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Thursday, May 12, 2016 - 03:38

Awesome!

 

But where is the download link for the potion button?

 

Would it be too much to ask if you could upload image with just the border and blue background too? I'd like to make my own button with the same style.

 

Thank you

Wednesday, January 13, 2016 - 07:49

Okay good to know. That game (Bloodline Champions) used to be my favorite game but it's Windows only, proprietary and now it's pretty much dead. If that camera was okay then Arkhados' camera can be too without sacrificing anything.

Flipping camera wouldn't help much in most arenas because there aren't really "sides" even though there are teams. Memorizing wouldn't be a problem because arenas in Arkhados are small by design and there's really nothing to remember.

Are you by a chance affiliated with OpenRTS in some way :P ? Anyways, I cloned it and looked at it yesterday. Perhaps I should look even more since 500 % is so alluring ( did you try Arkhados already? ). But master server would be quite good for the ease of use and other future features too.

I guess OpenRTS map editor could be for 0.7 and if not for 0.7 then for 0.8 at least. It depends on how easily I can integrate it.

Tuesday, January 12, 2016 - 09:24

Thanks for the ideas

When thinking about changing the camera angle, one thing that must be kept in mind is that enemies shouldn't be able to attack undetected because they are "under the camera". I don't want to give any weird advantages to those who are attacking from the south. I'm trying to make the gameplay "competitive".

But yes, I think it could / should be changed. I once tried but then my free camera didn't work as nicely anymore so I kind of left that for later and then forgot it :D .

Do you think that this game has better camera positioning / angle ?

https://www.youtube.com/watch?v=3vu70sWL2pA

Wow. I saw OpenRTS at some point but for some reason I hadn't thought of utilizing its level editor. I'll definitely investigate it at some point.

Monday, January 11, 2016 - 14:41

Arkhados 0.6 has been released!

Improvements over 0.5.x:

  • A new game mode: Team Deathmatch
    • Some heroes can now cast certain spells to the allies
  • A new hero: Shadowmancer
  • Better arena
  • Animated lava
  • Improvements on effects:
    • Added casting effects to many spells
    • Improved particle system so that trails don’t have gaps
    • Added visual and sound effects to many spells
  • New music
  • Added measures to prevent moving inside walls
  • Bug fixes

See Arkhados' website for screenshots of the new version. And if you haven't seen the trailer of Arkhados 0.5, please take a look at it :)

http://triplesnail.github.io/Arkhados//2016/01/07/Arkhados-06-released.html

To see what's planned for Arkhados 0.7, see this GitHub-issue:

https://github.com/TripleSnail/Arkhados/issues/36

Saturday, July 4, 2015 - 07:28

Very nice!

I too might use it in my game at some point. To answer Tozan's question, it has a basic rig.

I would love to see this animated.

Thursday, July 2, 2015 - 13:59

Please see the following thread to see my main project. There's link to my github-page and gameplay trailer:

http://opengameart.org/forumtopic/arkhados-05-a-foss-fast-paced-3d-arena...

I will probably never use Unreal Engine on my personal projects since it's not FOSS. I've seen the forum thread about your game that you've made in batch. I'm impressed how much you've been able to do with batch. I didn't know you could do so much in it.

Still, I don't think batch was really the best choice for prototyping since it's neither general purpose programming language nor game oriented. Why not try Java, JS, C++ or Python for example?

But this is going off topic.

 

Thursday, July 2, 2015 - 03:32

Thanks!

Nope. I can't model. I just don't have the skills. Programming is my thing. I try to avoid modelling and animating as much as possible, but in this case I had no choice.

Friday, December 12, 2014 - 11:24

Also, for completeness sake, the difference between a derived work can be compared as follows. Glueing ten cutouts from folders onto a piece of paper is not a derived work (no creativity); glueing ten cutouts from folders onto a piece of paper to create the impression of a landscape does make it a derived work (requires creative thought). A game will in nearly all cases count as a derived work, and as such the CC-BY-SA license must be placed on the entire binary game content (not on the source data) when any CC-BY-SA content is being used in the game.

The only way to combine CC-BY-SA content with non-SA content in a game, while still requiring attribution, is to have an explicit exception from the copyright holder considering video games or computer games not being Adapted Material.

 

I wouldn't consider game a derivative. Let me borrow your example.

Let's say I print some of your CC-BY-SA cutouts (separate pieces) and package them in nice boxes and share them with others. I'm only packaging them together while the user of my cutout package attaches the cutouts together.  But clearly my box isn't derivative work of the cutouts. I don't think I'm required to share the designs of my nice box.

Software example: Let's say I'm doing simple paint app that allows user to easily attach pictures together. And let's say I'm packaging some CC-BY-SA artwork with the paint app and add them somewhere in the menu, toolbar or something like that. It is the user of my paint app who then combines them and creates the derivative work if they want to.

Game too can be considered something that packages some (art)work with code. My code isn't in anyway derived from 3D-model, texture, music etc. It's not adaptation either. If I add certain 3D-model to my game, my source code doesn't change much. I might need to adapt the 3D-model so that it works with engine in which case I'll share my adapted 3D-model. In the end it is the player who presses certain buttons so that music is "combined" with gun sounds etc.

Main rule of thumb is that artwork is just data for program.

It's different though if for example I try to synchronize some sounds with music by playing them at specific time so that result is predetermined. Then I need to share the parts that do the synchronization under CC-BY-SA. But if I can shoot in my game with sound effect, the combination of gun sound + music is not derivative work.

Friday, May 9, 2014 - 16:49

Musopen has huge library of PD recordings.

Here are links to recordings of few of the mentioned songs.

The Planets:

    https://musopen.org/music/search/?q=the+planets

William Tell overture:

    http://musopen.org/music/461/gioachino-rossini/william-tell-overture/

1812 Overture:

    https://musopen.org/music/190/pyotr-ilyich-tchaikovsky/1812-overture-op-49/

Morning:
Aase's Death:
In the Hall Of The Mountain King:
    https://musopen.org/music/1568/edvard-grieg/peer-gynt-suite-no-1-op-46/

There's of course much more and quality of recordings varies.

Saturday, January 18, 2014 - 16:50

Nice work, but to quote OpenGameArt's art submission guidelines:

On the subject of textures, we can't accept any textures that come from CGTextures or sites with similar licensing restrictions.  All textures used in your work must be available under one of OGA's allowed licenses.  For legal reasons, we can't make exceptions to this under any circumstances.

source: http://opengameart.org/content/art-submission-guidelines

 

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