This is a great work, unfortunately, as far as the license goes, we've been down this path before.
The requirement is that the license(s) chosen for a work matches the actual license(s) the work is being distributed under. This is critical to keeping OGA useful as a source for open licensed material for developers and artists.
Using the description or notes fields to add additional restrictions, terms, etc. or (as in this case) to specificy an alternate license entirely is not allowed.
Thursday, September 8, 2016 - 08:14
Unfortunately music is a bit tougher. There's tons of great songs on OGA but not a ton of 'complete' sets. You're best bet might be to fish around for a song you like and then see if the musician who wrote it has submitted any other songs.
Tuesday, September 6, 2016 - 07:30
I'll second the LPC recommendation. If the license works for your project, the LPC set is huge and should definitely contain almost anything you'd need for a top-down RPG.
Only downside is that being so huge, you might have to do some digging to find everything you want.
If you're looking for a single submission set that covers the basics, try sharm's woderful tiny basic set:
One nice advantage to russpuppy's set is that it's relatively 'crude' style, aside from being wonderfully charming, should make it easier for you to kludge in your own 'programmer art' for any additional pieces you might need.
Tuesday, September 6, 2016 - 07:21
> Limitations are fun! They lead to creativity and finished games.
True on both counts!
> This resolution and screen size mean designing 8x8 tile rooms.
> That's really only big enough for one thing in each room, like one item pickup or one platforming challenge.
Yeah, that's exactly the concern that popped into my head. Currently working at 256x144 and finding it a challenge to fit things into a single screen, so when I saw 128x128 I shuddered a bit. :)
But what can I say, at least you seem to have a very good handle on the challenges before you!
I guess I think of two tidbits to toss out there:
a comment:
> scrolling on vanilla HTML5 isn't pretty on every device at the moment
This actually might work out to be for the best. At that resolution full screen scrolling can be pretty rough, at least for these old eyes anyway. Struggling to find the right words to describe it, but basically there's just so little 'look ahead' or 'look back' space on the screen, can be jarring and hard to keep track of everything. At best it feels like you are looking at the world through a tiny peephole and at worst it's a disorientating mess. Definitely a problem I've had trying to play some older GameBoy games.
a question:
Have you thought about using 8x8 tiles at all? Even sticking with 16x16 sprites, going 8x8 on the tiles/world grid might allow you to add a little more granularity to jumping etc. I'll add that one thing I've learned from studying surt's stuff if that visually 8x8 tiles can be a really powerful tool, not that you need any help there, game already looks incredible! ;)
Friday, September 2, 2016 - 12:14
Being the programmer here, I'll ask the boring techincal question, why 128x128 specifically? Just curious as that's actually a good bit short of true NES res, so seems like an even more daunting challenge to work with.
Wow! Surt is full black background the only color change you made? Because that really hits it! My comment was going to be that the palette seemed a little washed out and maybe a bit pastely for NES, but dang that one change really cleared it all up, it looks perfectly NESy now!
Also great idea to remove highlights from background tiles. Another one I'd never have thought of but makes a huge difference! I'd say you are the master but we all know that already!
Tuesday, August 30, 2016 - 07:37
Welcome MadByte!
Very glad to have you join the OGA community! We do try to make it a nice place.
As MedicineStorm says, feel free to ask if you've any questions! Although judging by that first submission, there's not much left for us to teach you! ;)
Looks good! My only comment would be that there is an inconsistency between the head and arms which use kind of a heavy 4-5 shade gradient, and the chest which uses a much simpler 2 shade gradient.
This great stuff! Glad we didn't scare you off!
This is a great work, unfortunately, as far as the license goes, we've been down this path before.
The requirement is that the license(s) chosen for a work matches the actual license(s) the work is being distributed under. This is critical to keeping OGA useful as a source for open licensed material for developers and artists.
Using the description or notes fields to add additional restrictions, terms, etc. or (as in this case) to specificy an alternate license entirely is not allowed.
Unfortunately music is a bit tougher. There's tons of great songs on OGA but not a ton of 'complete' sets. You're best bet might be to fish around for a song you like and then see if the musician who wrote it has submitted any other songs.
I'll second the LPC recommendation. If the license works for your project, the LPC set is huge and should definitely contain almost anything you'd need for a top-down RPG.
Only downside is that being so huge, you might have to do some digging to find everything you want.
If you're looking for a single submission set that covers the basics, try sharm's woderful tiny basic set:
http://opengameart.org/content/tiny-16-basic
or russpuppy's rpg set:
http://opengameart.org/content/rpg-tileset
One nice advantage to russpuppy's set is that it's relatively 'crude' style, aside from being wonderfully charming, should make it easier for you to kludge in your own 'programmer art' for any additional pieces you might need.
> Limitations are fun! They lead to creativity and finished games.
True on both counts!
> This resolution and screen size mean designing 8x8 tile rooms.
> That's really only big enough for one thing in each room, like one item pickup or one platforming challenge.
Yeah, that's exactly the concern that popped into my head. Currently working at 256x144 and finding it a challenge to fit things into a single screen, so when I saw 128x128 I shuddered a bit. :)
But what can I say, at least you seem to have a very good handle on the challenges before you!
I guess I think of two tidbits to toss out there:
a comment:
> scrolling on vanilla HTML5 isn't pretty on every device at the moment
This actually might work out to be for the best. At that resolution full screen scrolling can be pretty rough, at least for these old eyes anyway. Struggling to find the right words to describe it, but basically there's just so little 'look ahead' or 'look back' space on the screen, can be jarring and hard to keep track of everything. At best it feels like you are looking at the world through a tiny peephole and at worst it's a disorientating mess. Definitely a problem I've had trying to play some older GameBoy games.
a question:
Have you thought about using 8x8 tiles at all? Even sticking with 16x16 sprites, going 8x8 on the tiles/world grid might allow you to add a little more granularity to jumping etc. I'll add that one thing I've learned from studying surt's stuff if that visually 8x8 tiles can be a really powerful tool, not that you need any help there, game already looks incredible! ;)
Being the programmer here, I'll ask the boring techincal question, why 128x128 specifically? Just curious as that's actually a good bit short of true NES res, so seems like an even more daunting challenge to work with.
Wow! Surt is full black background the only color change you made? Because that really hits it! My comment was going to be that the palette seemed a little washed out and maybe a bit pastely for NES, but dang that one change really cleared it all up, it looks perfectly NESy now!
Also great idea to remove highlights from background tiles. Another one I'd never have thought of but makes a huge difference! I'd say you are the master but we all know that already!
Welcome MadByte!
Very glad to have you join the OGA community! We do try to make it a nice place.
As MedicineStorm says, feel free to ask if you've any questions! Although judging by that first submission, there's not much left for us to teach you! ;)
Looks good! My only comment would be that there is an inconsistency between the head and arms which use kind of a heavy 4-5 shade gradient, and the chest which uses a much simpler 2 shade gradient.
alot of great stuff in this sheet! thanks much for sharing!
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