I would like to share the way I try to create the illusion of a handmade grid with pencil strokes by inverting the colors of my grid and slightly changing the contrast and saturation.
I attached an example I created. The process is yet semiautomated because I'm still testing the right saturation and contrast to achieve the most realistic possible results. The grids in the middle of the attached files are made with gimp by inverting the colors and reducing the contrast and saturation, but there's no reason why it can not be fully automated withing the game and I will probably implement it in my game.
The good part of automating the process is that the size of the grid is perfect, you can copy one cell and check that the size of the tiles correspond to the given information above.
I think this is very useful to see the proportions of the levels in order to draw sketches over it. I would like to receive feedback about the colors I used to simulate the pencil strokes and if it you find this technique useful.
If you plan to use this example please be aware that I reduced the colors on purpose to keep the file small, so please change the mode to RGB before drawing.
Yes I'm not sure, I like the other one more ... maybe... by just changing some instruments...would provide the sources of the songs to let me make modifications? maybe I can find the way to make them fit more to the game? just an idea... I need to think... I like the style it just miss to me something evocative of water and maybe... some slight melody over it so that is not too extreme ambient...and less sci-fi... maybe not so extreme synthesizers and more natural instruments... I think I need to experiment and change it to get to something that pass to the game. I'm opened to discuss it privately if you want. After hearing more times I know what needs to be changed, there is a synth that sounds perfect for a space settings but needs to be changed to something less sharp... extreme sharp sounds evoque space,starships, metal and artificial materials, we need to change the sound to make it more rounded and warm...
I like it! it is very close to what I think it pass, the only thing that I think does not pass to most of the game is that it sounds too sci-fi... I have to read again the whole story of the game because there are ufos and other weird things on it but mostly the settings are natural underwater places... Anyway ambient music is the right one for it... maybe some slight modifications to make it sound more aligned to natural underwater settings than space and scifi would be needed...
I tried to be flexible and added several schemes and mode to the game. However, this is a relaxing game in an underwater setting, therefore the kind of music that pass to it should be evocative of the setting and a little hypnotic like the caustic effects underwater... I can get inspired by many underwater tracks I know like the famous from donkey kong country which has those hypnotic repetitive elements, but it can also be more ambient like a soundscape... It doesn't need to be the same as the original although the original game and assets are released as GPL... I'm opened, and I'm not 100% sure of the perfect kind of music for it... I would like to know what people think it is better for the game and I'm opened for experimentation till we get to the right mood for the game...
The code is released as GPL 3. In order to sell a derivative of the open source game to fund and reward the artists involved, the solution would be to create the assets with a different license and distribute them separately while the source code of the game remains open. Here there is a discussion over that topic in reddit:
"If you're just planning on making the code open source, you can keep copyright on your art assets. That way someone would have to come up with completely new art assets to make their own product out of it.
Another answer in the same direction : "Open source the code, make all media (images, sounds, textures, etc.) proprietary. That way people can use your code, but you'll be protected if someone tries to reupload your entire game somewhere else"
I'm opened to keep discussing this topic if anyone else is interested and I'm opened of all kind of collaborations format, I would even be happty to get involved in doing the two things: open source assets and commercial assets.
Just let me know how you would like to collaborate and I'm opened to any format, I just want to make the project move forward and get quality assets whether there's monetary reward or not.
Hello! I love puzzle games and I'm currently involved in one puzzle project. I love that game, I played one very similar on zx spectrum but I forgot how it was called. I just want to give you an advice to get started:
First, from my experience, the hardest part of puzzle games is the game logic, so I suggest you to try to find examples of similar games and decide which language you would like to use. You don't need graphics for that, you can use ascii character first. Please check this great site to see examples of game logic of many puzzles: https://www.chiark.greenend.org.uk/~sgtatham/puzzles/
If you want to succeed creating a port of that game start small and from the beginning, try to implement the game logic, ask for support in forums for the language you decide to use. Once the game is playable and working upload it to github and that's the right moment to search for artist to help with the assets.
I want you to succeed in your game port and that's why I think you can't start with the assets without having the game logic, but don't be discouraged, game development is sometimes a slow and hard process.
Hello, I have not considered that, I think it's very possible with the current license, the game have a few external libraries and I need to check them one by one to make sure that something like that is possible... so why not? but I'm little lost with the jungle of licenses, I think GPL 3 allows commercial use of the content as long as the source is provided. if I do so there are already other people involved (you can see them in the credits) so you must take into account that there would be a few people involved that would have to get their part and that the source needs to be provided so that anyone can get the game for free anyway, so it would be almost like a donation or funds and an anknowldgement to the artist and developers than sells as I see it, correct me if I'm wrong.
I would like to share the way I try to create the illusion of a handmade grid with pencil strokes by inverting the colors of my grid and slightly changing the contrast and saturation.
