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LOL! If the swastika were
Friday, January 24, 2025 - 07:49

LOL! If the swastika were trademarked, this wouldn't be differenitated enough to be called "not a swastika". 

Eerie...
Wednesday, January 22, 2025 - 16:48

Eerie...

@ShggothSlave: do you have the individual parallax layers available? 

Right? I shot water into my
Sunday, January 19, 2025 - 07:39

Right? I shot water into my ear with a pressure-washer and this is exactly what it sounded like.

Neat. This appears to be a
Sunday, January 19, 2025 - 05:41

Neat. This appears to be a hexagram, though.

I love your work, Idylwild.
Thursday, January 16, 2025 - 06:20

I love your work, Idylwild. FYI:

INVITE LINK - The invite is invalid or has expired.

EDIT: Fixed, thanks! :)

Excellent textures!
Thursday, January 16, 2025 - 06:00

Excellent textures!

However, Tsorthan Grove is correct: all licenses on OpenGameArt allow for resale. This is by necessity. Saying "you can't resell it" creates unintended legal entanglements that make the assets effectively unusable. Unfortunately, specifying "you can sell it within a game, just not by itself" doesn't resolve it.

The good news is, it is already pretty difficult for someone to resell them by themselves; The license, CC-BY 4.0, requires that a potential reseller must credit you and link to this page (or your home page). Anyone who might want to buy the assets from the reseller would see that it is available for free and not bother paying the reseller.

With that in mind, would you be willing to forego the "no reselling" restriction? Until then, I must mark it as having a licensing issue to prevent people from using it in a way you may not approve of.

EDIT: Fixed, thanks! :)

Oh, that's very interesting.
Tuesday, January 14, 2025 - 13:06

Oh, that's very interesting. No mention of number of frames, (intentionally, I assume) so the frame count can vary as required; the width of the image will simply be wider if more frames are needed. I can't speak to other dev's needs, but I am a Dev, not an Artist, and I can say for me personally those 5 convention rules would make it quite easy for me to dynamically load animations, without the need for custom sprite-specific code handling. 

If frame[i].X + frame[i].width > spritesheet.width Or frame[i].isAllTransparentPixels {
    set LastFrame = i - 1
}

I also agree with size optimization needs being a developer task, not an artist task. sprite-packing is highly engine-specific, so trying to pre-empt that step is more likely to increase work for the developer.

Lol! You can mark it as spam
Tuesday, January 14, 2025 - 06:30

Lol! You can mark it as spam if you want to. But it's not actual spam. Just pretend spam making fun of spammers as an April fools joke.

How do I know if an enemy
Sunday, January 12, 2025 - 20:21

How do I know if an enemy supports an animation?

True. That's a problem for all conventions we've discussed so far. What about a JSON file included with each monster's spritesheet(s)? The JSON file would indicate what animations are supported, regardless of composite- (single file) or separate- (multiple file) animation spritesheet conventions. If separate data files give you the ick, how else would a game engine dynamically recognize the presence or absence of an animation? And would that be less cumbersome?

Looks like option #2 is off
Sunday, January 12, 2025 - 07:19

Looks like option #2 is off your page

Edit: ah ok. That explains it.

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