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I think 222 tris is kind of
Monday, March 24, 2014 - 14:19

I think 222 tris is kind of high for such a small object, so calling it "low poly" seems a bit questionable.  That said, it looks great!  If I was looking for a modeler for a game, I would be contacting you. :)

The textures on all those
Monday, March 24, 2014 - 14:16

The textures on all those models are amazingly realistic.  Great work.  I am curious what the textures would look like at a low resolution, though.  I imagine all of them are at a very high resolution.  Regardless of that, I love the result.

I'm on Charlie's side, though.  This seems like blatant advertising to me.  You haven't really shared any information about the artist; you just talk about the company.  I would like to know more technical details about the art, like the resolution of the textures and the polycount.  I also want to know if anyone in the company has contributed to the open source or public domain scene, and if so, I want to know what was contributed and where I can get it.

The SA stipulation just means
Monday, March 24, 2014 - 14:05

The SA stipulation just means that any art you base specifically on the art needs to be shared under the same license.  That does not mean you have to make your games use the same license.  That said, not everyone understands the license when they use it, so you should ask the artists, anyway.

I would love to hear that someone was using my art.  It's the ultimate form of flattery to me.

Wasn't this a topic about a
Saturday, March 15, 2014 - 16:43

Wasn't this a topic about a separate game engine?  It wasn't in the Flare forum earlier, was it? o_O

You could always find a CC0
Friday, March 14, 2014 - 12:51

You could always find a CC0-licensed sprite style and create the sprites using an image editor.  I have a CC0 sprite pack of my own by the way (nowhere near as developed as LPC and a totally different look).  That said, I doubt anyone would put up much fuss over a sprite comic using LPC style sprites from a sprite generator.  Making money off that would be tough, anyway.

I have seen a similar feature
Tuesday, March 11, 2014 - 21:40

I have seen a similar feature on BlendSwap for 3D assets.  It works fairly well, and I would love to see such a system on OGA for 2D assets and audio.

I am a little fickle about
Tuesday, March 11, 2014 - 18:26

I am a little fickle about the use of "acronym" to describe initialisms.  Acronyms are initialisms which spell out a word or something that looks like it could be pronounced like a word.

Example of acronym: RAD (rapid application development)

Example of initialism that is not an acronym: RPG (role-playing game)

Simulation is also often referred to as just "sim", but that's neither an acronym nor an initialism, so I can't say you were incorrect.  Just thought it was odd for you to say "no acronym" there.

It may be easier to just ask us what game type we don't like.

My response to your survey's last question:
"I want something like Halo except for PC and with some extra RPG-like features."

I may be missing the point
Tuesday, March 11, 2014 - 18:09

I may be missing the point here, but you should take a look at Super Mario RPG for ideas about isometric world design.  I think that was one of the best isometric platformers I ever played, and it was a hybrid platformer/RPG.  Anyway, you should consider moving to a 3D movement system (if you haven't already) to support jumping and other forms of vertical movement.

"I hope tap enjoys it." -
Tuesday, March 11, 2014 - 18:00

"I hope tap enjoys it." - ryan

Don't worry.  I thought it was hilarious.  Good way to start a night of gaming. Thanks, Will. :D

Just to be clear, I want to restate that I have nothing against Haxe as a platform. I would love to use it for a professional or collaborative project sometime in the near future.  Godot game engine also looks very promising for collaborative projects, and I intend to look further into it as part of a viable game creation suite.

I agree with Bart that the
Tuesday, March 11, 2014 - 00:01

I agree with Bart that the jump-right-in approach is hard, but it is also very rewarding.  However, you could supplement the language and libraries I chose with slightly easier languages/libraries/IDEs, like AS3 combined with Flixel in FlashDevelop.  If you use a game engine, make sure it is open source for learning purposes.

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