I attached an example I created. The process is yet semiautomated because I'm still testing the right saturation and contrast to achieve the most realistic possible results. The grids in the middle of the attached files are made with gimp by inverting the colors and reducing the contrast and saturation, but there's no reason why it can not be fully automated withing the game and I will probably implement it in my game.
The good part of automating the process is that the size of the grid is perfect, you can copy one cell and check that the size of the tiles correspond to the given information above.
I think this is very useful to see the proportions of the levels in order to draw sketches over it. I would like to receive feedback about the colors I used to simulate the pencil strokes and if it you find this technique useful.
If you plan to use this example please be aware that I reduced the colors on purpose to keep the file small, so please change the mode to RGB before drawing.
I may open a channel on a chat server to show sketched and ideas and receive feedback.
yes thank you, take it easy, there's no hurry at all, this is an open source project, take your time and thanks for contributing!
Yes I'm not sure, I like the other one more ... maybe... by just changing some instruments...would provide the sources of the songs to let me make modifications? maybe I can find the way to make them fit more to the game? just an idea... I need to think... I like the style it just miss to me something evocative of water and maybe... some slight melody over it so that is not too extreme ambient...and less sci-fi... maybe not so extreme synthesizers and more natural instruments... I think I need to experiment and change it to get to something that pass to the game. I'm opened to discuss it privately if you want. After hearing more times I know what needs to be changed, there is a synth that sounds perfect for a space settings but needs to be changed to something less sharp... extreme sharp sounds evoque space,starships, metal and artificial materials, we need to change the sound to make it more rounded and warm...
I like it! it is very close to what I think it pass, the only thing that I think does not pass to most of the game is that it sounds too sci-fi... I have to read again the whole story of the game because there are ufos and other weird things on it but mostly the settings are natural underwater places... Anyway ambient music is the right one for it... maybe some slight modifications to make it sound more aligned to natural underwater settings than space and scifi would be needed...
I tried to be flexible and added several schemes and mode to the game. However, this is a relaxing game in an underwater setting, therefore the kind of music that pass to it should be evocative of the setting and a little hypnotic like the caustic effects underwater... I can get inspired by many underwater tracks I know like the famous from donkey kong country which has those hypnotic repetitive elements, but it can also be more ambient like a soundscape... It doesn't need to be the same as the original although the original game and assets are released as GPL... I'm opened, and I'm not 100% sure of the perfect kind of music for it... I would like to know what people think it is better for the game and I'm opened for experimentation till we get to the right mood for the game...
The code is released as GPL 3. In order to sell a derivative of the open source game to fund and reward the artists involved, the solution would be to create the assets with a different license and distribute them separately while the source code of the game remains open. Here there is a discussion over that topic in reddit:
"If you're just planning on making the code open source, you can keep copyright on your art assets. That way someone would have to come up with completely new art assets to make their own product out of it.
That is answering a question regarding selling an open source on google market, the link is here: https://www.reddit.com/r/gamedev/comments/2rejt8/is_it_viable_to_sell_an_open_source_game_on_the/
Another answer in the same direction : "Open source the code, make all media (images, sounds, textures, etc.) proprietary. That way people can use your code, but you'll be protected if someone tries to reupload your entire game somewhere else"
I'm opened to keep discussing this topic if anyone else is interested and I'm opened of all kind of collaborations format, I would even be happty to get involved in doing the two things: open source assets and commercial assets.
Just let me know how you would like to collaborate and I'm opened to any format, I just want to make the project move forward and get quality assets whether there's monetary reward or not.
Hello! I love puzzle games and I'm currently involved in one puzzle project. I love that game, I played one very similar on zx spectrum but I forgot how it was called. I just want to give you an advice to get started:
First, from my experience, the hardest part of puzzle games is the game logic, so I suggest you to try to find examples of similar games and decide which language you would like to use. You don't need graphics for that, you can use ascii character first. Please check this great site to see examples of game logic of many puzzles: https://www.chiark.greenend.org.uk/~sgtatham/puzzles/
If you want to succeed creating a port of that game start small and from the beginning, try to implement the game logic, ask for support in forums for the language you decide to use. Once the game is playable and working upload it to github and that's the right moment to search for artist to help with the assets.
I want you to succeed in your game port and that's why I think you can't start with the assets without having the game logic, but don't be discouraged, game development is sometimes a slow and hard process.
Good luck!
Hello, I have not considered that, I think it's very possible with the current license, the game have a few external libraries and I need to check them one by one to make sure that something like that is possible... so why not? but I'm little lost with the jungle of licenses, I think GPL 3 allows commercial use of the content as long as the source is provided. if I do so there are already other people involved (you can see them in the credits) so you must take into account that there would be a few people involved that would have to get their part and that the source needs to be provided so that anyone can get the game for free anyway, so it would be almost like a donation or funds and an anknowldgement to the artist and developers than sells as I see it, correct me if I'm wrong.
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