Okay, I've exported the meshes to the .obj format, but you probably have to adjust the materials, orientation and scale. I'm not sure if the materials were exported correctly. The image textures are in the source file. Export settings are really something that need to be adjusted for the target engine and game.
I've also uploaded a updated source blend file, with the water tiles and a few new materials (rock, gold, and lava) that were already available from the Open Dungeons repository. The tiles have a binary naming scheme (0 if the adjacent tile is empty, 1 if the adjacent tile is filled). Explained here: http://forum.freegamedev.net/viewtopic.php?f=45&t=3949&hilit=tileset+binary
I've had quite a lot of fun learning Python and Pygame during the last months. Pygame is just a set of modules and I'm not sure if you can call it an engine, but it's pretty usable. It provides mainly event handling, collision detection, sound and of course 2D graphics support. My only problem was that I couldn't get the GUI libraries to work with Python 3 at first, but I manually updated PGU (one of the GUI libraries) and it seems to work now (still need to test it). After one month of learning to program in Python (which is really easy to learn) I could already make a simple space shooter (okay just a prototype) and a geographical quiz game. I started with this online book: http://programarcadegames.com/ Here's a link to Pygame: http://www.pygame.org/news.html
I've also heard about this free, open source software called Game Develop, but I haven't checked it out yet: http://www.compilgames.net/ The website states that no programming is required.
And there's also LÖVE which uses the Lua scripting language: http://love2d.org/
Cool stuff. Some textures seem to be missing (in the Props_packed.blend and Ch1 and Ch2 blends). Also which file contains the weapons? Some sounds are pretty cool as well, but I guess not many people will find them here, packaged together with the other files.
@Deathsbreed: I'm probably not going to work on this set again (at least not anytime soon), so if you want to have something adjusted or improved, you have to do it yourself.
@Acorn: You're right, he looks kind of similar to C3PO (maybe I was subconsciously influenced), but I don't think he's similar enough to be afraid of a law suit. Otherwise you can just change the hue.
Better ask on the forum, I don't have much experience with Gimp. I just found a script that lets you save all layers, but I don't know if it can crop them as well. http://registry.gimp.org/node/15617
Sure you can host the images elsewhere, only the license information needs to be clear.
I can't help with the points 1 and 3. As for point 2, I think that would be the fault of the users. Nobody should use images without recognizing the license.
Okay, I've exported the meshes to the .obj format, but you probably have to adjust the materials, orientation and scale. I'm not sure if the materials were exported correctly. The image textures are in the source file.
Export settings are really something that need to be adjusted for the target engine and game.
I've also uploaded a updated source blend file, with the water tiles and a few new materials (rock, gold, and lava) that were already available from the Open Dungeons repository. The tiles have a binary naming scheme (0 if the adjacent tile is empty, 1 if the adjacent tile is filled).
Explained here: http://forum.freegamedev.net/viewtopic.php?f=45&t=3949&hilit=tileset+binary
I'll see what I can do and probably upload the files tomorrow. Haven't touched this set for a long time.
I've had quite a lot of fun learning Python and Pygame during the last months. Pygame is just a set of modules and I'm not sure if you can call it an engine, but it's pretty usable. It provides mainly event handling, collision detection, sound and of course 2D graphics support. My only problem was that I couldn't get the GUI libraries to work with Python 3 at first, but I manually updated PGU (one of the GUI libraries) and it seems to work now (still need to test it).
After one month of learning to program in Python (which is really easy to learn) I could already make a simple space shooter (okay just a prototype) and a geographical quiz game. I started with this online book: http://programarcadegames.com/
Here's a link to Pygame: http://www.pygame.org/news.html
I've also heard about this free, open source software called Game Develop, but I haven't checked it out yet: http://www.compilgames.net/
The website states that no programming is required.
And there's also LÖVE which uses the Lua scripting language: http://love2d.org/
Hey, did you mean something like this? http://opengameart.org/content/little-flame-character
Odd, for some reason it didn't unzip everything. I tried it again with 7-zip and now it's all there.
Cool stuff. Some textures seem to be missing (in the Props_packed.blend and Ch1 and Ch2 blends). Also which file contains the weapons? Some sounds are pretty cool as well, but I guess not many people will find them here, packaged together with the other files.
@Deathsbreed: I'm probably not going to work on this set again (at least not anytime soon), so if you want to have something adjusted or improved, you have to do it yourself.
@Acorn: You're right, he looks kind of similar to C3PO (maybe I was subconsciously influenced), but I don't think he's similar enough to be afraid of a law suit. Otherwise you can just change the hue.
Hey, great demo game. :) Are you going to expand it eventually?
Better ask on the forum, I don't have much experience with Gimp. I just found a script that lets you save all layers, but I don't know if it can crop them as well. http://registry.gimp.org/node/15617
Sorry for the late reply, I didn't see your post.
Sure you can host the images elsewhere, only the license information needs to be clear.
I can't help with the points 1 and 3. As for point 2, I think that would be the fault of the users. Nobody should use images without recognizing the license.
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