I may be able to help is you post examples of the code that works versus the code that breaks. I don't think code will format very well on OGA, so a pastebin link would probably be best.
According to the LGM website, it's being worked on. I'll post a link to it once I hear about it being ready. If someone hears before me, let me know and I'll post it ASAP. :)
Well, there are plenty of good, working FOSS 3D engines. BGE, Irrlicht, XReal, etc. Rather than making a new one, it would be nice to have a solid, easy-to-use, integrated editor for those. BGE is probably the closest, but it need to improve by leaps and bounds to become intuitive.
I agree about the game thing, though. In my own experience with building my JRPG engine, I realized a lot of things when I started building my tech demo. I imagine that once I get a chance to build a real game with it, I'll learn a lot more. Dogfooding is hella important.
Generally when we commission art, we may $10-$20 an hour, which is enough to hire a good art student or a professional who is giving us a good deal. The hourly cost of art can get a lot higher than that, mind you.
A typical sheet of sprites generally costs $50-$200. A typical high poly, textured, rigged model can go over $1000 (either TheCubber works fast or is giving us a huge deal on his commissions -- probably both). Single musical tracks can range from $50 to hundreds of dollars each, although we tend toward the low end. I can generally give a more accurate assessment of what a commission ought to be worth if I know exactly what the commission is and who you're hiring. I've dabbled in enough art (and commissioned enough) that I've started to get a better sense of how much things are worth. It's not easy, but what I can say about commissioning art is that you'll become more comfortable with it as you do it. I can and do frequently give advice to people looking to commission art on their own projects.
It might be useful to get some acutal pictures of old chinese wall scrolls. If they're originals, they'll be in the public domain, so if you can find them and take a picture of them, it would be legal to use them as textures.
If any artists have questions, kornerr or I would be happy to answer them.
While I appreciate the offer, I think we'll probably have to decline. I'm a bit too demanding for a shared server, and I think I'd probably end up stepping on everyone's toes, which is something I'd rather avoid. Thanks though -- as I said, I appreciate the thought! :)
I may be able to help is you post examples of the code that works versus the code that breaks. I don't think code will format very well on OGA, so a pastebin link would probably be best.
Bart
Thanks! :)
According to the LGM website, it's being worked on. I'll post a link to it once I hear about it being ready. If someone hears before me, let me know and I'll post it ASAP. :)
Well, there are plenty of good, working FOSS 3D engines. BGE, Irrlicht, XReal, etc. Rather than making a new one, it would be nice to have a solid, easy-to-use, integrated editor for those. BGE is probably the closest, but it need to improve by leaps and bounds to become intuitive.
I agree about the game thing, though. In my own experience with building my JRPG engine, I realized a lot of things when I started building my tech demo. I imagine that once I get a chance to build a real game with it, I'll learn a lot more. Dogfooding is hella important.
Someone needs to make this guy into a sprite. :)
Just a heads up, the "I'm using this" button will be part of OGA2. Great idea! :)
Generally when we commission art, we may $10-$20 an hour, which is enough to hire a good art student or a professional who is giving us a good deal. The hourly cost of art can get a lot higher than that, mind you.
A typical sheet of sprites generally costs $50-$200. A typical high poly, textured, rigged model can go over $1000 (either TheCubber works fast or is giving us a huge deal on his commissions -- probably both). Single musical tracks can range from $50 to hundreds of dollars each, although we tend toward the low end. I can generally give a more accurate assessment of what a commission ought to be worth if I know exactly what the commission is and who you're hiring. I've dabbled in enough art (and commissioned enough) that I've started to get a better sense of how much things are worth. It's not easy, but what I can say about commissioning art is that you'll become more comfortable with it as you do it. I can and do frequently give advice to people looking to commission art on their own projects.
Bart
kornerr has agreed to let me do a little art direction for his game, so here's what I'd like to see, specifically:
He's already using a set of nice tiles:
http://opengamestudio.org/wp-content/gallery/mahjong/7.jpg
Thematically, I'd like to see this take on an ancient chinese theme. Here's some specific stuff we could use:
It might be useful to get some acutal pictures of old chinese wall scrolls. If they're originals, they'll be in the public domain, so if you can find them and take a picture of them, it would be legal to use them as textures.
If any artists have questions, kornerr or I would be happy to answer them.
Can I ask what browser you're using? That issue seems fairly common on Opera.
Also, sometimes that just randomly happens once in a while. Did you try more than once?
Thanks,
Bart
While I appreciate the offer, I think we'll probably have to decline. I'm a bit too demanding for a shared server, and I think I'd probably end up stepping on everyone's toes, which is something I'd rather avoid. Thanks though -- as I said, I appreciate the thought! :)
Bart
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