Does anyone mind if I dump the sprites/tiles I made onto OpenGameArt.org? This doesn't seem to be going very far, Lap hasn't been on for over a week, and I might as well make sure my stuff ends up useful to someone.
There's no reason not to. No one is doing this for money. I know as an artist I'd want my work to benefit the most possible people; that is how I feel about my code. That is far more important than leaving them exclusively tied up to a project that might never see completion.
Repost from the main forums in case some of you have stopped checking there:
The project is not dead.Though there has been code contributed by others, I am the primary coder. When I stop updating, only art assets and ideas continue being submitted. This can only go on so long without code updates.
Where have I been? Well for those internet stalkers out there, I never left and you'll see my posting on b12 and lurking daily. Send me a PM or email and I'll likely respond within a day. However:
1. I code in spurts. I get a great idea for a new game mechanic and I sometimes end up coding that same thing for hours straight and often continue working on it for days. After this high productivity period I temporarily burnout and need to give myself a break. My current break involves me working on a previous project; a 4X game (
http://76.26.38.52/forum/index.php?topic=3.msg54#new). Looks familiar huh?
2. I was losing direction. There are tons of great ideas on these boards, but a lot of them are simply not detailed enough. When I go to code something in it is going to take 10x longer if I have to keep switching gears from actually coding and stopping to figure out how the whole mechanic works and should be balanced. So when posting an idea for combat or something,
it helps tremendously for the actual formulas and such to already be worked out. Writing in pseudocode also helps. I waste a lot of time screwing around on my TI-89 trying out different damage curves and formulas. Most of which is work that will never be seen.
3. The T-Engine was being angry. Updates to the T-Engine, the engine that Crimelike is built on were causing my personal computer much suffering and causing impossibly long load times. I worked with darkgod for a while to fix them, but the cause was really hard to find. I've since been on a break so I haven't checked to see if later versions are as problematic.
4. IRL busy. Went home for holidays, no computer, studying for massive board exam, rest of month in and out of long surgeries.
So now that my long list of excuses is done, what about the future of Crimelike?Well, towards the end of the month I'll be releasing a tech demo for the 4X game I've been working on so I won't be too active here. Inbetween doing that I'll try to see if I can get my T-Engine issues worked out with darkgod so that when I'm ready I can jump right back into coding.
How can you guys help?You're already helping out just by showing interest. Nothing is more inspirational than checking in and seeing that we have so many forum users and ideas being submitted. Most important though is if I see well discussed mechanics
WITH NUMBERS AND FORMULA so that I can get right in there and code. You can also try to learn a little about the easiest coding language ever and make some very basic stuff to help out. Aside from that try to recruit some more coders. Hell, if someone comes along that has the time, passion, and know how I'll gladly give them project lead if they'd like.