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Don't apologize.
Thursday, November 5, 2009 - 17:44

I added that wording to the FAQ question because of this discussion.  It wasn't already there. :)

Awesome. :)
Thursday, November 5, 2009 - 11:17

Nice work, as always!

Turns out the rules weren't as complicated as I thought.
Thursday, November 5, 2009 - 10:00

Most of the code is now in place to create a 'popularity' medal.  I'll work on getting it added.

Added this to the FAQ:
Wednesday, November 4, 2009 - 15:35

http://opengameart.org/content/can-i-upload-content-someone-other-me

"As a courtesy, we would prefer that you contact the original artist if possible and get their permission to post the work in question, unless they've already made it clear that it's okay to do so."

Here's a clickable link:
Tuesday, November 3, 2009 - 08:47

http://www.zshare.net/download/67830610bead80b9

"Ripped" graphics
Tuesday, November 3, 2009 - 08:45

As a rule of thumb, out of respect for the projects in question, we ask permission first.  The FreeCiv graphics are an exception, as they were archived at Free Game Arts, which we (for the most part) mirrored at the behest of the site admin.

In general, if you'd like to post art here that's being used in another project, ask first.  It's okay to make an exception if the project in question appears to be defunct and you can't reach the project maintainer.

Bart

Sorry about the link thing...
Monday, November 2, 2009 - 07:56

The spam was getting out of hand, so we had to make it so people couldn't post links.  If you want, just post the link with spaces where the punctuation would be.  We'll figure it out. :)

This is fixed now.
Saturday, October 31, 2009 - 09:24

I've split the forum topics block into two, one of which only administrators can see.  People shouldn't be able to get into the private forums anymore.

Bart

O_o
Saturday, October 31, 2009 - 08:59

O_o

Looking better
Friday, October 30, 2009 - 14:19

He still feels somewhat flat, particularly his head.  This may be a shading issue, or it may be the general shape.  Also, I can't tell from here whether his arm is facing up or whether it's supposed to be reaching toward the viewer.  In the latter case, you'd probably want to shade the entire arm.

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