If you guys need a reference, look at the fish from any of the Age of Empires series. They want something, loosely, like that. A patch of jumping fish, on open water, as a harvestable resource.
The real reason I contribute stuff is I want to share it with [b]everyone[/b]. And I've run into a lot of indie developers who'd love to use my stuff, but can't because some library or whatever they're using isn't GPL, or somesuch thing. The GPL is this sort of walled-garden where the only other stuff you can use has to be GPL, (or be so completely public-domain that you can relicense it as GPL).
So I'm really starting to get leery of using the GPL, because it defeats the whole purpose of making my stuff open-source (besides dual-licensing situations).
Honestly, I side with ESR on this whole issue. Open-source doesn't need "compulsion" of the GPL variety to promulgate the open-source movement. We don't need a legal requirement, because being open-source, on its own, just wins because of its own natural strength. It's just a faster, more competitive way to make software - and results in much less buggy software. http://esr.ibiblio.org/?p=928
I want to commend this piece, being a high-end pixelartist myself.
This is one of the few _commercially good_ bits of sprite art I've seen here, and is also one of the best examples of something easily useable in many game formats.
Wow, thanks Bart. I totally didn't expect this. :D
As Bart said, we're protecting the copyright to much of our content - however, we're really big fans of indie gamemaking, having been in those straits before of having no decent art for our games, so we're planning on open-sourcing a couple more of our old assets. We're also open to requests - if there's something fairly *generic* in frogatto that you think would help you out, by all means, make a request that we open-source it. (For example, cursor images in the editor.)
The other huge thing people should be aware of is that frogatto has a fairly powerful AND flexible engine - it's able to do ... practically any 2d game, [i]without engine modifications.[/i] You could implement legend of zelda without changing a single line of code - practically all of our "business logic" is in our FML scripting language (which is a lot like haskell, for those interested). Not only are we interested in having other people write totally open-source games with it, we're also interested in helping anyone who wants to do a serious project with it, bring it up to the point where they could potentially sell it on the iPhone (or other platforms). We've done some incredible optimizations which would be really, really hard to duplicate - frogatto is able to run at full speed on the original iPhone, and that's a puny, 400mhz machine with less than 40 mb of free ram.
[b]If you're writing a 2d action game of any kind, PLEASE consider using our engine.[/b] That's why we made it, and why we GPLed the code. If you want to contact us about this, we've got an irc channel at #frogatto on freenode.net, and we've got forums et al at www.frogatto.com.
Not to be a jerk, but these are very poorly done.
If you guys need a reference, look at the fish from any of the Age of Empires series. They want something, loosely, like that. A patch of jumping fish, on open water, as a harvestable resource.
The real reason I contribute stuff is I want to share it with [b]everyone[/b]. And I've run into a lot of indie developers who'd love to use my stuff, but can't because some library or whatever they're using isn't GPL, or somesuch thing. The GPL is this sort of walled-garden where the only other stuff you can use has to be GPL, (or be so completely public-domain that you can relicense it as GPL).
So I'm really starting to get leery of using the GPL, because it defeats the whole purpose of making my stuff open-source (besides dual-licensing situations).
Honestly, I side with ESR on this whole issue. Open-source doesn't need "compulsion" of the GPL variety to promulgate the open-source movement. We don't need a legal requirement, because being open-source, on its own, just wins because of its own natural strength. It's just a faster, more competitive way to make software - and results in much less buggy software.
http://esr.ibiblio.org/?p=928
Wicked.
A couple of bits of goofy shading, but these have wonderful color choices, and are also really useful for making a game.
I want to commend this piece, being a high-end pixelartist myself.
This is one of the few _commercially good_ bits of sprite art I've seen here, and is also one of the best examples of something easily useable in many game formats.
Wow, thanks Bart. I totally didn't expect this. :D
As Bart said, we're protecting the copyright to much of our content - however, we're really big fans of indie gamemaking, having been in those straits before of having no decent art for our games, so we're planning on open-sourcing a couple more of our old assets. We're also open to requests - if there's something fairly *generic* in frogatto that you think would help you out, by all means, make a request that we open-source it. (For example, cursor images in the editor.)
The other huge thing people should be aware of is that frogatto has a fairly powerful AND flexible engine - it's able to do ... practically any 2d game, [i]without engine modifications.[/i] You could implement legend of zelda without changing a single line of code - practically all of our "business logic" is in our FML scripting language (which is a lot like haskell, for those interested). Not only are we interested in having other people write totally open-source games with it, we're also interested in helping anyone who wants to do a serious project with it, bring it up to the point where they could potentially sell it on the iPhone (or other platforms). We've done some incredible optimizations which would be really, really hard to duplicate - frogatto is able to run at full speed on the original iPhone, and that's a puny, 400mhz machine with less than 40 mb of free ram.
[b]If you're writing a 2d action game of any kind, PLEASE consider using our engine.[/b] That's why we made it, and why we GPLed the code. If you want to contact us about this, we've got an irc channel at #frogatto on freenode.net, and we've got forums et al at www.frogatto.com.
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