We could run the site in two ways: as a curated collection of only the highest quality art, or as a community where anyone can submit just about anything. We chose the latter. I think it's more in the spirit of the free/libre community -- create something and release it, you never know who might find it useful or build upon it.
The other option is to pick a quality line and only accept submissions above that quality. Like any other user-driven community, only the best 10% is widely useful (aka "90% of everything is crap"). And choosing that line is hard -- what's useless to one person might be perfect for another.
Personally some of my earliest works I now consider useless -- but if it weren't for this community giving me critiques and letting me grow I would have never created my more recent useful works. Several other artists have grown significantly through the community. I think this is a good thing that wouldn't be possible in a more exclusive club.
The main exception is OSX, where we put the game data inside the .app folder.
For now we release Windows all in one folder. There are preferred places in Windows to put the user's save games and config data but we're not using those (yet).
That can happen on some laptops with Joysticks enabled. SDL interprets a laptop's tilt sensors as a joystick.
Ubuntu is still using an old version (0.15) so you'll have to disable joysticks in your ~/.config/flare/settings.txt file. In a newer version you can disable joysticks using the Configuration menu.
"Qubodup: What was the reason for you picking ccbysa in the first place?"
I thought ccbysa basically worked like the GPL -- if you used an SA asset in an art project, the entire project must be SA as well. Only it isn't so clear with games.
I also thought it would foster collaboration and building of art asset collections, the way we see with GPL projects. But art styles vary too wildly compared to source code. Building an SA collection seems easier for simpler assets (e.g. LPC pixel art with a well defined spec). But I look at the art I've created over the last few years and it's rare for people to use the art, much less remix/add to it.
I thought I could offer copyleft games a good set of art assets to use without license worries. But there are few open source games out there, and essentially none that match my art style. And many aren't using ccbysa. My art tends to be used in non-commercial tech demos as placeholder art as the most common use.
I thought I could license my art for closed/commercial use on the side, The way I wanted to charge for closed use of my assets -- the user pays after grossing a certain amount -- doesn't really work in the real world. Personally I feel it's a bit too capitalistic to charge upfront for an art asset license which will probably never be actually used in a game, or the game is unlikely to be released, or if released the game is unlikely to make any money. If I were paying the bills with my art I would have a different mindset here.
After seeing much of my art go rarely-used for so long, I'm just having a change of priorities. Now I'd prefer my art to be used in more project. And I like the idea of growing OGA's easily-reusable, lightly-licensed asset pool.
Is the right arm and right leg forward at the same time? If so that's going to be the major problem. When we take a step forward with the right leg we swing our left arm forward.
We could run the site in two ways: as a curated collection of only the highest quality art, or as a community where anyone can submit just about anything. We chose the latter. I think it's more in the spirit of the free/libre community -- create something and release it, you never know who might find it useful or build upon it.
The other option is to pick a quality line and only accept submissions above that quality. Like any other user-driven community, only the best 10% is widely useful (aka "90% of everything is crap"). And choosing that line is hard -- what's useless to one person might be perfect for another.
Personally some of my earliest works I now consider useless -- but if it weren't for this community giving me critiques and letting me grow I would have never created my more recent useful works. Several other artists have grown significantly through the community. I think this is a good thing that wouldn't be possible in a more exclusive club.
On most *nix style operating systems we use the full XDG standard on where to put data:
http://standards.freedesktop.org/basedir-spec/basedir-spec-latest.html
The main exception is OSX, where we put the game data inside the .app folder.
For now we release Windows all in one folder. There are preferred places in Windows to put the user's save games and config data but we're not using those (yet).
That can happen on some laptops with Joysticks enabled. SDL interprets a laptop's tilt sensors as a joystick.
Ubuntu is still using an old version (0.15) so you'll have to disable joysticks in your ~/.config/flare/settings.txt file. In a newer version you can disable joysticks using the Configuration menu.
@VividReality the attribution is perfect, thanks!
@Wesleybruce I updated the flare git link. https://github.com/clintbellanger/flare-game/tree/master/tiled/grassland
Try the grassland_template.tmx file. It has the tileset set up correctly in Tiled.
@Redshrike Yeah the gems did come out a bit flat. I need to learn more about refractive materials.
"Qubodup: What was the reason for you picking ccbysa in the first place?"
I thought ccbysa basically worked like the GPL -- if you used an SA asset in an art project, the entire project must be SA as well. Only it isn't so clear with games.
I also thought it would foster collaboration and building of art asset collections, the way we see with GPL projects. But art styles vary too wildly compared to source code. Building an SA collection seems easier for simpler assets (e.g. LPC pixel art with a well defined spec). But I look at the art I've created over the last few years and it's rare for people to use the art, much less remix/add to it.
I thought I could offer copyleft games a good set of art assets to use without license worries. But there are few open source games out there, and essentially none that match my art style. And many aren't using ccbysa. My art tends to be used in non-commercial tech demos as placeholder art as the most common use.
I thought I could license my art for closed/commercial use on the side, The way I wanted to charge for closed use of my assets -- the user pays after grossing a certain amount -- doesn't really work in the real world. Personally I feel it's a bit too capitalistic to charge upfront for an art asset license which will probably never be actually used in a game, or the game is unlikely to be released, or if released the game is unlikely to make any money. If I were paying the bills with my art I would have a different mindset here.
After seeing much of my art go rarely-used for so long, I'm just having a change of priorities. Now I'd prefer my art to be used in more project. And I like the idea of growing OGA's easily-reusable, lightly-licensed asset pool.
I went ahead and update the license for these to CC-BY 3.0. If that makes it easier to include the models in your scripts etc. then enjoy!
Updated this to CC-BY 3.0.
Is the right arm and right leg forward at the same time? If so that's going to be the major problem. When we take a step forward with the right leg we swing our left arm forward.
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