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Blog

Upcoming additions and changes

By bart on 28 July 2014 - 5:07pm

Greetings!

As we approach the next funding goal, I've been doing some work under the hood and making some plans for some more features and additions.  There are also a couple of notifications and reminders for the community that I'll touch on at the end of this post.

Improved Searching

I'm working on updating the way OGA handles searches, which will eventually mean tossing out the old search system and replacing it with something newer and better.  For the technically inclined among you, I'm using Apache Solr.  I've already got a very bare prototype of this up and running, which you can check out here:

http://opengameart.org/search/solr

Please note that this feature is in very early alpha, and I'm not looking for comments or bug reports at the moment.  The search results are just a mass of text right now, but they won't be when I'm done.  At any rate, even though the results are ugly, sometimes they're more sensible than OGA's default search, which is one of the things the new search engine is intended to fix.

If you want to see how much this will improve the search situation, just serarch for "LPC base" (no quotes) in the old search and the new one and notice that the new search system very sensibly places the LPC base assets as the first result, whereas on our current search system, it's nowhere on the first page.  This should also clear up the issues we have with duplicate, blank, or nonsensical search results.

Once we hit the $1000 funding goal, I'll start working on adding expanded metadata to art entries, so people can search much more fine-grained categories and filter on things like resolution and format.  This will obviously take a lot of manual data entry on my part, so be aware that the new metadata won't just magically appear once we hit the goal. :)

Changes to art deletion

Occasionally we get art deletion requests that leave me wondering why the request was made.  While it will always be the artists' prerogative to remove their art for any reason, for the convenience of developers, I'm going to start maintaining pages for deleted art (with the downloads removed), which will help avoid link rot and give developers a record of what license(s) the art was released under.  These pages will be essentially the same as the last useful revision of the current art page (including preview images and a list of filenames), but the downloads themselves will no longer be available.

In addition, if a piece of art is removed due to copyright infringement, we'll send out notification emails to all registered accounts that have download tracking enabled (and downloaded the art after download tracking was implemented).

Deletions from here on until this is implemented will be preserved in an unpublished state and put in the deleted items archive when it becomes available.

A quick reminder

OGA has a lot of users from a lot of different backgrounds.  We offer a fairly wide choice of licenses, and that means that our users run the gamut from hardcore free software advocates to closed source developers.  Everyone is welcome here.

There are plenty of places where people can argue the merits of various software licensing schemes; in fact, if you want to talk about this stuff on the OGA forums, that's fine by me, provided everything stays civil.  What I want to avoid is people being non-constructive and/or rude.  If you feel the need to make rude comments about someone because they chose a particular license, game engine, or programming language, there are plenty of places on the internet where that kind of thing is welcome.  OGA is not one of them. :)

Peace,

Bart

P.S.  I've got my next pixel art tutorial outlined, if people are waiting for that.  It's pretty extensive, so I might have to split it into two parts, but it's coming along. :)

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OGA Pixel Art Tutorial Part 3: The Basics

By bart on 25 April 2014 - 1:07pm

In this video, I go over some basic tips for improving your art, and also for making the best art possible with your current skill level.  I do two pixel art demonstrations with the same subject (a vase I rendered in Blender), one of a simple shape with an outline, and two using solid blocks of color to demonstrate how to give an object a sense of volume with light and shadow.

The forum thread for this tutorial is here:

http://opengameart.org/forumtopic/oga-pixel-art-tutorial-part-3-the-basics


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Kenney's CC0 donation assets available for free today (April 18th) only

By bart on 18 April 2014 - 9:05am

Just a heads up, since a lot of people might be interested in this:

Today only, Kenney's complete CC0 asset pack (normally available only to donors) can be downloaded from his site for free:

http://kenney.itch.io/kenney-donation

 

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OGA Pixel Art Tutorial parts 1 & 2: Choosing a pixel editor, and configuring your Krita workspace for Krita art.

By bart on 10 April 2014 - 2:57pm

Spoiler:  My favorite program from Part 1 is Krita, although I cover a number of editors, and you don't need to be using Krita to follow along with later videos.   You can safely skip the second video if you're not interested in Krita, although I'd recommend checking it out.  :)

Tutorial forum threads:

  • Part 1
  • Part 2


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Promising python-based free/open source pixel art editor needs contributor/maintainer

By bart on 9 April 2014 - 10:50am

There's a free/open source pixel editor (aptly named "pixeditor") written in Python that could use a new maintainer.  You can see an old forum thread about it here.

