I updated the FAQ a little while ago with an answer to this and I forgot to make note of it here. Here's a short version. :)
If you can be absolutely certain that compiling and running your engine requires no proprietary files whatsoever (this includes not requiring any Microsoft header files, Microsoft DLLs, compiling on Windows, etc), then it's allowed to be entered under the rules of the contest. That being said, a true port would sit better with the judges.
Does your engine use DirectX, OpenGL, or something else? Generally if you can get something working with OpenGL, porting is fairly easy. I'd recommend that as a first step, and (time allowing) I would be willing to help you with a port.
"Documents" are more set up for document files, as opposed to articles. Do you think people would be interested in submitting tutorials and articles in addition to the ones we already have?
This isn't the official library list. It's just a list of libraries that are particularly appropriate. The official library list will be larger, and will include physics libraries.
@Anon: It's fine if people enter the contest using WIP tools, but I'm not going to highlight them. :)
@tekk: Show me some screenshots of the editor in action and convince me that it's production ready. Given the screens on the homepage, I'm not convinced.
@Zael: I'm not sure how relevant physics is to a 2D top-down game. A side-scroller, sure. If someone can make a good argument for it, I'll include them.
There's no time limit on a topic. You're free to continue to use this one or start a new one as you prefer. :)
That said, the 2D art forum would be a better place for this. I know it's not super active, but I'm hopine we can change that. Do you mind if I move this topic there? I promise I'll continue providing critique. :)
I'd actually make the line slightly lighter and a little tiny bit more blue.
You might also want to make the shadow directly underneath the grass a bit larger and darker.
Beyond that, I don't have a whole lot of criticism. Your color choices work well, although you might be able to add a bit more hue variation to the grass.
All in all, though, very nice work. It'll be interesting to see how it fits in with a larger set, if you plan to add to it. I'd be happy to provide more comments as you go. :)
The one minor criticism I have is that the grass has a darker outline on the side but not the top, so it looks a bit odd. You might consider moving it down one pixel and adding a slightly darker outline along the top.
What would make me feel less "hair shirted" would be a definitive list of suitable engines that would be accessible to some of my students; they want to get behind this, but want showcases for professional (i.e. commercial work) as well as being exposed to FAIF! It's about winning the hearts and minds!
I'm actually going to be blogging about suitable (and production-ready) engines in the LPC blog. The one I've already touched on is Frogatto, which is definitely worth checking out.
You can see a list of the engines and tools that I'm planning on highlighting, here:
You can consider everything that I listed in the top post to be verified as acceptable (note that I can't necessarily vouch for suggestions people bring up in replies to the post, as I have no control over those).
I updated the FAQ a little while ago with an answer to this and I forgot to make note of it here. Here's a short version. :)
If you can be absolutely certain that compiling and running your engine requires no proprietary files whatsoever (this includes not requiring any Microsoft header files, Microsoft DLLs, compiling on Windows, etc), then it's allowed to be entered under the rules of the contest. That being said, a true port would sit better with the judges.
Does your engine use DirectX, OpenGL, or something else? Generally if you can get something working with OpenGL, porting is fairly easy. I'd recommend that as a first step, and (time allowing) I would be willing to help you with a port.
Bart
I totally meant to type 'wet' there, just to see if you guys were on your toes. :)
Kidding, obviously. It's fixed. Thanks for the heads up. :)
"Documents" are more set up for document files, as opposed to articles. Do you think people would be interested in submitting tutorials and articles in addition to the ones we already have?
Actually, the plan on music is that we'll accept audio entries in the art phase. We won't be doing an audio style guide, though.
This isn't the official library list. It's just a list of libraries that are particularly appropriate. The official library list will be larger, and will include physics libraries.
@Anon: It's fine if people enter the contest using WIP tools, but I'm not going to highlight them. :)
@tekk: Show me some screenshots of the editor in action and convince me that it's production ready. Given the screens on the homepage, I'm not convinced.
@Zael: I'm not sure how relevant physics is to a 2D top-down game. A side-scroller, sure. If someone can make a good argument for it, I'll include them.
There's no time limit on a topic. You're free to continue to use this one or start a new one as you prefer. :)
That said, the 2D art forum would be a better place for this. I know it's not super active, but I'm hopine we can change that. Do you mind if I move this topic there? I promise I'll continue providing critique. :)
Bart
I'd actually make the line slightly lighter and a little tiny bit more blue.
You might also want to make the shadow directly underneath the grass a bit larger and darker.
Beyond that, I don't have a whole lot of criticism. Your color choices work well, although you might be able to add a bit more hue variation to the grass.
All in all, though, very nice work. It'll be interesting to see how it fits in with a larger set, if you plan to add to it. I'd be happy to provide more comments as you go. :)
That looks really good. :)
The one minor criticism I have is that the grass has a darker outline on the side but not the top, so it looks a bit odd. You might consider moving it down one pixel and adding a slightly darker outline along the top.
@DoctorMike:
What would make me feel less "hair shirted" would be a definitive list of suitable engines that would be accessible to some of my students; they want to get behind this, but want showcases for professional (i.e. commercial work) as well as being exposed to FAIF! It's about winning the hearts and minds!
I'm actually going to be blogging about suitable (and production-ready) engines in the LPC blog. The one I've already touched on is Frogatto, which is definitely worth checking out.
You can see a list of the engines and tools that I'm planning on highlighting, here:
http://opengameart.org/forumtopic/future-enginelibrarytoolkit-highlights...
You can consider everything that I listed in the top post to be verified as acceptable (note that I can't necessarily vouch for suggestions people bring up in replies to the post, as I have no control over those).
Bart
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