Hey, everyone! New version is out (belatedly). Turns out, the original has broken proportions. I fixed that, and added more subdivisions, because the low-poly model was much too blocky. Otherwise it should be much the same. Enjoy!
Thank you! To answer your question, I never played FTL, but ROA wouldn't be procedural, or have micromanagement, or nearly as much graphics. Otherwise, not sure. If my vision had been more solid, maybe the game would have gotten made.
Yes, you can use art under a free culture license in a paid game. Just beware that:
1. Most if not all of those licenses mandate that people who get the game must be able to extract and reuse the artwork with relative ease.
2. GPL-licensed artwork *might* be viral, in other words the license might extend to your game. I'm not sure. That's not the case for CC-BY-SA.
And no, you won't have to pay the artists either. Though that would be nice if you make any money.
But seriously, if you need to worry about legalities, don't ask us. Ask a lawyer. Any advice you can get here has no legal value.
Or else Python with the Tkinter extension (manual at https://tkdocs.com/). It's more complex, but also much more powerful; I used it for two roguelikes now and it worked great both times.
By the way: using a table in HTML makes the browser waste a lot of RAM if you want a field of view any bigger than in your screenshot. And using PHP for a single-player game is a waste of server resources. Just learn to draw on a graphical canvas, in whatever language you like; if anything it's even simpler.
Hey, everyone! New version is out (belatedly). Turns out, the original has broken proportions. I fixed that, and added more subdivisions, because the low-poly model was much too blocky. Otherwise it should be much the same. Enjoy!
...Yes? See the link in the description. And I'd like to make more in the future. Had plans, but they never panned out.
I have a bunch. Check the "vector" and/or "svg" tags.
Big news! I redid all the models in OpenSCAD, so now they're texturable and have normals for a change. Enjoy!
(Also, I think the old archive was missing a bunch of models. No idea how that happened.)
Thank you! To answer your question, I never played FTL, but ROA wouldn't be procedural, or have micromanagement, or nearly as much graphics. Otherwise, not sure. If my vision had been more solid, maybe the game would have gotten made.
In simple words? If in doubt, avoid GPL assets. And to make sure, ask a lawyer.
Yes, you can use art under a free culture license in a paid game. Just beware that:
1. Most if not all of those licenses mandate that people who get the game must be able to extract and reuse the artwork with relative ease.
2. GPL-licensed artwork *might* be viral, in other words the license might extend to your game. I'm not sure. That's not the case for CC-BY-SA.
And no, you won't have to pay the artists either. Though that would be nice if you make any money.
But seriously, if you need to worry about legalities, don't ask us. Ask a lawyer. Any advice you can get here has no legal value.
Nice work! And I say that as someone who tried palm trees too, long ago.
Maybe BaCon with the HUG extension, but it's only for BSD/Linux/Mac: http://basic-converter.org/
Or else Python with the Tkinter extension (manual at https://tkdocs.com/). It's more complex, but also much more powerful; I used it for two roguelikes now and it worked great both times.
By the way: using a table in HTML makes the browser waste a lot of RAM if you want a field of view any bigger than in your screenshot. And using PHP for a single-player game is a waste of server resources. Just learn to draw on a graphical canvas, in whatever language you like; if anything it's even simpler.
Try these:
https://en.cppreference.com/w/c/language/struct
https://en.cppreference.com/w/c/language/union
It's reference documentation, so maybe not the most friendly, but it's an excellent site that helped me a lot.
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