For the previous versions, each tile was represented by a grid of 64x64 discrete integer positions. So a distance of "384" means 384/64 = 6 tiles. We changed over to floating point positions to add flexibility at various tile resolutions.
I think speed is tiles per second. And each tile is now one unit square (1.0 x 1.0). So Shock will now travel 0.8 seconds * 16 tiles/second = 12.8 tiles total distance. A much more sensible calculation.
In the high res art I'm working on, the tiles will also be 1 square meter. So e.g. tiles per second will be the same as meters per second.
I'm going to do a model for this. Looks fantastic. I'm going to try separating the trim color so that it can be a colored unit (for team matches or enemy varieties.
Non-commercial restrictions are not allowed on OpenGameArt. That category is a user-made one.
You can use this art in your game if your game (at least the art part) is also CC-BY-SA. In other words: if you're sharing the art of your commercial game, you can use the art I'm sharing too.
I made all this art and can relicense them under different terms. If you wanted to use this art in a closed project there would be a licensing fee.
The source repo is here: https://github.com/clintbellanger/flare-engine
I like it when the art is so good I have to fight the urge to add another game project.
For the previous versions, each tile was represented by a grid of 64x64 discrete integer positions. So a distance of "384" means 384/64 = 6 tiles. We changed over to floating point positions to add flexibility at various tile resolutions.
It looks like outdated documentation, AND you may be looking at an older version.
We tried making it a bit easier. Here's the current Shock values via
https://github.com/clintbellanger/flare-game/blob/master/mods/fantasycor...
lifespan=800ms
speed=16
I think speed is tiles per second. And each tile is now one unit square (1.0 x 1.0). So Shock will now travel 0.8 seconds * 16 tiles/second = 12.8 tiles total distance. A much more sensible calculation.
In the high res art I'm working on, the tiles will also be 1 square meter. So e.g. tiles per second will be the same as meters per second.
I'm going to do a model for this. Looks fantastic. I'm going to try separating the trim color so that it can be a colored unit (for team matches or enemy varieties.
Ooh! I love LOVE seeing art packs for unconventional simple games!
Non-commercial restrictions are not allowed on OpenGameArt. That category is a user-made one.
You can use this art in your game if your game (at least the art part) is also CC-BY-SA. In other words: if you're sharing the art of your commercial game, you can use the art I'm sharing too.
I made all this art and can relicense them under different terms. If you wanted to use this art in a closed project there would be a licensing fee.
The only acceptable answer is "asking every artist for there license and waiting for their response" as you say.
Licensing your game as CC-BY-SA would also work, but may defeat the purpose of having a commercial game.
Updated this entry with the two missing tiles. Thanks Betalord for finding it and helping test the fix!
I also embedded instructions into the Blender file when it's opened.
@Betalord good catch, I'll get this updated. Send me a private message here on OGA if you want to help me test the results? Thanks!
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