Ok, so if anyone needs that quality level, I'll add it asap. As soon as I finish the tileset (right now just 4 tank types with rotations, 5 crack types, 2 wall tiles and 1 floor tile).
Thanks for the note. I've noticed it's source is available on github. But I'm still not sure about the license. Maybe I'm too new to licensing, but honestly I believe, that if something is opensourced, it doesn't mean it's free to use, reuse, redistribute including modified version (my project is not standard, so I might have to modify the engine to suit my needs and make sure other collaborators (if any) would be able to compile it). And, finally, it doesn't mean it'll remain free for the few years of the development process (or the initial payment, which is roughly my monthly salary, would provide me with respective updates, including licensing options).
Just... I won't feel safe, using TERRA. And it's years of work I don't want to spoil.
While, using Castle Game Engine I have a hope to: 1. Contribute to the engine itself or at least freely modify it (even right now I need to change the default folders for the dlls). 2. It's actively developed, and, maybe some day it'll handle bone animations and physics. 3. I've asked for support several times, and every time got a perfect answer that was absolutely useful and detailed.
And the only thing I'm afraid of, if my work is 'stupid' before it is actually done. While I'm still just starting to learn 3d modelling and animation, and then 'bump into' some unresolvable problem.
P.S. Like Castle Game Engine, TERRA is very poorly documented... actually not documented at all...
As for Morrowind... I didn't see a signle thing there that cannot be done by precalculated animations... Animals/monsters have ~5 to 10 animations. And humanoid characters ~30 to 50. Less than my game will. Maybe, it really uses bones, but I saw 'bones' and 'ragdoll' in Oblivion, but not in Morrowind.
P.S. The project I'm working on is phased rpg, so it has nothing to do with Morrowind, actually :) Moreover, my models will be of relatively low quality, I can't set a goal to create oblivion-level models working on my own. I hope for Morrowind level. And only a mircale could bring an expericenced 3d modeller/animator contributor to the project :) But thanks for the links, anyway, I'll give them a look asap. However, I think for now it's more efficient to stick to blender tutorials.
I think of Morrowind animation style. It uses precalculated animations with 6 armor slots replacing the body parts and several non-replacing. As far as I see, the initial model needs no 'tagging', because all the body parts are positioned relative to the same reference point. I'm not yet sure what to do with weapons, but this problem looks also solvable.
I just have no idea on what to do with seams betewen sub-models.
Terra is cool. I really don't understand why I didn't see it before. And 100 USD for a license is not that much... but... anyway if I can get everything free in Castle Game Engine (and yet no idea on how to animate bones by code... maybe it's easy, maybe not...)...
P.S. you may get some really good inspiration here http://www.silvercrk.com/minesweeper/ (one of the best minesweepers I've played, unfortunately, not free)
Ok, so if anyone needs that quality level, I'll add it asap. As soon as I finish the tileset (right now just 4 tank types with rotations, 5 crack types, 2 wall tiles and 1 floor tile).
Search for 'tile'/'tiles' at 2D art here.
You'll get lots of art this one: http://opengameart.org/content/4-color-dungeon-bricks-16x16
If you need something specific, give a list then...
Thanks a lot!!!
Carver413
Thanks for the note. I've noticed it's source is available on github. But I'm still not sure about the license. Maybe I'm too new to licensing, but honestly I believe, that if something is opensourced, it doesn't mean it's free to use, reuse, redistribute including modified version (my project is not standard, so I might have to modify the engine to suit my needs and make sure other collaborators (if any) would be able to compile it). And, finally, it doesn't mean it'll remain free for the few years of the development process (or the initial payment, which is roughly my monthly salary, would provide me with respective updates, including licensing options).
Just... I won't feel safe, using TERRA. And it's years of work I don't want to spoil.
While, using Castle Game Engine I have a hope to: 1. Contribute to the engine itself or at least freely modify it (even right now I need to change the default folders for the dlls). 2. It's actively developed, and, maybe some day it'll handle bone animations and physics. 3. I've asked for support several times, and every time got a perfect answer that was absolutely useful and detailed.
And the only thing I'm afraid of, if my work is 'stupid' before it is actually done. While I'm still just starting to learn 3d modelling and animation, and then 'bump into' some unresolvable problem.
P.S. Like Castle Game Engine, TERRA is very poorly documented... actually not documented at all...
As for Morrowind... I didn't see a signle thing there that cannot be done by precalculated animations... Animals/monsters have ~5 to 10 animations. And humanoid characters ~30 to 50. Less than my game will. Maybe, it really uses bones, but I saw 'bones' and 'ragdoll' in Oblivion, but not in Morrowind.
P.S. The project I'm working on is phased rpg, so it has nothing to do with Morrowind, actually :) Moreover, my models will be of relatively low quality, I can't set a goal to create oblivion-level models working on my own. I hope for Morrowind level. And only a mircale could bring an expericenced 3d modeller/animator contributor to the project :) But thanks for the links, anyway, I'll give them a look asap. However, I think for now it's more efficient to stick to blender tutorials.
andrewj
I think of Morrowind animation style. It uses precalculated animations with 6 armor slots replacing the body parts and several non-replacing. As far as I see, the initial model needs no 'tagging', because all the body parts are positioned relative to the same reference point. I'm not yet sure what to do with weapons, but this problem looks also solvable.
I just have no idea on what to do with seams betewen sub-models.
Carver413
Terra is cool. I really don't understand why I didn't see it before. And 100 USD for a license is not that much... but... anyway if I can get everything free in Castle Game Engine (and yet no idea on how to animate bones by code... maybe it's easy, maybe not...)...
If you have the drums, I can do the voice ;).
Looks really nice!
You infected me... :) I'm doing my own minesweeper now :)
Made a tileset based on Lazarus icons and widgets in case you need it: http://opengameart.org/content/minesweeper-tile-set-lazarus
P.S. you may get some really good inspiration here http://www.silvercrk.com/minesweeper/ (one of the best minesweepers I've played, unfortunately, not free)
A wonderful free example is here http://www.chiark.greenend.org.uk/~sgtatham/puzzles/
Had played today a little with blender...
http://opengameart.org/content/minesweeper-tile-set
Not high-quality, but still might be usable...
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