I'm not that expert about licensing and probably someone else here on the site can tell you more, but here's my opinion about your problem...
The license used is CC-BY 3.0, which is Creative Commons with Attribution; that is, you have to credit the author whenever you use his/her work. Therefore, the author must give you some information about how he/she has to be credited (at least the name). I can't see the hidden clauses you're talking about...
translations support: now text data inside game (content names and descriptions as well as button texts) can be translated into any language; what's more, language script objects can be placed in the same file as the object they refer to - that is, an add-on file can include its own translations
quests: press key O to open quest box; the game supports at the moment one quest at once (few time = few features - I might add multiple quest support in future). The quest has no actual link to what the player has to do to go on with the story (I mean it's not procedurally generated), but is just a string set via script files
improved the script variable system: variables used in script files were all generated any time a script was executed; changed this and made so that variables are generated only if the script contains them
The binaries for Windows haven't been uploaded yet, and I'm still working on the linux build
Need to make a request to you artists round here: would someone make some more projectiles? I mean, inside the submissions I actually found just wulax's arrow... It would be fine to have even just some kind of fireball (I could recolor it pretty easily), since the one we're using now is just a horrible placeholder made by me.
Today made a little main menu... I know it's very minimal and basic, but for the moment should be fine... of course, I'm going to add the game title/logo on top...
spell support - actually they're just weapons with another name, but I've added an effect applied on spell/weapon owner when striking and a spell 'equip' slot
experience, levelling - added XP and levels; on each level, player can choose to increase maximum hitpoints or mana points by 5, and than he/she can choose one of the stats to increase by 1; required experience to advance is calculated this way: level * level * 10, making higher levels more and more difficult to reach... I might change this in future
querying - script files now support unit queries: that is, you create a query via the query instruction, selecting all units that match an expression, and then you can get use that query in following scripts (for example, to check if all units of given query are dead); I'm not really satisfied about this, but at the moment is all I've managed to do
As usual, uploaded Windows binaries to SourceForge: https://sourceforge.net/projects/talesofgydia/; the current very small demo allows you to try spells (the fireball image is a dummy) and both ranged and melee weapons, as long as level up system.
And good news for Linux users! I have almost finished preparing the Linux build, so I should be able to make it available during next week.
removed info panel from game's main view (it can still be opened pressing U and closed with ESC, see this screenshot: https://sourceforge.net/projects/talesofgydia/screenshots/screenshot_01.jpg), since it reduced fps (I think because of the alpha transparency, but it looks great and I won't take any solid background panel just because of it :))
added general item support (by now, just an apple is available :))
Just read on the CC-BY 3.0 license page:
I guess it includes being listed in contributors lists...javascript:mctmp(0);
I'm not that expert about licensing and probably someone else here on the site can tell you more, but here's my opinion about your problem...
The license used is CC-BY 3.0, which is Creative Commons with Attribution; that is, you have to credit the author whenever you use his/her work. Therefore, the author must give you some information about how he/she has to be credited (at least the name). I can't see the hidden clauses you're talking about...
@dethe: I made one using pennomi's work; here it is, if you want (the first one has 48x48 box, the second one 64x64):
Last updates:
The binaries for Windows haven't been uploaded yet, and I'm still working on the linux build
Just a little request: would you please make some icons for those? I mean... something to represent them in the quick actions/inventory boxes
Love these! Especially the fire lion... Thanks!
Need to make a request to you artists round here: would someone make some more projectiles? I mean, inside the submissions I actually found just wulax's arrow... It would be fine to have even just some kind of fireball (I could recolor it pretty easily), since the one we're using now is just a horrible placeholder made by me.
Today made a little main menu... I know it's very minimal and basic, but for the moment should be fine... of course, I'm going to add the game title/logo on top...
Today's update:
As usual, uploaded Windows binaries to SourceForge: https://sourceforge.net/projects/talesofgydia/; the current very small demo allows you to try spells (the fireball image is a dummy) and both ranged and melee weapons, as long as level up system.
And good news for Linux users! I have almost finished preparing the Linux build, so I should be able to make it available during next week.
Today's news:
(note: screenshots are low-quality due to jpg format, real game looks better)
New windows build is already available on Sourceforge: https://sourceforge.net/projects/talesofgydia/
Next step are flying enemies/projectiles (that should be pretty easy by the way) and XP/Levelling system...
Pages