I think BSD is more equivalent to CC-BY, or even CC-BY-SA, but BSD allows mixing of licenses whereas CC-BY-SA is iffy on that. CC0 (Public Domain) would be nice, but CC-BY 3.0 would be acceptable too in my opinion. CC-BY-SA can cause issues with license compatibility and some people avoid it for that reason.
My suggestion is to get permission and relicense as much as you can, even if it's not the whole project, and post it here. Freedoom is big, and even a relatively small portion could be quite useful to a lot of people.
Look closely at the license text. It's actually the 3-clause Modified BSD License, which is GPL-compatible and approved by the OSI. It does seem like an odd choice considering that Freedoom isn't really software, but it is generally considered a free license. The site already has the less permissive GPL available, and I'm actually kind of surprised BSD licenses aren't available too.
My advice is to sketch it out, even if it's on a napkin. See if it makes sense, if it works for the verse you're going for, and tweak it until it does.
You might want to look up real ship plans and design principles. Otherwise, just go with what feels right until you get something you like.
It doesn't really matter. I would say go with what your target audience expects, but these days you'll probably have American players, British players, and players whose native language is not English at all. Go with whichever you feel fits the game better and/or whichever you personally prefer.
I will freely admit I got lazy and didn't change the layouts much. Adding and removing interactive houses is somewhat complicated, but I could have moved them around a bit more.
I was worried about giving myself 256 colors to work with and then not using them effectively. I think the new art does a much better job of using the wider gamut.
The Android (Google Play) version has been updated, though it might not be live yet. I haven't updated the apk or downloadable versions yet, and I haven't pushed the changes to GitHub. I'll have that done by the end of the week, along with posting the rest of the art on this site.
The issue wasn't with filetype conversions but my ham-fisted attempt at 256-color graphics. What I did was import, scale 2x using "Bicubic Automatic", then switch to Indexed Color mode, dithering enabled. Most of the actual editing was done after the scaling, but before the palettizing. I was trying to go for a certain style, but after looking at it for a while I decided that it was, well, garbage.
What I did this time is do my edits at the original resolution, recoloring manually to the new palette, then scaling 2x nearest-neighbour. I do miss the fake texturing and perceived detail that some of the old scaled graphics had. For the world tiles, I layered the old dithered graphics on top of the new ones at half opacity. I'm still not sure if I like the look. The backgrounds have dithered gradients now, and again I'm not sold on that either.
I'm almost done now (enemies are done), and I'm mostly happy with the results. You can try it here. I haven't updated the download or android version, but the "Play Online" link should work. You may need to clear your browser cache first.
I'm currently working on redoing some of the art, getting rid of the horrid dithering and doing manual recoloring. I'm not very good at anything artistic, so I'm pretty much just replacing colors, not adding any shading. Ascension: Adventure uses a 256-color palette and 320x240 resolution, but I don't really have the skill to take advantage of it.
Death Speaker/Cult Leader. From left to right: Heroine Dusk Original, Redshrike's Remix, Ascension: Adventure V1, Ascension: Adventure (New) The first two use DawnBringer's 16 color palette, the last two use my 256-color palette.
Of course, once everything is done, it will be posted here.
Agreed. Although the design is generic enough to not be a violation of copyright, calling it the "Kill Bill girl" could be. I recommend you rename it. You could maybe mention that she's similar to or inspired by the character in Kill Bill in the description.
I am considering using this in Ascension 2, but the GPL licensing is incompatible with my project. I humbly request that you relicense this OGA-BY or CC-BY so that I may use it. I don't mean to intrude, but I think this could fit into my project nicely.
I think BSD is more equivalent to CC-BY, or even CC-BY-SA, but BSD allows mixing of licenses whereas CC-BY-SA is iffy on that. CC0 (Public Domain) would be nice, but CC-BY 3.0 would be acceptable too in my opinion. CC-BY-SA can cause issues with license compatibility and some people avoid it for that reason.
My suggestion is to get permission and relicense as much as you can, even if it's not the whole project, and post it here. Freedoom is big, and even a relatively small portion could be quite useful to a lot of people.
Look closely at the license text. It's actually the 3-clause Modified BSD License, which is GPL-compatible and approved by the OSI. It does seem like an odd choice considering that Freedoom isn't really software, but it is generally considered a free license. The site already has the less permissive GPL available, and I'm actually kind of surprised BSD licenses aren't available too.
I'm adapting all these sets for use with GZDoom. I tried one out today and it looked good so I've started converting and packaging them.
My advice is to sketch it out, even if it's on a napkin. See if it makes sense, if it works for the verse you're going for, and tweak it until it does.
You might want to look up real ship plans and design principles. Otherwise, just go with what feels right until you get something you like.
It doesn't really matter. I would say go with what your target audience expects, but these days you'll probably have American players, British players, and players whose native language is not English at all. Go with whichever you feel fits the game better and/or whichever you personally prefer.
I will freely admit I got lazy and didn't change the layouts much. Adding and removing interactive houses is somewhat complicated, but I could have moved them around a bit more.
I was worried about giving myself 256 colors to work with and then not using them effectively. I think the new art does a much better job of using the wider gamut.
The Android (Google Play) version has been updated, though it might not be live yet. I haven't updated the apk or downloadable versions yet, and I haven't pushed the changes to GitHub. I'll have that done by the end of the week, along with posting the rest of the art on this site.
The issue wasn't with filetype conversions but my ham-fisted attempt at 256-color graphics. What I did was import, scale 2x using "Bicubic Automatic", then switch to Indexed Color mode, dithering enabled. Most of the actual editing was done after the scaling, but before the palettizing. I was trying to go for a certain style, but after looking at it for a while I decided that it was, well, garbage.
What I did this time is do my edits at the original resolution, recoloring manually to the new palette, then scaling 2x nearest-neighbour. I do miss the fake texturing and perceived detail that some of the old scaled graphics had. For the world tiles, I layered the old dithered graphics on top of the new ones at half opacity. I'm still not sure if I like the look. The backgrounds have dithered gradients now, and again I'm not sold on that either.
I'm almost done now (enemies are done), and I'm mostly happy with the results. You can try it here. I haven't updated the download or android version, but the "Play Online" link should work. You may need to clear your browser cache first.
I'm currently working on redoing some of the art, getting rid of the horrid dithering and doing manual recoloring. I'm not very good at anything artistic, so I'm pretty much just replacing colors, not adding any shading. Ascension: Adventure uses a 256-color palette and 320x240 resolution, but I don't really have the skill to take advantage of it.
Death Speaker/Cult Leader.
From left to right: Heroine Dusk Original, Redshrike's Remix, Ascension: Adventure V1, Ascension: Adventure (New)
The first two use DawnBringer's 16 color palette, the last two use my 256-color palette.
Of course, once everything is done, it will be posted here.
Agreed. Although the design is generic enough to not be a violation of copyright, calling it the "Kill Bill girl" could be. I recommend you rename it. You could maybe mention that she's similar to or inspired by the character in Kill Bill in the description.
I am considering using this in Ascension 2, but the GPL licensing is incompatible with my project. I humbly request that you relicense this OGA-BY or CC-BY so that I may use it. I don't mean to intrude, but I think this could fit into my project nicely.
Pages