It's stable and usable as it is, and has (in my opinion) about the most intuitive animation support that I've seen in any pixel editing program, but it's still in need of some more features.

Here's a relatively recent screenshot.  Notice the animation timeline.

If you're interested in contributing, the original author has offered to help someone get started.  You can find the git repository here.

Bart

 

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Feature Tour: Collections

By bart on 6 April 2014 - 5:16am

A short video explaining how to use the collections feature and automatically generate credits files here on OGA.


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Video tutorial: Avoiding repetitive textures

By bart on 4 April 2014 - 6:23pm

This is the first tutorial for OGA's new YouTube channel.  I've also posted it to the Tutorials forum.

Also, as an aside, we have a couple of new features:

  • It's now possible to add a youtube video to forum posts.  Other video sites (Vimeo, etc) may be added if there's demand.
  • I added the share icons to forum posts.  Should have thought to do that earlier. :)

Bart

 


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Facebook to acquire OpenGameArt.org for, like, a gazillion dollars

By bart on 31 March 2014 - 9:00pm

OpenGameArt.org is excited to announce that as of April 1, 2014, we have been acquired by Facebook!

As a result of this deal, we promise that absolutely nothing will change even though Mark Zuckerberg now literally owns BartK.  We will not, for instance, take away all current license options and replace them with a single license that grants all ownership of your content to Facebook.  And we definitely won't start sending all your data to advertisers and government agencies.  Furthermore, one thing we in no way have plans to do is frequently "upgrade" our privacy settings and assume that you want all of your private data to be publicly viweable.

When asked to comment, OGA founder Bart Kelsey said, "Well, it seemed like the thing to do.  We're just coming off of a successful funding campaign, so what better way to drive a (*ahem*) rift between us and our users than to sell the site to a company that clearly doesn't have the interests of artists and game developers at heart.  In case you're wondering, I'm pretty much in full spin mode right now.  Realistically, there's no way I could possibly justify this to anyone (least of all our loyal userbase), but on the other hand, what do I care?  I can hardly hear all the complaints from underneath this gigantic pile of money."

Facebook CEO Fake Mark Zuckerberg said of the deal, "It was the right time to act.  Historically, OpenGameArt does annoying things right around April 1st every year (such as their acquisition and monetization of Battle For Wesnoth, and their addition of DRM which made all of their hosted art only work on alternating Tuesdays), so it seemed like the right time to do something that would make all of their contributors want to pull their hair out.  And as my company [Facebook] continues its slow but inexorable death spiral, it's my personal goal to bring down as many well-liked, user-centered projects with us as we possibly can."  Zuckerberg then pulled his pants down and mooned everyone in the press room.

As alwyays, we wish everyone a happy April Fools Day!

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Help me find UI issues on OGA

By bart on 31 March 2014 - 11:39am

Hey folks.  Since I'm kind of on a roll, I thought it might be a good time to try and address UI issues on OGA.  If anything looks bad, doesn't work, or needs to be reorganized in some way, reply to this and let me know and I'll see if I can fix it.

Note that there are a few things that I can't/won't be dealing with in the near future:

  • A re-theme of the site -- It's just not feasible at the moment with the amount of time (and money) I have available.
  • There are too many fields on the art submit form -- While this is a frequent complaint, it's also a frequent complaint that we don't ask for enough info on art submissions.  I'm asking people to fill out the absolute bare minimum of what we need in order to be useful.  If you have ideas for the art submission form that don't involve removing fields, I'm all ears.

Bart

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Let the games begin!

By bart on 31 March 2014 - 10:59am

I've been working on setting up the beginnings of gamifiction (that is, fake internet points) here on OGA.  If you look at the right side of the menu bar, you'll see a "Leaderboards" entry, where you can take a look at psoples' point totals.

Right now, you receive points for favorites (across all art categories), and comments.  I probably won't be implementing points per art submission, as that's just encourgaed people to flood the front page with small submissions in the past.  The best way to hit the favorites leaderboard is with large, high quality art submissions (those are the kind that tend to receive a lot of favorites).

At the moment, you might notice that the weekly results are roughly the same as the all-time results.  This is because, since I added per-category favorites, I ran our point recalculator function, so as far as the leaderboards are concerned, everyone's points were added today.  This problem will clear up on its own in a week. :)

Bart

 

 

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