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Sunday, September 28, 2014 - 03:38
Monday, September 15, 2014 - 12:00

cool, will all of these be in the next RE release?

Tuesday, September 2, 2014 - 06:29

Licenses of art and code? Engine used? The embedded screenshots could have also been a bit smaller ;)

Tuesday, August 26, 2014 - 05:10

Bump: 14 days left and about 1700$ to go. Please support this great effort!

Thursday, August 21, 2014 - 12:47

Blender3D of course *hust*

Ok, well with this modification it should become quite awesome for character animation soon:

http://blenderartists.org/forum/showthread.php?279052-BEPUik-Full-Body-I...

Wednesday, August 20, 2014 - 06:21

The problem I see is that OGA isn't a music streaming service and abuse as such will put quite a strain on the already not that fast server backend.

There are other such services, most notably Jamendo that fills the nieche of a creative commons music streaming site where anyone can upload their songs.

Saturday, August 16, 2014 - 12:37

Cool stuff, but do we really need another "cute 2D platformer"? Sure if you really feel like telling a story (which you don't seem to be), but just for the sake of having another one?

Saturday, August 16, 2014 - 12:36

Just a quick clarification:

It is not the -SA part that prevents use on iOS, and yes it is possible to use CC-by-SA assets in closed source code projects (a short coming of that license in my opinion).

It is the anti-DRM clause in both the CC-by and the CC-by-SA that prevents use in iOS, or rather it is Apple's absurd DRM licensing that conflicts with them. Note how it is perfectly fine to use both in Android games sold on the playstore or other places not owned by Apple.

 

P.S.: "none of my code is in a state yet where I'd be comfortable having other people see it without being embarrassed by it. " is just a laughable excuse for not open-sourceing your code. I can guarantee you that any code, no matter how well you think it is right now, will look stupid to you in a few years.

Thursday, August 14, 2014 - 14:17

I stand corrected then, your original post sounded like it was just the .obj files. I had a look at the github pages now, and it is indeed all that is needed (and I agree, fbx is better than iqe).

Thanks for the great job, and I am sure this will come in handy for some people!

Any particular reason for wanting to have these meshes in Mudbox? Are you planning on creating some high quality normal-maps for them?

Thursday, August 14, 2014 - 13:25

Thanks, that could be usefull!

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