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Friday, October 3, 2014 - 04:49
Tuesday, September 2, 2014 - 16:28

I like it when the art is so good I have to fight the urge to add another game project.

Friday, August 29, 2014 - 15:37

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.

Friday, August 29, 2014 - 14:42

It looks like outdated documentation, AND you may be looking at an older version.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.

Friday, August 29, 2014 - 12:56

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. 

Friday, August 29, 2014 - 10:06

Ooh! I love LOVE seeing art packs for unconventional simple games!

Monday, August 18, 2014 - 15:31

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.

 

Wednesday, August 13, 2014 - 11:44

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.

Tuesday, August 12, 2014 - 12:21

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.

Tuesday, August 12, 2014 - 11:04

@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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