It is still not showing for me either. I think dropbox is showing it for you because you are logged into your dropbox account. Not so for others. Trying to load the image or open it by itself gives a "Error (401) It seems you don't belong here!" message. 401 error = no valid credentials.
Extra stipulations like "Not to be redistributed or sold as is" conflict with the selected license. All licenses on OGA allow for redistribution and reselling. Not that people ever really resell assets that they're required to tell people are free, but the license still allows them to try. Would you be willing to omit that stipulation? Until then, I must mark this as having a licensing issue to prevent usage you may not want.
Your title and preview images must be descriptive of the content you actually uploaded. Specifically, if what you uploaded is a sample of a larger pack, the title and preview image must describe the art you actually uploaded to OGA, and not the additional art that you are advertising. It is fine to link to the larger pack in your description.
This is not a 50-pack, it is a 1-pack. The title should indicate as such. It is fine to discuss the 50-pack available on the external site, but it should be clear this page is not the 50-pack.
LPC clothes and hair: On 9/25/2022, Nila122 gave permission to use OGA-BY for their LPC content.
Above asset (Walkcycle, Hurt, Slash, and Spellcast animation components) derived from Redshrike's portion of LPC Base Assets: No later than 4/8/2022, Redshrike gave permission to use his components under the terms of the OGA-BY licene(s).
Above asset (Shooting and Thrusting animation components) derived from Wulax's (Johannes Sjölund) [LPC] Medieval fantasy character sprites: On 11/04/2022, Wulax added the OGA-BY 3.0 license to the submission.
All artists who's works this was derived from have now added OGA-BY to the source works. The license has been added to this submission.
LPC Children Walk Animation: On 9/25/2022, Nila122 gave permission to use OGA-BY for their LPC content.
Above asset (child sprite components) derived from Kheftel's LPC Child Standing Template: Original submission from 9/11/2015 included OGA-BY 3.0
Above asset (elven ears component) derived from Makrohn's LPC Ladies: On 11/9/2022, Makrohn gave permission to use his components under the terms of the OGA-BY license(s)
Above asset (female walkcycle component) derived from Redshrike's female_walkcycle.png component of the LPC Base Assets: No later than 4/8/2022, Redshrike gave permission to use his components under the terms of the OGA-BY licene(s).
All artists who's works this was derived from have now added OGA-BY to the source works. The license has been added to this submission.
What I was suggesting is uploading an entire album at once. If 10 songs of an album are attached to a single submission, the site sees it as one upload, not 10. For example: https://opengameart.org/content/star-shift-freelancers-ost is one submission containing 26 songs.
.Ogg is certainly better than .mp3; and .flac is almost certainly better than .wav. But as for .ogg being better than .flac or vice versa, that depends on what it's being used for.
.Ogg has no silent prefix segment so ogg tracks can be looped easier than .mp3. .Ogg is also not tied up by intellectual property problems, so more game engines tend to be compatible with .ogg vs .mp3. Some people say .ogg sounds better, too, but I think the difference is neglegible in that area... or can be attributed to differences in bitrate, etc. which are adjustable options on both formats.
.Ogg is not better than .wav for pure sound fidelity. It is still a lossy format, so editing .ogg tracks is kind of like editing .jpg files. The more you change and overwrite the same file, the more weird artifacts you will see/hear, which is why .wav files are preferred for editing and development; they can be edited without loss of quality or adding artifacts. However, .wav's are HUGE, so they are rarely used in the "final product" and a game engine is going to be able to deal with .ogg or mp3 a lot easier than .wav files.
.flac is lossless like wav, but compressed. It also is compatible with a lot of audio editing software. .flac is generally better compressed (and decompresses faster) than, say, a .wav file stored inside a .zip archive. For that reason, .flac is kind of a better "final product" format than .wav is, but there aren't a lot of engines that can play .flac files directly (yet). It's also still pretty large filesize compared to .ogg or mp3. Personally, I don't feel the inhanced audio quality of .flac is enough to make up for being five times larger than the same track in .ogg format. Doubly so for .wav. However, it makes an excellent developement/editing format because it's lossless like .wav, but usually about 40% smaller filesize than a zipped .wav.
