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mariell

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Posts posted by mariell

  1. On 3/28/2019 at 2:08 AM, Digital said:

    If you paid for the work, then you have the rights to use it, even if the full commission was not completed. If you didn't pay in full, or haven't paid in full, then it gets a little tricky. I would regardless attempt to reach out with the individual as much as you can.

    Yes, this is what I was thinking too. I did pay in full, so I hope it's alright with the artist that I use the items that were finished. I've attempted to reach out to them but I've been unsuccessful.

    On 3/28/2019 at 3:54 PM, HeroKnight said:

    Who was it?

    It was a user named (redacted). 

  2. I'm here to maybe get advice/help on an issue.

    I once commissioned someone here for item art. I paid for the art upfront since they had recently gotten a great marketplace review. They then completed some of the work and then disappeared off the face of the planet. Delays before their disappearance caused me to miss Paypal's deadline to file for a refund, and since they were communicating (albeit intermittently), I decided to give them the benefit of the doubt. My mistake.

    Should I (or anyone else in similar situations) be allowed to use the art that was finished, considering it had been paid for? At what point do I gain rights to use this art, at the point of payment or when the entire transaction is finished?

    I would love a bit of help on this, and I apologize in advance if this is a little off topic. I wasn't sure which forum these topics would best go in.

  3. 4 hours ago, Uber said:

    That's a good example with Pokemon. However, I think having all items can also work well~ if you are familiar with Rune Factory games, items are all stashed in one location, but still offer a sort option (organize items, list by alphabetical or item type, etc.)

    @mariell with weight limits, it may be true, however making it so users can only hold a specific weight or even number of items can force them become more creative with what items they choose to carry. Sure you could carry 100 potions, but realistically do you need to?

    With regards to the all-item inventory, perhaps a filter option would be a good addition as well?

    As for weight limits I think it really could depend; you'd have to really think about how your users intend to use items and how item weights could be determined. For example, in a game where you'd have to catch pets, would the users have to bring nets around? Tranquilizers? Tranquilizer guns? How do you balance weight limits per account so that it doesn't favor some players over others (players who delve into adventure/battle systems vs players who only like bringing small food items to NPC's)?

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  4. Assuming we're talking about a browser game:

    I think an inventory split into multiple categories would be better than an all-in-one inventory. It makes items easier to find (UX wise) plus I don't imagine it would take too long to implement as long as items are tagged with an item type. It would probably have more to do with how things are displayed on the page.

    I definitely think an amount limit is necessary for any inventory system (I mean, integer overflow, right?) but I wouldn't know how to feel about weight limits. It can get a little hilarious when you have a hundred potions then couldn't pick up a, say, flower from a forest because of the weight limit.

    3 hours ago, Dinocanid said:

    Space limits with buyable expansions are good money sinks for your game's economy

    I definitely agree with this, but I'm unsure how expansions should work with split inventories. I'm assuming by 'space', you mean slots, am I correct? You could have a limit as to the total number of item slots an account can have and allow the user to allocate their slots as they please, or you can have individual limits per item category, depending on how you want things to go. 

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