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Friday, April 12, 2013 - 09:51

I've improved pixeditor's Python 3 compatibility and created a pull request.

Friday, April 5, 2013 - 19:30

I guess the problem you encounter is that most modern browsers either have builtin audio players for the common formats or have plugins that can handle them. If your browser has a builtin audio player, you can usually just save the  file, e.g. with <Ctrl-S>. If your browser plays audio files using a plugin or if it does not support saving the current site, you can open a context menu on the link (usually right click on desktop browsers or long tap on touchscreen devices) and select an option that is called 'Save target as...' or similar.

Saturday, March 30, 2013 - 13:07

I'll forgive you ;)

Regarding the showcase game: We already have a couple of games that redistribute all of their art on OGA  (think Flare, Orange Engine, ...). However, creating a game the other way round is a bit more difficult, because of the huge diversity in art styles that can be found here. Unless you want to stick to a single artist / a small group of artists, that is.

just one note, 2 projects should be done at the same time, a 2d and  3d one. The reason is that 2d is not really that attractive to many people, in fact many people look at it as lacking quality (even if its way easier to use)

The reason we see far more 2D art than 3D art is not only that 2D art is easier to create, but as you mention yourself that it is far easier to use. With 2D art, you can typically just use PNG as your format of choice, as there is probably almost no engine that doesn't support it. With 3D art, you'll have to find a format that your engine supports, or even write a custom exporter if you're rolling your own format. Additionally, creating a 3D game adds a whole new dimension (hehe) of problems you'll have to solve. I therefore think that creating a 3D showcase game would be more hassle than it would be worth. I also think that people who see 2D as lacking quality are probably people who only ever play AAA titles and are probably wrong here, anyway.

Saturday, March 30, 2013 - 12:44

Hi Joshua,

Your game is pretty addictive. I especially like the combo mechanism, because it rewards players who correctly estimate their own skill.

Do you only collect data from the feedback form, or do you also collect statistics about the gameplay?

Saturday, March 30, 2013 - 11:41

@Duion: If more than one license is specified, you are free to choose the one that suits you best. See also this FAQ entry:

Some artists have multiple licenses listed. Does that mean you need apply the rules of all licenses or can we pick the one license we prefer?

You must follow only one of the licenses. However, when you re-distribute/edit, you are encouraged to include/use all of the licenses, so the license spectrum (and thus sum of people/projects who can use the art) doesn't shrink.

Saturday, March 30, 2013 - 11:34

I guess you people know about Unreal engine, each time they release a new one, they make a game as their showcase (Doom, quake,rage...).

Neither Doom, Quake nor Rage use the Unreal Engine, they're all based on the idTech Engine.

Monday, March 25, 2013 - 03:40

I'm not really sure what your problem is, the mesh in your screenshot looks good. You could try to apply the subsurf modifier before exporting, maybe that yields the results you expected.

Monday, March 18, 2013 - 19:22

Hi, that looks like an interesting project. However, your Play Store link is broken (it links to the Itunes Store aswell).

Saturday, March 16, 2013 - 10:05

Interesting point about svgs - I knew you could embed raster images (rather than the vector style they usually are for), I didn't know about embedding any file though.

The ZIP archive is not included in the SVG -- it just contains a <script> tag with

window.location = "https://github.com/downloads/clintbellanger/flare-game/flare_win_v017_1.zip";

That being said, while I'm against forbidding SVG forum attachements, I guess it wouldn't hurt to sanitize the files on upload in order to strip all <script> tags and all exploits that allow to execute Javascript.

Wednesday, March 13, 2013 - 19:49

Forum activity fluctuates strongly -- there are days with dozens of posts, and then there are days where there are only a couple. In general, our IRC channel is probably a better place for asking questions such as this one.

Hello everyone, I have to make a website for university and i feel i should do it on something i love DOODLES! so i had this idea that i would make a website for people to upload doodles they are proud of.

Well, if you like doodles that much, that doesn't seem like a bad idea -- at least it will keep you interested.

Im thinking of having 4 categories

Begginer
Semi-pro
Artist
Master Artist

Here's a problem I see with this approach: Who is going to decide which submission goes into which category? The submitter? You? Ratings/Votes? Aliens? ;) Instead of dividing the content into different categories, I'd rather just rank the doodles by freshness and quality, maybe using a variation of reddit's ranking algorithm.

I will be having my website linked to my university (so it will be looked at by many students and teachers) aswell as linking it to art websites, art shops etc so you little doodle that was for fun may become a hit with some artist and they may ask you if they can have your doodles or if you can help them with a project.

Even (or especially ;P ) if your website will be linked to from your university's website, I wouldn't count on too many page hits. And frankly, the part about artists discovering one's doodles and wanting to license it doesn't sound too realistic, either.

Anyway, good luck with your project.

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