Skip to main content

User login

What is OpenID?
  • Log in using OpenID
  • Cancel OpenID login
  • Create new account
  • Request new password
Register
  • Home
  • Browse
    • 2D Art
    • 3D Art
    • Concept Art
    • Textures
    • Music
    • Sound Effects
    • Documents
    • Featured Tutorials
  • Submit Art
  • Collect
    • My Collections
    • Art Collections
  • Forums
  • FAQ
  • Leaderboards
    • All Time
      • Total Points
      • Comments
      • Favorites (All)
      • Favorites (2D)
      • Favorites (3D)
      • Favorites (Concept Art)
      • Favorites (Music)
      • Favorites (Sound)
      • Favorites (Textures)
    • Weekly
      • Total Points
      • Comments
      • Favorites (All)
      • Favorites (2D)
      • Favorites (3D)
      • Favorites (Concept Art)
      • Favorites (Music)
      • Favorites (Sound)
      • Favorites (Textures)
  • ❤ Donate

Primary tabs

  • View
  • Collections
  • Comments(active tab)
  • Followers
  • Friends
  • Favorites
Re: Special request
Friday, May 13, 2011 - 10:39

This is actually a fairly common issue with pixel art.  The Les Forges tutorials point out that the perspective used in RPGs is an odd sort of othographic projection that maps as follows (assuming your origin point is in the lower left:

  • x' = x
  • y' = y + z

What that means is that a square is still square, and a cube is precisely 2 tiles high.

In my personal opinion, that looks kind of odd.  That said, if you're doing something more like:

  • x' = x
  • y' = y + z*2/3

You end up dealing with some odd issues because you lose the one to one mapping between y and z.  On the other hand, this perspective looks a lot more natural.

I'm pretty sure that if you wanted to achieve the first perspective, you would have to have an orthographic camera that looks down at exactly 45 degrees and then stretch your aspect ratio vertically by a factor of 1.414 (that's a wild guess though).

Re: What do you want to see in OGA 2.0?
Thursday, May 12, 2011 - 12:25

Yes, absolutely.

I think we could at the very least collect the same data without being quite so intimidating.

 

Re: What do you want to see in OGA 2.0?
Wednesday, May 11, 2011 - 14:07

@CruzR:  Agreed. I'll look into it. :)

@scrag_10:

Storing that metadata is simple, but collecting it is not.  There's no way (from the uploaded image) to tell the intended size of the tiles, which means we're relying on users to enter that information.  Unfortunately, if we overwhelm people with too many fields (the art submisison form is big as it is) we'll lose out on submissions because it'll be a pain.

I'm thinking of making the metadata for a submission an optional part of the form that people can fill out if they feel inclined.  I may also set things up so certain users have access to add metadata to submissions from other people.

@riidom:

That's an interesting thought and it would be easy to implement, but I'm not sure where I'd put it.  Space on the front page is already pretty limited.

Maybe if I allow people to customize their front pages, we could let them add that box themselves.

 

 

Re: Join the Art Sprint for Tempest in the Aether on the ...
Thursday, May 5, 2011 - 06:49

It was in the weekly challenge thread. :)

Re: Test my game engine
Sunday, May 1, 2011 - 07:24

So, what sort of game engine is this?  :)

Re: Steam release sounds
Sunday, May 1, 2011 - 07:23

Sure thing :)

Re: Chain winch sounds
Sunday, May 1, 2011 - 06:36

I synthesized a single metal clicking noise, of the sort that a chain might make inside a winch, then arranged that sound myself and tried to imitate what a real winch sounds like.

The panning is because they were originally intended to be part of a soundscape. :)

Re: 68 Workshop Sounds
Sunday, May 1, 2011 - 06:32

A Tascam DR-05.  My guess is the ones with the large amount of background noise were the ones I had to amplify a lot.

Re: Random idea: procedural content generation library
Tuesday, April 26, 2011 - 15:03

I think perhaps it would be better to collect the algorithms instead, with perhaps pseudo-code.  A C/C++ library would be useless to someone wanting to use Google App Engine to power the game, or XNA on the XBox 360 Indie arcade, or to someone using the free version of Unity, and so.  You get the idea.

I'm going to go out on a limb here and say that even though it might be useless to a subset of people, there are plenty of people who could get use out of it.  I'm not claiming that pseudocode isn't a good idea, but there are a lot of very heavily-used C++ libraries out there, many of which have bindings for other popular languages, like Python.

Re: Tempest in the Aether art wishlist
Tuesday, April 26, 2011 - 05:49

Yes, the timing of these domain issues is unfortunate, particularly since they give anonymous people on the internet with no knowledge of the actual situation an excuse to question the dedication of the entire project. :p

 

Pages

  • « first
  • ‹ previous
  • …
  • 115
  • 116
  • 117
  • 118
  • 119
  • 120
  • 121
  • 122
  • 123
  • …
  • next ›
  • last »