OGA is still, and always will be, primarily meant for Open Source projects. Note that I'm not including any of the many weird licenses that allow commercial use but prevent use in FOSS.
I'm a bit surprised at your implication that I don't understand what it means to release the commissioned art under CC-BY, given the amount of time and effort I've had to put into learning about licensing to run this site. I realize that it does, in fact, essentially lift the share-alike requirement of the GPL and CC-BY-SA on those particular pieces of art. However, a number of people (myself included) have made the determination that the additional publicity from opening the art up for wider use will bring in more new art than retaining the share-alike requirement. While I've seen our commissioned art used in FOSS projects (which is great), I have yet to see any be modified and contributed back. The modifications to our commissioned art have all been due to contests and challenges and such.
Just to clarify this for other people reading: We are not relicensing all of the art on the site -- just the art that OGA has specifically paid for and the artists (who retain their copyright per OGA policy) give us permission to relicense. This is not a general change in the way the site works.
My advice is to use the Blender 2.5 beta if you want to jump into Blender. They've made some big improvements to the UI, so it's a lot more intuitive now. Youtube has a lot of good tutorial videos.
The NES split its colors up into sets of 4, and each 8x8 tile could use one of these sets of 4 colors. For sprites, you were allowed 4 sets of 4 colors, and for the background you were allowed another 4 sets of 4 colors. So theoretically, your background could consist of a total of 16 colors.
Now, the catch with sprites is that one of the 4 colors you choose had to represent transparency, so in reality, NES sprites were limited to 3 colors total per 8x8 square. Sprites could not have more than 12 colors in total.
So, all told, at any given time, the NES could display 28 colors on screen simultanously -- 16 in the background, and 12 in the foreground.
Yeah, there's a reason for that. Technically that head is behind the rest of the body, so I didn't deal with it, since it will have to be on another layer. When this goes into production, I'll fix that.
Yes, so would I. :)
I need to merge the theme code for the images and audio, and it should be easy.
Bart
OGA is still, and always will be, primarily meant for Open Source projects. Note that I'm not including any of the many weird licenses that allow commercial use but prevent use in FOSS.
I'm a bit surprised at your implication that I don't understand what it means to release the commissioned art under CC-BY, given the amount of time and effort I've had to put into learning about licensing to run this site. I realize that it does, in fact, essentially lift the share-alike requirement of the GPL and CC-BY-SA on those particular pieces of art. However, a number of people (myself included) have made the determination that the additional publicity from opening the art up for wider use will bring in more new art than retaining the share-alike requirement. While I've seen our commissioned art used in FOSS projects (which is great), I have yet to see any be modified and contributed back. The modifications to our commissioned art have all been due to contests and challenges and such.
Just to clarify this for other people reading: We are not relicensing all of the art on the site -- just the art that OGA has specifically paid for and the artists (who retain their copyright per OGA policy) give us permission to relicense. This is not a general change in the way the site works.
Bart
Note: I've made an improvement. You now get a visual preview of what you're adding to the sprite.
Arranging the sprite sheets was a pain in the butt, so I only did enough of them to conduct a reasonable test. Once it's done, I'll add more. :)
Bart
My advice is to use the Blender 2.5 beta if you want to jump into Blender. They've made some big improvements to the UI, so it's a lot more intuitive now. Youtube has a lot of good tutorial videos.
Here's another silly chiptune:
http://opengameart.org/content/jump-and-run-8-bit
I'd just edit this one.
Very nice!
I'd love to see textures on this. :)
Here's a link that has the complete NES color palette a few posts down:
http://gmc.yoyogames.com/index.php?showtopic=215169
The NES split its colors up into sets of 4, and each 8x8 tile could use one of these sets of 4 colors. For sprites, you were allowed 4 sets of 4 colors, and for the background you were allowed another 4 sets of 4 colors. So theoretically, your background could consist of a total of 16 colors.
Now, the catch with sprites is that one of the 4 colors you choose had to represent transparency, so in reality, NES sprites were limited to 3 colors total per 8x8 square. Sprites could not have more than 12 colors in total.
So, all told, at any given time, the NES could display 28 colors on screen simultanously -- 16 in the background, and 12 in the foreground.
Yeah, there's a reason for that. Technically that head is behind the rest of the body, so I didn't deal with it, since it will have to be on another layer. When this goes into production, I'll fix that.
Bart
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