That is curious. Hexes are inherently connected with isometry. A hexagon is basically an isometric projection of a cube.
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The art on the previews has this oldschool feel, but the tiles are a bit too big for the characters. Especially these boxes, gravestones and altars with giant skulls stand out. I think it would looks order of magnitude nicer if you downscales tiles to match the characters.
How would one verify the asset purchase agreement without a site like itch.io? I.e. somebody wires you money, outside of itch, and makes a game with these assets. Now there were cases of some authors (notably the self pronounced trololo meme author) blackmailing Steam gamedev and frightening with DMCA to extort money. That works against small devs. But if you have purchased the assets at itch, it is as easy as contacting itch.io support to deflect the bogus DMCA claim, while with outside transactions it is much harder, without a proper signed contract (even in that case one composer got mad and DMCA'd the project, despite they not using the composer's music in the release). In this light you suggesting people to contact you by email looks strange. That is why we have asset stores in the first place.
Yeah. You need Photoshop to make any use of this. In fact the exact version of Photoshop the author has used (otherwise layer effects will be botched). If you have no Photoshop, then sorry, you have just wasted your money. No pngs or anything pre-rendered included included.
So for a commercial projects one is required sign some profit-share contract (i.e. to be on US soil and have a lawyer)? If that is so, then it sounds like too much for a small indie projects. Since you don't have a separate license at itch.io, there is no service to guarantee the license purchase, and people will need to have their own lawyers. Also, IIRC specifying alternative selling venue breaks itch.io ToS, due to numerous reasons.
Is it the same Terminus as the default Linux console font? O_o Because I remember the Linux font being larger and less stylized.BTW, your fonts also look nice vectorized for higher res :D
I'm dead sure the author has plagiarized a few items from HoMM3. I doubt UBI soft will sue small projects, but DMCA takedowns are not a joke either. Use with care. I'm also ashamed my Russian compatriots cant come with something original and steal designs :(
The game looks cool. But why the map is diamond-shaped while the world is made out of hexagons? So many playable factions can be a bit too hard to balance and can be confusing for the player.
Are you sure you can make commercial games with it? The license author has picked allows only non-commercial use: Creative Commons Attribution_NonCommercial_NoDerivatives v4.0 International
I.e. you can only place it in your house in a frame in a non-modified form.
Your license is "Creative Commons Attribution_NonCommercial_NoDerivatives v4.0 International"
I.e. it forbids to make any derivative works with these assets or use them commercially. Basically it allows nothing.
Ok. It opens with the PlayOnMac Wine (but not with the Brew Wine). Unfortunately png and gif export don't work (wine doesn't provide the extension), so it is useless. Although it works flawlessly in VirtualBox with actual Windows 7.
You can publish it separately in something Blender can import. Like FBX, OBJ or 3ds. Blender is free and allow export to all kind of formats. I personally need a 3d balloon model to modify and render into an isometric sprite for my game.
The knight is cool, but I already have one. BTW, your latest projects look fun. Especially that Indiana Jones rogue-like. Would be nice to see a proper game in the setting, maybe with Nethack influences, and random puzzles like picking the real Holy Grail.
Hi! That is some ancient long obsolete version somebody forked. Newer
version was at my github account, which got banned since I used one of
the repositories for a WIP book about my life in Russia, which also
criticized America, Trump and American immigration policies with
deportation of Mexicans. Some alt-rights reported it and whole account
For now Symta is still a work in progress. Game development has shown
that many improvements can be done, especially in the scoping
department. It was originally published mainly to get some feedback
from programmers, not for actual practical use. BTW, Symta is not APL
based, but Common Lisp based. So if you're familiar with CL, Clojure
or Scheme, I would be glad to hear some criticism on them and possible
areas of improvement.
Cool! I made head a bit more menacing to fit my game's artstyle and also removed excessive idle-anim wobbling. The sprite has one problem - it is longer from the back than from the front, as if it was rendered different camera setting. So I had to fix it.