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Blog
I should have blogged about this earlier, but we've been hard at work for the past 7 hours or so getting started on our Reddit Game Jam entry. I won't talk about it here -- if you're curious about it, you'll have to stop by. If you'd like to participate, we'll find something for you to do. :)
- bart's blog
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Reddit Game Jam 06 will be starting on March 25th at 22:00 UTC and ending precisely 48 hours later. They'll be accepting team entries, and OGA has the combined coding, design, and artistic talent available to make a very good showing. Here are the rules.
Team OGA will be doing the following:
- As suggested, we're going to be using GitHub and writing an open source program. The end result will be licensed under the GPL 2+3, plus whatever other license(s) we all agree on.
- We'll be coding in C++ and aiming for a release that compiles on Windows, Macintosh, and Linux.
- We'll use existing OGA media where it makes sense, and create new art where needed. Any art we use must have a Debian-approved license, so that the final product will be entirely free (as in speech).
- Any libraries we use will be (quickly) decided on when we start the project. Given our familiarities and time constaints, SDL may be the best choice.
- Coders, designers, artists, musicians, writers, and idea people are all welcome! Stop by our IRC channel (preferably in advance) if you'd like to participate. No promises on us allowing in latecomers, since it takes a while to get people up to speed on an existing project.
- We'll try to accomodate as many participants as we can, within reason. If we're reaching a point where the overhead of managing people exceeds the benefit of having a larger team, we'll split into two groups.
- This project will be run as democratically as is practical, but I (BartK) reserve the right to push things along if we get sidetracked. If we end up getting too many people and splitting in half, a leader will be appointed for the other team.
Hope to have you aboard!
-Bart
[Edit: I've created a Team OGA Forum to discuss our world domination plans.]
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[Edit: This request has been filled -- thanks TheAncientGoat!]
Hey folks :)
Here's a quick thing you can do to help me with OGA2. I need these icons (without the words above them) in SVG format. No fancy colors or anything, just a single solid color. We're completely editor agnostic, so feel free to use Inkscape or Adobe Illustrator or whatever else. I just need them as vectors in SVG when you're done. Here's the link:
Note that the shapes should be solid (not lines) with empty space where there are holes (like the dots and the exclamation point). Please pick one of the licenses we allow here on OGA.
Thanks!
Bart K.
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OGA was down for most of the day due to an (impending) hard drive failure. The drive has been swapped out with no loss of data. Sorry for any inconvenience.
Bart
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Hey folks!
Just wanted to let everyone know that I've released some code for OGA 2.0 out into the wild -- specifically, my custom implementation of our site medals. The current OGA uses a module called User Badges, which hasn't been updated yet for Drupal 7, and is cumbersome in some ways (like how it doesn't include a way for medals to supersede other medals).
I've uploaded the code for OGA2's Medals module to Drupal Contrib, where as of this post it is considered a "sandbox" project, and must be downloaded using Git. I've put in an application to have it upgraded to a full fledged contrib module project, so if all goes well, that should (hopefully) happen in a few days.
I am looking for people to test and contribute, so if you're up for it, please download the module and set it up on a test instance of Drupal 7, and play around with it. I'm actively seeking patches and co-maintainers.
At any rate, as more bits and pieces of the OGA 2.0 code reach a usable state, I'll be uploading those to contrib as well. If you've been interested in helping us get OGA2 out the door quicker, this is your chance! :)
Bart
P. S. For the record, the only reason I haven't open sources OGA1's code is that there isn't a whole lot to open source. Mostly it's just messy spaghetti and glue, which is part of the reason I'm rewriting it from the ground up. :)
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- bart's blog
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From the Battle for Wesnoth team:
Wesnoth is sponsoring a $200 bounty for an environmental sound loop.
We're looking for background audio, explicitly NOT MUSIC, but just recordings of the sound made in a natural environment. We're asking for this because the available sounds in public-domain libraries, that we can find, are not suitable for our needs - we probably want you to go out and record something new. We may post a series of these bounties, if this pans out nicely.
Specifically, we're looking for a recording of swamp or marshland that conveys a gloomy, fetid atmosphere. Not a healthy, normal marshland, in which you'd hear the breeze, the rustling of the wind, and an immense amount of birdsong, but a rotting, "evil" marsh, filled with dying plants, and an overall sense of decay and wrongness. For a literary/film reference, something like the "dead marshes" in lord of the rings.
Probable components would include the sound of bubbling mud (like in yellowstone-style mud pits), gurgling, the sound of steam, and maybe the sound of clouds of buzzing mites and flies. It is entirely possible that you won't necessarily have to record a real marsh to get something that sounds like the above, and can just composite stuff together (in fact, it may even be necessary, since the intended effect isn't strictly natural).
We need a loop that is about 3-5 minutes long. Unlike many other game genres, wesnoth stays fixated on the same environment for a very long stretch of time (30-150 minutes per level), so we need a long loop with enough variety to not wear itself out. The final clip should be provided in either wav/ogg at 44kbps, with stereo sound, and will be released under the public-domain (CC0) license.
We reserve the right to approve or reject the work based on our own discretion.
If you have any questions (or a submission for review), please reply to this post here on OGA.
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Dear McAfee,
For several months now, you have listed my website as having been found to have "potential security risks" according to your "TrustedSource web reputation analysis" without actually enumerating what those security risks are. I followed your instructions and attempted to contact you by leaving a question on your website. It has thus far been ignored.
Now, for the record, I don't use your shovelware, but I imagine that when people who do use it come to my website, they get a scary warning message telling them that horrible (if unspecified) things could happen to them if they view my webpage.
So please, either a) tell me what's wrong with my site so I can fix it, or b) remove your ridiculous warning.
Thank you,
Bart K.
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TheCubber has come back with another excellent model, this time a rigged, textured dwarven warrior. The goal for this is $130. From the email:
- Textured and rigged – 4 objects
- whole model 12 238 tris
- body 5400 tris, 2k tex*
- armor 4836 tris, 2k tex*
- cloth 932 tris, 1k tex*
- leather 1070 tris, 1k tex*
*tex - diffuse, specular, normal, ao, environment, sometimes paint :)
[...]
The model is very easy to customize (those prevs where done only by tweaking some parameters :)
As usual, TheCubber's work speaks for itself, so without further ado, the preview images:
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My friend ghostshell from GameBoom asked me to pass this along:
Project DretchStorm is an FPS based on the Tremulous universe. The goal is to build on the gameplay of Tremulous version 1.1(ish) and extend its features and introduce new tech. A partial list of wish-list items include:
- new renderer based on xreal
- all FOSS-compatible assets
- assets that exploit xreal's capabilities
- ambiance music
- XP-based class system with research and achievements
- with a focus on high performance and presentation
At this time we are looking for anyone willing to help in all areas; 3d models + animation, textures, mapping, sound/music, ux and writting. The code will be GPL.
- bart's blog
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