>That is less a reason to not to use gradients as previews but more to not to use pngs as previews.
>And no, I see the artifacts in neither.
I guess you wanted to say 'not to use jpgs as previews'.
But what i find more disturbing than the artifacts in the gradient are the artifacts around the swords, which you can see in both the gradient and the flat jpg image.
Hm, i haven't played a physical character yet, but here is what i think about offense and mental:
Immobilize seems to be a bit too strong. If you want the gameplay to be a bit more challenging, either slightly decrease the time it lasts or slightly increase the MP cost.
I never really used Quake when playing a mental character, because I did not want to risk melee. I think it would rather fit the physical character.
But i think balancing is something which should be done in a later release.
Release your source code. Irrlicht engine is cross-platform, but of course one cannot compile it on other platforms than you are using without access to the source. Other coders can also give you hints how to improve your programm or even join your project that way. For releasing your code I'd strongly suggest you to use a version control system (such as git, which is my favorite one), which allows you and others to keep track of your project's development and to get the latest versions of your code even between official releases. An alternative would be just to release a source code version of each official release.
Improve your sourceforge site. Add at least basic information about your project (the genre, game design etc.) and some eye-candy (screenshots, WIP's etc.). Why should you improve it? To make it more attractive. At the moment, most people visting your site by accident will leave it and probably never return.
Add a license/copying declaration to your project. This is very important for any project you want to make public.
Get rid of the IrrKlang and ikpMP3 dependencies. IrrKlang is free to use for noncommercial projects only, and therefore is contrary to any free/libre software license. It's also contrary to sourceforge's Terms of Use.
Don't use stuff which is trademarked by anyone, such as the Coca Cola soda machine or the name LEGO (call it bricks instead). Not even as placeholder art.
Have you thought about asking the FSF whether they know a suitable sponsor? (Sorry about any mistakes, I am really drunk at the moment of writing this^^).
>That is less a reason to not to use gradients as previews but more to not to use pngs as previews.
>And no, I see the artifacts in neither.
I guess you wanted to say 'not to use jpgs as previews'.
But what i find more disturbing than the artifacts in the gradient are the artifacts around the swords, which you can see in both the gradient and the flat jpg image.
I just had a similar experience ... I uploaded a user profile picture and all my medals exept my weekly challenge medal suddenly disappeared.
Finally! I have to admit, they're awesome.
Here's another great idea:
An "I am using this!" button. When you click it, a dialog will be opened where you could enter your project's name and the homepage's URI.
This way one can have a quick overview over the impact of somemone's piece of art.
Hm, i haven't played a physical character yet, but here is what i think about offense and mental:
But i think balancing is something which should be done in a later release.
Well, I hope you can withstand some criticism:
I hope this was not too much of criticism ;-)
Well, this idea was inside my head for some time, but i didn't find the time to post it ;-) .
Have you thought about asking the FSF whether they know a suitable sponsor? (Sorry about any mistakes, I am really drunk at the moment of writing this^^).
Nope, I did not have installed any older version of usf before. I got the Natty package from http://usf.tuxfamily.org/blog/?p=96 .
Anyway, I replaced "THEME = tech" with "THEME = tty" and it finally works.
Hi, i installed the deb on my Ubuntu 11.04 system, but when running usf i get the following error:
pygame.error: Couldn't open /usr/share/ultimate-smash-friends/data/gui/tech/sliderh_center.png
And indeed, there is no tech directory inside my gui directory ...
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