I was doing some cleaning on our FTP tonight and discovered that we do indeed have a female version as MrBeast asked. I also found frames for a child, and it seems that these images have three additional frames for the sideways directions. These were done several years ago so I completely forgot about them. I believe we decided against using 8 frames for the sidways animation because it was a lot of extra work and it was easier at the time to just have the same number of frames for each direction. I updated the description of this entry and added the new images. Enjoy!
Woah, Allacrost was shipped with your distro Pompei2? What distro was that? That's the first time I've heard of our software being included like that. Really cool! Yeah, that version you played was probably one of the demo 0.2.x ones. We're finally done with releasing demos and ar e now moving on to the full game.
Myckel, yeah the reason why it wasn't longer than 20 minutes was because we don't have the artwork yet to create our next map (a castle/town). I've been working on creating artwork for it myself because we have no artists on the team currently doing map art. :( The crab-like boss (its actually a giant scorpion) does need to be improved. Its placeholder art that still needs to be shaded and given detail. Its on our long list of things to do. Also the release you played was a development release, which is basically an unfinished snapshot of what our next release is going to be. We're still missing over half of the maps for that release, so don't worry, there's more to come. :)
The only good one that came to mind. I think it would help if you told us what the main theme of the game was. You listed several (zombies, magic banned, corrupt theocricy). You don't want to name the game as if it was a zombie apocolypse if that's just another part of the game and not the main focus. What drives the characters? What are they fighting against?
It may look smoother that way but that's not correct. If you line all the images in this sequence up, in frame #4 the sprite is lifting their left leg to take a step forward, as shown in frame #5. They wouldn't be back to "taking a step forward" as they are finishing that step. We've been using the 1-2-3-1-4-5 sequence in our game for years and its never looked bad. But you're free to use them however you like. :)
All of our content is licensed under GPLv2. We maintain a policy that anyone who contributes to the project retains the full rights to their original work and can do whatever they like with it, including providing it under a different license. The only agreement that is made is to allow us to use their content and distribute it under GPLv2.
Wow, thanks for linking me to those tilesets. Although they'll need some adjustments to work with our project, we can definitely make use of that work.
I think we can find a use for some of these in the next release of Hero of Allacrost (we use FF6-style sprites there as well). Eventually, I hope we can provide additional directions/orientations and animate these as well. If we do so, I'll share the results here. Thanks!
This is the only "skinnable" sprite I could find. I believe its gender neutral, although perhaps someone would care to contribute more versions with different body types, skin tones, and facial proportions? I'm rather busy myself right now.
You can see examples of several fully-skinned sprites from screenshots at the Allacrost website. There's also some sprites to be found in the media section of the website, and you can dig around in the SVN repository if you like.
I've been working on the same project, Hero of Allacrost, ever since I started it in 2004. Over the years my sources of motivation have changed.
Starting Out
1) I wanted to contribute something back to the FOSS community in my own way, after having gained so much from it already
2) I had just graduated college and was in limbo waiting for grad school to start, so I had a lot of free time (and for once, no homework)
3) I wanted to realize a childhood dream of mine to develop a video game
4) I loved developing software and didn't have any more assignments to work on
5) I noticed a lack of FOSS games and wanted to help fill the gap.
6) I had found several interests in other areas and I figured working on a game would allow me to involve myself in several discplines instead of soley software development.
Middle Years
1) Working on the project was giving me invaluable experience into software development and management practices, which was really helping my professional career
2) I could continue to see my skills as a developer, manager, writer, etc. grow, which is very important to me
3) We had already spent so much time and effort into this project that there was no way I was just going to abandon it and lose everything. No matter how bad things got.
4) We started releasing demos every few months, and it was very encouraging to see how far we had come with each release.
Today
1) I'm cynical about the so-called "profession" of software development, as all the jobs I've held involved me fixing someone else's terrible design.
2) The things I work on with my game are much more challenging and engaging than the rudimentary work I do as a software engineer
3) We're finally at a point where we have enough of a foundation in our code to focus on creating content and putting a true game together
4) I'm so damn persistent and refuse to quit what I started. :)
I was doing some cleaning on our FTP tonight and discovered that we do indeed have a female version as MrBeast asked. I also found frames for a child, and it seems that these images have three additional frames for the sideways directions. These were done several years ago so I completely forgot about them. I believe we decided against using 8 frames for the sidways animation because it was a lot of extra work and it was easier at the time to just have the same number of frames for each direction. I updated the description of this entry and added the new images. Enjoy!
