this is a great rock. The odd shape makes it super reusable in different rotations!
Side thought. When it comes to photogrammetric quality work, it's surprising at how few assets can be used to create large scenes. Check out the GDC talk "Star Wars: Battlefront and the Art of Photogrammetry".
These may have somewhat better lighting that those originals.
The armor here is separated into multiple slots.
Lots more melee weapons
All of these specific files are CC-BY licensed to match this OpenGameArt upload. Note that some other characters in Flare-Game may be CC-BY-SA and do not apply to my message here.
Anonamix, yes you can use this. The main requirement of using CC-BY licensed art is to attribute the original artist. So your credits can say something like "recycle icons by Clint Bellanger" or "additional art by Clint Bellanger".
The cloudy mountain image I attached can be used as a material-specific reflection map. You may not need this if you put the swords into a scene that already has an environnment map. (the image is public domain from Burning Well)
I'd like to create .obj (or similar) files for each of these that have materials setup to work correctly upon loading into Unity or Unreal. I don't have that figured out yet (any tips?). For now expect to tweak material settings if importing these into another system.
ShannonGames, all art on OpenGameArt can be used commercially.
This art is licensed CC-BY which basically means you can use it as long as you give credit. So e.g. put my name somwhere in your game's credits under "additional art by:"
Flare purposefully cuts a lot of corners to assume a single hero game. There would definitely be a lot of gutting of the code to make full squads work. Especially if you want to be able to control all of them simultaneously, or be able to command each one separately.
Some of that work may have been bridged because there is light support for Minions/Pets. So combat featuring multiple good-guy units is at least minimally functional.
Another feature to look out for is the Transform feature. Currently that's used to magically transform your character into a different enemy type. Really what it does is gives you the sprites and controls of that creature. Instead of using it to polymorph self, it could be modified to take control of a target unit. That could be one way of switching controls between the units on the squad.
If your game isn't a single player action RPG really close to this Diablo style, then Flare probably isn't the best fit. If you're more interested in code hacking than releasing a game, then Flare could be a fun place to experiment.
I looked for this configuration but couldn't quite find it where I expected it. There's probably enough customization under the hood that Bart will be the one to add allowed file types.
this is a great rock. The odd shape makes it super reusable in different rotations!
Side thought. When it comes to photogrammetric quality work, it's surprising at how few assets can be used to create large scenes. Check out the GDC talk "Star Wars: Battlefront and the Art of Photogrammetry".
A note: over time I have created more files that match these bases. They can be found in these two locations:
https://github.com/clintbellanger/flare-game/tree/master/art_src/characters/hero
https://github.com/clintbellanger/flare-game/tree/master/art_src/characters/heroine
All of these specific files are CC-BY licensed to match this OpenGameArt upload. Note that some other characters in Flare-Game may be CC-BY-SA and do not apply to my message here.
I'm in awe of how tiny and precise these are!
Anonamix, yes you can use this. The main requirement of using CC-BY licensed art is to attribute the original artist. So your credits can say something like "recycle icons by Clint Bellanger" or "additional art by Clint Bellanger".
The cloudy mountain image I attached can be used as a material-specific reflection map. You may not need this if you put the swords into a scene that already has an environnment map. (the image is public domain from Burning Well)
I'd like to create .obj (or similar) files for each of these that have materials setup to work correctly upon loading into Unity or Unreal. I don't have that figured out yet (any tips?). For now expect to tweak material settings if importing these into another system.
ShannonGames, all art on OpenGameArt can be used commercially.
This art is licensed CC-BY which basically means you can use it as long as you give credit. So e.g. put my name somwhere in your game's credits under "additional art by:"
Flare purposefully cuts a lot of corners to assume a single hero game. There would definitely be a lot of gutting of the code to make full squads work. Especially if you want to be able to control all of them simultaneously, or be able to command each one separately.
Some of that work may have been bridged because there is light support for Minions/Pets. So combat featuring multiple good-guy units is at least minimally functional.
Another feature to look out for is the Transform feature. Currently that's used to magically transform your character into a different enemy type. Really what it does is gives you the sprites and controls of that creature. Instead of using it to polymorph self, it could be modified to take control of a target unit. That could be one way of switching controls between the units on the squad.
If your game isn't a single player action RPG really close to this Diablo style, then Flare probably isn't the best fit. If you're more interested in code hacking than releasing a game, then Flare could be a fun place to experiment.
@Bluestar55 Dinos are neat! Animating a coin is several hours of work. If you'd like to set up a paid commission, email me at clintbellanger@gmail.com
I really love the way the floor section is lit just slightly different than the wall. It adds all that dimension that I was missing.
I looked for this configuration but couldn't quite find it where I expected it. There's probably enough customization under the hood that Bart will be the one to add allowed file types.
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