@Sam These look awesome! Thanks for sharing. I love that they're SVG too!
@Kemono SVG is a very common image format. It stands for "Scalable Vector Graphics." For SVGs you should generally use Adobe Illustrator instead of Photoshop. I think that Photoshop should be able to import SVG just as well as anything, though. Have you tried? If that doesn't work and you can't get Illustrator, I suggest you use Inkscape.
SVG makes it very easy to modify without quality loss so you can "curve the swirls" yourself in mere seconds with virtually no training.
I'll get in on this. I have lots of experience building both 2D and 3D games, and 3D is way harder. I've even used some 3D game engines and it's still harder.
Not only that, but the quality of open source game assets is generally much higher in 2D art.
If I was going to assign a number to it, I'd suggest that a 3D game is approximately 4 to 7 times harder.
Edit: Oh, and if I was going to recommend a 3D game engine to use, I'd pick Panda3D. It comes very close to the simplicity of building a 2D game.
@claudeb I think that's the current stigma, actually. Perhaps in the near future, great games from the indie scene will start to debunk that sentiment.
I think the point is that we'll never get a AAA quality game out of the FOSS community. That's likely true -- AAA games will always be several steps ahead of the FOSS ones. For merely "professional" games those lines are starting to blur. For example, 0 A.D.
Also, I'd venture to say Wesnoth is one of the most polished, balanced games out there, AAA games included. It easily has 60+ hours of singleplayer content and an active, worldwide multiplayer community. And just because it has 2D art doesn't mean it isn't professional.
@BlueVortexGames Wecome to OpenGameArt! Check out the license associated with this submission; it's CC-BY, which means you can use this song for your project as long as you give attribution. Usually that means you just need to put the author in your game's credits.
@Kemono, Yeah, I'm sure. Multilicensing (Wikipedia) The article references software but applies in the same way to art.
Multi-licensing is the practice of distributing software under two or more different sets of terms and conditions. This may mean multiple different software licenses or sets of licenses. [...]
When software is multi-licensed, recipients can choose the terms under which they want to use or distribute the software. [...] The two usual motivations for multi-licensing are license compatibility and market segregation based business models.
It's almost never useful to combine licenses. Often, this would create an incompatibility and make the piece of art legally impossible to use anywhere.
@Kemono In fact, it took me less time to make this remix than it did to type my previous comment. ;) Definitely learn how to use SVG - it's worth it.
(This remix retains the CC0 license from the original submission. No need to credit me!)
@Sam These look awesome! Thanks for sharing. I love that they're SVG too!
@Kemono SVG is a very common image format. It stands for "Scalable Vector Graphics." For SVGs you should generally use Adobe Illustrator instead of Photoshop. I think that Photoshop should be able to import SVG just as well as anything, though. Have you tried? If that doesn't work and you can't get Illustrator, I suggest you use Inkscape.
SVG makes it very easy to modify without quality loss so you can "curve the swirls" yourself in mere seconds with virtually no training.
I'll get in on this. I have lots of experience building both 2D and 3D games, and 3D is way harder. I've even used some 3D game engines and it's still harder.
Not only that, but the quality of open source game assets is generally much higher in 2D art.
If I was going to assign a number to it, I'd suggest that a 3D game is approximately 4 to 7 times harder.
Edit: Oh, and if I was going to recommend a 3D game engine to use, I'd pick Panda3D. It comes very close to the simplicity of building a 2D game.
Cool! It's not explicitly LPC-compatible, but it's close enough I'll add it to the collection.
@claudeb I think that's the current stigma, actually. Perhaps in the near future, great games from the indie scene will start to debunk that sentiment.
I think the point is that we'll never get a AAA quality game out of the FOSS community. That's likely true -- AAA games will always be several steps ahead of the FOSS ones. For merely "professional" games those lines are starting to blur. For example, 0 A.D.
Also, I'd venture to say Wesnoth is one of the most polished, balanced games out there, AAA games included. It easily has 60+ hours of singleplayer content and an active, worldwide multiplayer community. And just because it has 2D art doesn't mean it isn't professional.
These look great! Thanks for sharing under CC0 too!
@BlueVortexGames Wecome to OpenGameArt! Check out the license associated with this submission; it's CC-BY, which means you can use this song for your project as long as you give attribution. Usually that means you just need to put the author in your game's credits.
Wow, those animations are slick! And there's a ton of them too.
@Kemono, Yeah, I'm sure. Multilicensing (Wikipedia) The article references software but applies in the same way to art.
It's almost never useful to combine licenses. Often, this would create an incompatibility and make the piece of art legally impossible to use anywhere.
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