Woah, Allacrost was shipped with your distro Pompei2? What distro was that? That's the first time I've heard of our software being included like that. Really cool! Yeah, that version you played was probably one of the demo 0.2.x ones. We're finally done with releasing demos and ar e now moving on to the full game.
Myckel, yeah the reason why it wasn't longer than 20 minutes was because we don't have the artwork yet to create our next map (a castle/town). I've been working on creating artwork for it myself because we have no artists on the team currently doing map art. :( The crab-like boss (its actually a giant scorpion) does need to be improved. Its placeholder art that still needs to be shaded and given detail. Its on our long list of things to do. Also the release you played was a development release, which is basically an unfinished snapshot of what our next release is going to be. We're still missing over half of the maps for that release, so don't worry, there's more to come. :)
http://www.opengameart.org/content/castle-exterior-tiles
Wish I had more time to work on this to make a few different more, but I'm leaving for vacation tomorrow.
The only good one that came to mind. I think it would help if you told us what the main theme of the game was. You listed several (zombies, magic banned, corrupt theocricy). You don't want to name the game as if it was a zombie apocolypse if that's just another part of the game and not the main focus. What drives the characters? What are they fighting against?
It may look smoother that way but that's not correct. If you line all the images in this sequence up, in frame #4 the sprite is lifting their left leg to take a step forward, as shown in frame #5. They wouldn't be back to "taking a step forward" as they are finishing that step. We've been using the 1-2-3-1-4-5 sequence in our game for years and its never looked bad. But you're free to use them however you like. :)
All of our content is licensed under GPLv2. We maintain a policy that anyone who contributes to the project retains the full rights to their original work and can do whatever they like with it, including providing it under a different license. The only agreement that is made is to allow us to use their content and distribute it under GPLv2.
Wow, thanks for linking me to those tilesets. Although they'll need some adjustments to work with our project, we can definitely make use of that work.
I think we can find a use for some of these in the next release of Hero of Allacrost (we use FF6-style sprites there as well). Eventually, I hope we can provide additional directions/orientations and animate these as well. If we do so, I'll share the results here. Thanks!
This is the only "skinnable" sprite I could find. I believe its gender neutral, although perhaps someone would care to contribute more versions with different body types, skin tones, and facial proportions? I'm rather busy myself right now.
You can see examples of several fully-skinned sprites from screenshots at the Allacrost website. There's also some sprites to be found in the media section of the website, and you can dig around in the SVN repository if you like.
http://www.allacrost.org/multimedia/screenshots
Eventually I think we'll provide some of these fully created sprites on OGA as well, but give us a while to get our next release out.
I've been working on the same project, Hero of Allacrost, ever since I started it in 2004. Over the years my sources of motivation have changed.
Starting Out
1) I wanted to contribute something back to the FOSS community in my own way, after having gained so much from it already
2) I had just graduated college and was in limbo waiting for grad school to start, so I had a lot of free time (and for once, no homework)
3) I wanted to realize a childhood dream of mine to develop a video game
4) I loved developing software and didn't have any more assignments to work on
5) I noticed a lack of FOSS games and wanted to help fill the gap.
6) I had found several interests in other areas and I figured working on a game would allow me to involve myself in several discplines instead of soley software development.
Middle Years
1) Working on the project was giving me invaluable experience into software development and management practices, which was really helping my professional career
2) I could continue to see my skills as a developer, manager, writer, etc. grow, which is very important to me
3) We had already spent so much time and effort into this project that there was no way I was just going to abandon it and lose everything. No matter how bad things got.
4) We started releasing demos every few months, and it was very encouraging to see how far we had come with each release.
Today
1) I'm cynical about the so-called "profession" of software development, as all the jobs I've held involved me fixing someone else's terrible design.
2) The things I work on with my game are much more challenging and engaging than the rudimentary work I do as a software engineer
3) We're finally at a point where we have enough of a foundation in our code to focus on creating content and putting a true game together
4) I'm so damn persistent and refuse to quit what I started. :)
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