I'm so excited about this. They each came out perfectly. They are precisely accurate to the reference images I sent Yughues. He's a wizard and you should hire him too.
These will be the main materials I use for some upcoming armor assets. My plan is to make armor meshes and UV unwrap them, then use these textures as a starting point for painting/mixing final materials.
A side note, I used the scale material's normal map on the Wyvern model, which previously didn't have a normal map. The difference is incredible!
In general, source code and the compiled executable can each be licensed separately. We know this because we buy regular games that don't come with the source.
CC-BY-SA 3.0 does not require you to release any source code. It has nothing to do with "source code". You may be thinking of software licenses such as the GPL which purposefully interlink the source and compiled code licensing.
Someone might argue that the final, total game is a derivative work of the individual art and compiled code. But your released game would be the derivative work then, not any of the source code. And that's the strictest accepted interpretation of CC-BY-SA for games.
empyrean_campaign is related to the final content of Flare-Game. I started it a while back but haven't gotten to return to it. If you enable fantasycore and empyrean_campaign and start a new character you can see a test map or two. Anyway that might change depending on the stuff I'm working on now.
I'm not sure what new_game_mod is, but I imagine that's the mod containing his new content.
It includes my script to render objects in 8 directions.
This is more about rendering all the frames needed. I use an external tool to combine the individual frames into one sprite sheet (I use Imagemagick montage).
I noticed the a/e and the extra bottom pixel. I think it's all perfectly in line with how the font should work with lowercase. In pixel art games I've been using this font with line heights of 10 pixels (for dense text, maybe 15 pixels for relaxed text), so the dangling g,j,p,q,y will fit comfortably.
I'm so excited about this. They each came out perfectly. They are precisely accurate to the reference images I sent Yughues. He's a wizard and you should hire him too.
These will be the main materials I use for some upcoming armor assets. My plan is to make armor meshes and UV unwrap them, then use these textures as a starting point for painting/mixing final materials.
A side note, I used the scale material's normal map on the Wyvern model, which previously didn't have a normal map. The difference is incredible!
Before: http://flarerpg.org/images/sss/2013-10-12/wyvern_diffuse.png
After: http://flarerpg.org/images/sss/2013-10-12/wyvern_normal.png
You can use CC-BY-SA assets with Unity just fine.
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In general, source code and the compiled executable can each be licensed separately. We know this because we buy regular games that don't come with the source.
CC-BY-SA 3.0 does not require you to release any source code. It has nothing to do with "source code". You may be thinking of software licenses such as the GPL which purposefully interlink the source and compiled code licensing.
Someone might argue that the final, total game is a derivative work of the individual art and compiled code. But your released game would be the derivative work then, not any of the source code. And that's the strictest accepted interpretation of CC-BY-SA for games.
empyrean_campaign is related to the final content of Flare-Game. I started it a while back but haven't gotten to return to it. If you enable fantasycore and empyrean_campaign and start a new character you can see a test map or two. Anyway that might change depending on the stuff I'm working on now.
I'm not sure what new_game_mod is, but I imagine that's the mod containing his new content.
jeremyW maybe that error means you tried using the 64 bit version accidentally?
Flare uses SDL, and the SDL TTF font system doesn't have good support for RTL languages. So Flare doesn't either, for now.
We would love to work towards RTL support. I'm kinda clueless there, so if anyone can help with a strategy that would be awesome.
Here's my article on the topic: http://clintbellanger.net/articles/isometric_tiles/
It includes my script to render objects in 8 directions.
This is more about rendering all the frames needed. I use an external tool to combine the individual frames into one sprite sheet (I use Imagemagick montage).
Pasted it here: http://pastebin.com/2itTxYgt as found in some of the newer Blender art source files for Flare-game.
CAGEStudios: Half of these models were lost, so I couldn't really add more frames easily.
I wouldn't mind doing a larger, better quality set like this some day. Especially if I can work with a concept artist with a strong aesthetic.
I noticed the a/e and the extra bottom pixel. I think it's all perfectly in line with how the font should work with lowercase. In pixel art games I've been using this font with line heights of 10 pixels (for dense text, maybe 15 pixels for relaxed text), so the dangling g,j,p,q,y will fit comfortably.
I saw usr_share just introduced lowercase glyphs: http://opengameart.org/content/boxy-bold-font-0 in case you want to include them!
Nice work by the way, I have no idea how to create TTFs but I'll really put this to use.
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