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Re: Weekly Challenge: Fifteen Minutes (due Nov 15, 2010)
Monday, November 15, 2010 - 07:55

Ten entries!

http://opengameart.org/category/art-tags/fifteen-minutes

Winner is determined by how many people click "Add to Favorites"!

Re: 32x32 top down treasure chest sprites
Monday, November 15, 2010 - 07:50

pixel-art style?  And, what license?

Re: Favorite 3d map editing software?
Monday, November 15, 2010 - 07:46

Blender isn't particularly suited for closed maps.  E.g. if you have a cube-shaped room and all the normals are facing the middle of the room, editing is annoying because in texture-view mode all you'll see is the black back faces of the walls.  Maybe there's a setting I'm not seeing to hide those.

(edit)

See below, Blender does there is an option to hide back faces.

Re: Cave Tileset
Monday, November 15, 2010 - 07:32

I will definitely add special entrances/exits.  I also want to do ladders up and down.

Tartos: I can experiment with transparent dithering on the black walls.  It's a neat idea.  I'll have to figure out a pattern that looks okay when tiles are put together.

Also, i'm not seeing the tile alignment issues you mention.  Can you post a screenshot showing what you mean?  Note, the alignment for the water tiles might be unintuitive.  I'll post a tileset def. file soon, and we'll see if it clears up the alignment confusion.

Re: Cave Tileset
Sunday, November 14, 2010 - 00:52

I started it about 12 days ago.  Worked on it three separate sessions:

  • On November 2rd I spent about 6 hours on it, testing the method to make the cave walls look right
  • On the 4th I picked it back up for 4 hours, added stalagmites and cobwebs
  • Last night & today I probably spent 12 hours adding everything else

Some of the individual objects I had done already: the minecart/tracks set is something I made a long time ago.  Same with the mushrooms.

Amazing how productive I can be after I stopped playing World of Warcraft every free moment :)

Re: view submisions
Saturday, November 13, 2010 - 03:50

If you use a link like this

http://opengameart.org/users/adrix89/art

You can browse a specific user's art.  I'm not sure if/where this link appears.

Re: SDL Drawing
Friday, November 12, 2010 - 08:10

SDL doesn't come with functions to draw primitives out of the box... not even drawing a single pixel!

But people have built primitives-drawing addons for SDL.  Example, SDL_Draw http://sdl-draw.sourceforge.net/

Re: OSARE v0.10 Released
Friday, November 12, 2010 - 01:26

Tartos, I'll post the tileset to OGA as soon as I have it finished.  I have lots more to add: stalactite/stalagmite pillars, general ground rubble, water, mine shaft features, etc.

And yes, hopefully I'll have a few cave maps in OSARE v0.11

Re: 3 ways to help add high-quality art to OGA
Thursday, November 11, 2010 - 23:29

What we want to do is not simple mirroring.  We want to find art that is highly reusable and enthusiastic artists who want their art on OGA.

In fact, that's how I found out about OGA -- someone simply asked me if I minded if my CC-BY-SA art be hosted here.  Now I'm a significant contributor and love this community.

A real update to the thread: Jetrel is helping ask about license info for Wesnoth weapon icons.  It is definitely a professional-quality set (I absolutely want to use them in osare!).

Re: OSARE v0.10 Released
Thursday, November 11, 2010 - 20:54

Tartos,

In my latest Google Code commit, I made a small change to the map format.  It is about the Event location (width,height).  Before, a 1x1 tile event had a width,height of (0,0).  Now it is (1,1) which obviously makes more sense.  Basically, add +1 to every event location width and height.  I've already converted my current maps.

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