As far I have just seen Tiled only expects a tileset image and information about individual tile-locations on that image. I've added that to the proposal above: You may now name a file for the Image and set a scissorbox to select a tile. Several Images may name the same tileset-imagefile.
And as far I have seen Tiled allows yourself to set any user provided properties - the proposal allows that, too. And on automatic conversion the attributes would become user provided properties to Tiled. For other editors: Load in any language and spill out xml or whatever. Or map 1:1 to xml and use xslt to convert to any other format. But yes it is wise to provide an initial converter to the Tiled format so that the standard format can be useful right away.
[BTW we may say that JSON and XML both conform to the standard and are just dual representations of the same thing - the later beeing the 'compiled' format and JSON the 'source' format for artists and human interchange on OGA]
IMHO it is better to make a superset with more metadata than just what one program expects. In this case binarymillenium specifically needs more metadata to connect tiles and ceninan pointed out the use of metadata for animations. And there is always the option to convert formats - except when data is missing.
Headhunters and Jobagents who just want to increase their pool: No
Open Projects, Real Startups, Indies and friendly Companies with homepage and real offers: Yes
I agree to amuzen about those virtual proposals but agree to Brandon75689 for real nice proposals. Whatever you choose it may be moderation overhead involved. As a personal experience: A job a headhunter can find, you can find yourself.
@Gaurav: Yes it is not as easy as simply using the usual scale function, because smaller details and lines get blured and vanish. It would be necessary to broaden lines, eg. by using an edge detection algorithm (gimp has them) and multiplying that into the source image before scaling down. You're right there is (not yet) a combined tool to do that - but it can be done automatically.
I know it *may* (or not) interfere with (pixelart) style but otherwise and as a suggestion to artists and developers alike:
It may be a better long term investment to go for higher resolution when creating new art and scale it down as necessary when actually used. Reduce colors as you see fit and use some filters for retro style. But create highres and fullcolor.
When I have a look at FF6 for example it does look like painted/rendered in HD and scaled down to fit the limitations of the machine.
Same goes for models, there are tools to reduce the polycount, again, to fit the limitations of the machine(s) - which varies over time.
Those Explosions with black bg are just fine when rendering additive - that's going to look better than plain rendering anyway if you have several overlaping explosions. Textures with alpha do have their justification though and would make it even better.
Possibly Gimp can map color to alpha linearly (not just the background).
Have a look at parabolic microphones. There are examples of do it yourself umbrella/bowl parabolic microphones. Anyway, a good microphone and recorder is required.
As far I have just seen Tiled only expects a tileset image and information about individual tile-locations on that image. I've added that to the proposal above: You may now name a file for the Image and set a scissorbox to select a tile. Several Images may name the same tileset-imagefile.
And as far I have seen Tiled allows yourself to set any user provided properties - the proposal allows that, too. And on automatic conversion the attributes would become user provided properties to Tiled. For other editors: Load in any language and spill out xml or whatever. Or map 1:1 to xml and use xslt to convert to any other format. But yes it is wise to provide an initial converter to the Tiled format so that the standard format can be useful right away.
[BTW we may say that JSON and XML both conform to the standard and are just dual representations of the same thing - the later beeing the 'compiled' format and JSON the 'source' format for artists and human interchange on OGA]
IMHO it is better to make a superset with more metadata than just what one program expects. In this case binarymillenium specifically needs more metadata to connect tiles and ceninan pointed out the use of metadata for animations. And there is always the option to convert formats - except when data is missing.
Headhunters and Jobagents who just want to increase their pool: No
Open Projects, Real Startups, Indies and friendly Companies with homepage and real offers: Yes
I agree to amuzen about those virtual proposals but agree to Brandon75689 for real nice proposals. Whatever you choose it may be moderation overhead involved. As a personal experience: A job a headhunter can find, you can find yourself.
@Gaurav: Yes it is not as easy as simply using the usual scale function, because smaller details and lines get blured and vanish. It would be necessary to broaden lines, eg. by using an edge detection algorithm (gimp has them) and multiplying that into the source image before scaling down. You're right there is (not yet) a combined tool to do that - but it can be done automatically.
Using: http://www.opengameart.org/content/planetcute-chest-closedpng
Simple scale (to 32 pixels width) somewhat blury:
[Edit: Image removed]
Broadened edges multiplied in before scale:
[Edit: Image removed, uploaded with tutorial at: http://opengameart.org/content/jrpg-chests-16-32-64-and-128px-squared]
Reduced to 16 Colors and brighten:
[Edit: Image removed]
Which may be on par with: http://www.opengameart.org/content/modified-32x32-treasure-chest
I know it *may* (or not) interfere with (pixelart) style but otherwise and as a suggestion to artists and developers alike:
It may be a better long term investment to go for higher resolution when creating new art and scale it down as necessary when actually used. Reduce colors as you see fit and use some filters for retro style. But create highres and fullcolor.
When I have a look at FF6 for example it does look like painted/rendered in HD and scaled down to fit the limitations of the machine.
Same goes for models, there are tools to reduce the polycount, again, to fit the limitations of the machine(s) - which varies over time.
You can paint/render them as an additive overlay, or multiply it over your picture or scene.
If you want to add an alpha channel you can open it in Gimp or similar:
Or add transparency, select the black background using a color selection tool and delete it.
Those Explosions with black bg are just fine when rendering additive - that's going to look better than plain rendering anyway if you have several overlaping explosions. Textures with alpha do have their justification though and would make it even better.
Possibly Gimp can map color to alpha linearly (not just the background).
I would like it but some sounds are just too shriek/loud and may cause an heart attack while playing a stealth game ;)
Maybe you could level them a bit.
Otherwise great.
Exactly what I've had in mind with these ;)
http://opengameart.org/content/futhark-runic-symbol-alphabet
http://opengameart.org/content/12-basic-zodiac-symbols
Using svg is a good idea - maybe someone can convert these to vector-based, too.
*added to favorites*
I think a basic formula I would use to get an basic effective multi-elemental impact force would be:
force(resistance,effect) = f2( sum over i of f1(resistance_i * effect_i) )
where
Such functions are popular for calculating risks of heartattacks and the likes from individual risksfactors.
I would then again intermingle 'force' again to get some obscure result. These are maybe just barts thoughts with other words.
Just some thoughts.
Have a look at parabolic microphones. There are examples of do it yourself umbrella/bowl parabolic microphones. Anyway, a good microphone and recorder is required.
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