I'm fine with artists starting their own campaigns like that. Justin raised a nice amount of money to create portraits for Flare (they will also be posted on OGA as they're completed), and that money went towards his tuition. I helped with his campaign because I saw his portfolio and knew he would produce professional-quality work.
If you're thinking about making a large asset for Flare, keep me in the loop. I'm somewhat picky/critical about what I want in Flare's main repo -- not everything in Flare is amazing, but most or all of it is at least decent. If it's an area I don't know much about, I'll get someone else on the project to judge for me (e.g. Brandon might review any music contributed to Flare).
Note: not all pre-rendered assets can just be dropped in to Flare. The assets have to be the right size/scale, have the correct variations (e.g. walls turned certain ways, monsters with specific animations), shadows have to point the correct direction, and even the amount of "grain" in the renders adds to the feel of Flare (e.g. CatRom or Mitch oversampling filters).
I'll be the contrarian and say: it depends on what you're doing.
I use FK because I'm rendering sprites that are about 60 pixels tall, with walk cycles that are only 8 frames. FK is easier for me to work with in this situation.
Another perk of having all the inventory items the same size is that the inventory items art is all a standard size, so it's probably easier to share to more projects. E.g. I intentionally chose icon sizes that match Wesnoth's so that my icons could be used in their campaigns.
Powers that do damage depend on the equipped weapon.
Melee attacks (Swing, Bleed, Cleave, Vengeance) deal melee weapon damage (swords). If you don't have a sword, the default damage is 1-4.
Bow attacks (Shoot, MultiShot, Piercing Shot) deal ranged weapon damage (bows). If you don't have a bow you can't use these powers.
Magic attacks (Shock, Quake, Freeze, Burn) deal magic weapon damage (staffs). If you don't have a staff, the default damage is 1-4.
Heal restores based on your magic weapon damage. If you're holding a sword or nothing instead, you heal yourself for 1-4.
Shield creates a barrier that absorbs your MAX magical weapon damage. So if you're holding a plain Wand, Shield will absorb up to 6 damage until it disappears. If you have no magic weapon, Shield absorbs 4 damage.
Creatures can have Absorb just like the hero. Absorb is flat damage reduction. So if you deal 4 damage to a creature wearing leather armor (1 absorb), you only deal 3 damage. The minimum damage is always 1 on hit, UNLESS the creature or hero is Blocking (I haven't added Block AI to creatures). Higher level creatures tend to have more natural absorb.
Crit, in a recent update (not an official release yet) now does a regular damage roll and adds max weapon damage on top of that. So, say you swing a Longsword (4-10) and roll an 8. If it's a crit, that is 18 damage. This means crits are always worth more damage than regular attacks (before I was just doing x2 on the roll, which could still result in low damage crits).
At some point I will allow powers to deal a % of weapon damage, e.g. 150% or 200%. If I add Talent Points, they might be spent to pump up the % damage for a particular spell or power.
The new patch by Cheshire helps show weapon damage indirectly, by showing an enemy life bar. I recommend checking out the latest code, or if you're a Windows user I created a download for r247. I might add optional floating combat text at some point, or optional combat logging as well.
Nice!
I'm fine with artists starting their own campaigns like that. Justin raised a nice amount of money to create portraits for Flare (they will also be posted on OGA as they're completed), and that money went towards his tuition. I helped with his campaign because I saw his portfolio and knew he would produce professional-quality work.
If you're thinking about making a large asset for Flare, keep me in the loop. I'm somewhat picky/critical about what I want in Flare's main repo -- not everything in Flare is amazing, but most or all of it is at least decent. If it's an area I don't know much about, I'll get someone else on the project to judge for me (e.g. Brandon might review any music contributed to Flare).
Note: not all pre-rendered assets can just be dropped in to Flare. The assets have to be the right size/scale, have the correct variations (e.g. walls turned certain ways, monsters with specific animations), shadows have to point the correct direction, and even the amount of "grain" in the renders adds to the feel of Flare (e.g. CatRom or Mitch oversampling filters).
I'll be the contrarian and say: it depends on what you're doing.
I use FK because I'm rendering sprites that are about 60 pixels tall, with walk cycles that are only 8 frames. FK is easier for me to work with in this situation.
As someone who's also just done a cave tileset I must say: great job!
Another perk of having all the inventory items the same size is that the inventory items art is all a standard size, so it's probably easier to share to more projects. E.g. I intentionally chose icon sizes that match Wesnoth's so that my icons could be used in their campaigns.
Excellent work CruzR: your starter set got the most votes! Here's hoping to see some games use this great set.
http://opengameart.org/content/space-starter-kit
Congrats to Écrivain whose http://opengameart.org/content/carnival-rides song loop captured imaginations!
I'm clintbellanger [at] gmail.com on google chat, probably the easiest way to IM me
Cheshire,
Currently I use XCode on my Macbook. Just because it was there, and it isn't bad.
I do like Eclipse. I often use a plain text editor when I'm doing light development.
Here's More Than You Wanted To Know About Damage
Powers that do damage depend on the equipped weapon.
Melee attacks (Swing, Bleed, Cleave, Vengeance) deal melee weapon damage (swords). If you don't have a sword, the default damage is 1-4.
Bow attacks (Shoot, MultiShot, Piercing Shot) deal ranged weapon damage (bows). If you don't have a bow you can't use these powers.
Magic attacks (Shock, Quake, Freeze, Burn) deal magic weapon damage (staffs). If you don't have a staff, the default damage is 1-4.
Heal restores based on your magic weapon damage. If you're holding a sword or nothing instead, you heal yourself for 1-4.
Shield creates a barrier that absorbs your MAX magical weapon damage. So if you're holding a plain Wand, Shield will absorb up to 6 damage until it disappears. If you have no magic weapon, Shield absorbs 4 damage.
Creatures can have Absorb just like the hero. Absorb is flat damage reduction. So if you deal 4 damage to a creature wearing leather armor (1 absorb), you only deal 3 damage. The minimum damage is always 1 on hit, UNLESS the creature or hero is Blocking (I haven't added Block AI to creatures). Higher level creatures tend to have more natural absorb.
Crit, in a recent update (not an official release yet) now does a regular damage roll and adds max weapon damage on top of that. So, say you swing a Longsword (4-10) and roll an 8. If it's a crit, that is 18 damage. This means crits are always worth more damage than regular attacks (before I was just doing x2 on the roll, which could still result in low damage crits).
At some point I will allow powers to deal a % of weapon damage, e.g. 150% or 200%. If I add Talent Points, they might be spent to pump up the % damage for a particular spell or power.
The new patch by Cheshire helps show weapon damage indirectly, by showing an enemy life bar. I recommend checking out the latest code, or if you're a Windows user I created a download for r247. I might add optional floating combat text at some point, or optional combat logging as well.
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