetCurrent().getRenderingContext()
basePath = context.renderPath
for i in range(1,9):
# objects without parents should be parented to RenderPlatform
platform = Object.Get('RenderPlatform')
platform.RotZ = platform.RotZ - deg45
platform.setLocation(platform.getLocation()) # refreshes the child locations
context.renderPath = basePath + str(i)
context.renderAnim()
Blender.Redraw()
context.renderPath = basePath
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