TL;DR: IMHO compose with .flac, but ship your game with .ogg.
If you can't do that, compose with .wav, but ship your game with .mp3
I, too, am curious to hear other's opinions on this. I am a developer, not a composer, so I lack the trained ear that may be catching some other unnamed benefits of these (and other) formats.
EDIT: .wav is to .bmp as .ogg is to .jpg, and .flac is to .png
It is still not showing for me either. I think dropbox is showing it for you because you are logged into your dropbox account. Not so for others. Trying to load the image or open it by itself gives a "Error (401) It seems you don't belong here!" message. 401 error = no valid credentials.Extra stipulations like "Not to be redistributed or sold as is" conflict with the selected license. All licenses on OGA allow for redistribution and reselling. Not that people ever really resell assets that they're required to tell people are free, but the license still allows them to try. Would you be willing to omit that stipulation? Until then, I must mark this as having a licensing issue to prevent usage you may not want.EDIT: Fixed, thanks! :)
Per submission guidelines:This is not a 50-pack, it is a 1-pack. The title should indicate as such. It is fine to discuss the 50-pack available on the external site, but it should be clear this page is not the 50-pack.EDIT: Fixed, thanks! :)
Thanks for pointing that out, VictrisGames. The license.txt in the zip file should not conflict with the license shown on this page. Fixed.
Haha!
"Kettle"?
All artists who's works this was derived from have now added OGA-BY to the source works. The license has been added to this submission.
All artists who's works this was derived from have now added OGA-BY to the source works. The license has been added to this submission.
Cool.
What I was suggesting is uploading an entire album at once. If 10 songs of an album are attached to a single submission, the site sees it as one upload, not 10. For example: https://opengameart.org/content/star-shift-freelancers-ost is one submission containing 26 songs.
You're decision, though. However you prefer.
best format for what?
.Ogg is certainly better than .mp3; and .flac is almost certainly better than .wav. But as for .ogg being better than .flac or vice versa, that depends on what it's being used for.
.Ogg has no silent prefix segment so ogg tracks can be looped easier than .mp3. .Ogg is also not tied up by intellectual property problems, so more game engines tend to be compatible with .ogg vs .mp3. Some people say .ogg sounds better, too, but I think the difference is neglegible in that area... or can be attributed to differences in bitrate, etc. which are adjustable options on both formats.
.Ogg is not better than .wav for pure sound fidelity. It is still a lossy format, so editing .ogg tracks is kind of like editing .jpg files. The more you change and overwrite the same file, the more weird artifacts you will see/hear, which is why .wav files are preferred for editing and development; they can be edited without loss of quality or adding artifacts. However, .wav's are HUGE, so they are rarely used in the "final product" and a game engine is going to be able to deal with .ogg or mp3 a lot easier than .wav files.
.flac is lossless like wav, but compressed. It also is compatible with a lot of audio editing software. .flac is generally better compressed (and decompresses faster) than, say, a .wav file stored inside a .zip archive. For that reason, .flac is kind of a better "final product" format than .wav is, but there aren't a lot of engines that can play .flac files directly (yet). It's also still pretty large filesize compared to .ogg or mp3. Personally, I don't feel the inhanced audio quality of .flac is enough to make up for being five times larger than the same track in .ogg format. Doubly so for .wav. However, it makes an excellent developement/editing format because it's lossless like .wav, but usually about 40% smaller filesize than a zipped .wav.
TL;DR: IMHO compose with .flac, but ship your game with .ogg.
If you can't do that, compose with .wav, but ship your game with .mp3
I, too, am curious to hear other's opinions on this. I am a developer, not a composer, so I lack the trained ear that may be catching some other unnamed benefits of these (and other) formats.
EDIT: .wav is to .bmp as .ogg is to .jpg, and .flac is to .png
how are the albums currently delineated? I am seeing 16 individual tracks.
I am sad about the Isle of Avalon .flac. Definitely a superior format, and already compressed. Thanks for sharing the ogg, though. Still useful. :)
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