There's also this submission with lots of wild animals: https://opengameart.org/content/animated-wild-animals . It's not the right perspective or exactly the right style, and there's only side-views, but the animations are really nice. It could probably work for wild animals that are grazing/wandering around and then run away when the player shows up.
It looks like in some of your art (mostly screenshot_2021-03-15_13-52-03.png), you may have scaled some of the tiles by a non-integer multiple, in a program like PhotoShop or GIMP, which is performing interpolations/anti-aliasing and is making the pixel art blurry. Try zooming in on the bricks in your image and compare to the image you started with, and you'll see what I mean---your bricks are blurry.
The best solution is to use a program that is designed for pixel art, like PyxelEdit or Aseprite, but if you want to use GIMP/PS/etc., you should avoid scaling/rotating pixel art and/or disable anti-aliasing/interpolation.
I'm not here to judge what's a worthy project---people love that mod that is remaking Morrowind in the Skyrim engine. Work on whatever excites you! I just want everyone to be aware of the legal/licensing issues, especially since we're on a FOSS forum :)
Hey, it's a neat project! You've done a lot of work and the map looks very nice!
I hate to be the Bad Guy, but before you get much further, I want to point out a few issues with copright:
The sprites you are using from the StardewValleyExpanded mod are not completely original---the cliffs and trees for instance are direct edits of the sprites from the original game. Therefore you probably cannot use them in this way, and you definitely can't license them as CC-BY-SA-NC. I wasn't able to find an official license or terms of use for the original game, but I'm pretty sure the art is not licensed under CC-BY-SA or similar. I understand that ConcernedApe is cool with mods for Stardew Valley distributing the art (or modifications thereof), but I doubt that they are also okay with completely separate games that re-create their game but use their art. I know the authors of the StardewValleyExpanded mod say their repository is MIT-licensed, and that might apply to the code or original artwork they have done, but they don't own the copyright to the artwork from the original game, so they can't release it under such a permissive license. I may be wrong about the license for the original game art from ConcernedApe---if so, correct me---but I doubt it.
I also question a bit whether re-creating the map tile-for-tile is permissible. Arguably the map from the game is subject to copyright, so by copying it, you are violating the author's copyright. Re-creating the general layout of the town is probably fine, but creating a (near-)exact replica tile-by-tile is probably not. Likewise if you make a few tiny changes so that it's slightly different, but otherwise make it nearly identical, you're still creating a derivative of the original. Finally (because it's a common misconception), just because you place the tiles/pixels yourself, does NOT mean you are creating an original (non-derivative) work. For example, if I opened up a sprite of Mario from Super Mario Bros, then opened GIMP in another window and re-created it, pixel-for-pixel... I've still *copied* Mario, and I've clearly created a derivative work, in violation of Nintendo's copyright.
If you are just using the Stardew Valley sprites for your internal prototyping, that's fine. But since you are distributing them online with your FLARE mod, it's probably time to start looking for art that you have a license to use.
Again, I say all this not to rain on your parade, but to help you make your project successful and legal :)
Those screens look better (although they remind me that the trees need some work; some are very stylistically inconsistent :p). However, I think they reveal two other, subtler issues:
- there are many different kinds of trees, and they are all about equally common. Counter-intuitively, I think this makes the scene feel less diverse. I suspect it would look better if most of the trees were one symmetrical simple shape (like the base LPC tree), with a much smaller number of the other, more asymmetrical trees sprinkled in.
- the trees still seem to be somewhat uniformly distributed within each space. I know this probably isn't exactly the case, since you've written about it before https://pvigier.github.io/2019/06/09/vagabond-forest-generation.html , but whatever is happening... it still doesn't look right.
I think the trees would benefit from a few slight recolors too. Having all the trees be exactly the same colors looks a bit strange
I can try to put together some manual examples if it would be helpful.
Maybe "drumsnake," and it can have flavor text about how it "tastes (suspiciously) like chicken"? :p
When walking around the overworld, the vegetation still feels very sparse. It would be great if trees (and other decorations, like plants, rocks, etc.) were more tightly clustered and there were less wide open space.
There's also this submission with lots of wild animals: https://opengameart.org/content/animated-wild-animals . It's not the right perspective or exactly the right style, and there's only side-views, but the animations are really nice. It could probably work for wild animals that are grazing/wandering around and then run away when the player shows up.
Thanks! Please share your meals too!!
Doing God's work; thank you!
Hey, thanks so much for doing that! Did you write a script to do this conversion, or was it manual?
I've been thinking of revisiting the original, and it would be great to pack automatically into this size.
Hello, I am sorry this is such a pain. Looks like BenCreating has answered most of your questions. I believe the remaining random recolors were mostly done by bigbeargames, as discussed in this thread https://opengameart.org/forumtopic/lpc-spritesheetcharacter-generator-at... .
If you check https://github.com/sanderfrenken/Universal-LPC-Spritesheet-Character-Gen... , all assets in castelonia's current generator https://sanderfrenken.github.io/Universal-LPC-Spritesheet-Character-Gene... should have attributions in that file.
Let us know if you have other questions.
Very nice to see! I like the new beginning :)
It looks like in some of your art (mostly screenshot_2021-03-15_13-52-03.png), you may have scaled some of the tiles by a non-integer multiple, in a program like PhotoShop or GIMP, which is performing interpolations/anti-aliasing and is making the pixel art blurry. Try zooming in on the bricks in your image and compare to the image you started with, and you'll see what I mean---your bricks are blurry.
The best solution is to use a program that is designed for pixel art, like PyxelEdit or Aseprite, but if you want to use GIMP/PS/etc., you should avoid scaling/rotating pixel art and/or disable anti-aliasing/interpolation.
Can't wait to see more!
I'm not here to judge what's a worthy project---people love that mod that is remaking Morrowind in the Skyrim engine. Work on whatever excites you! I just want everyone to be aware of the legal/licensing issues, especially since we're on a FOSS forum :)
And let me know if you need any art! ;-)
Hey, it's a neat project! You've done a lot of work and the map looks very nice!
I hate to be the Bad Guy, but before you get much further, I want to point out a few issues with copright:
The sprites you are using from the StardewValleyExpanded mod are not completely original---the cliffs and trees for instance are direct edits of the sprites from the original game. Therefore you probably cannot use them in this way, and you definitely can't license them as CC-BY-SA-NC. I wasn't able to find an official license or terms of use for the original game, but I'm pretty sure the art is not licensed under CC-BY-SA or similar. I understand that ConcernedApe is cool with mods for Stardew Valley distributing the art (or modifications thereof), but I doubt that they are also okay with completely separate games that re-create their game but use their art. I know the authors of the StardewValleyExpanded mod say their repository is MIT-licensed, and that might apply to the code or original artwork they have done, but they don't own the copyright to the artwork from the original game, so they can't release it under such a permissive license. I may be wrong about the license for the original game art from ConcernedApe---if so, correct me---but I doubt it.
I also question a bit whether re-creating the map tile-for-tile is permissible. Arguably the map from the game is subject to copyright, so by copying it, you are violating the author's copyright. Re-creating the general layout of the town is probably fine, but creating a (near-)exact replica tile-by-tile is probably not. Likewise if you make a few tiny changes so that it's slightly different, but otherwise make it nearly identical, you're still creating a derivative of the original. Finally (because it's a common misconception), just because you place the tiles/pixels yourself, does NOT mean you are creating an original (non-derivative) work. For example, if I opened up a sprite of Mario from Super Mario Bros, then opened GIMP in another window and re-created it, pixel-for-pixel... I've still *copied* Mario, and I've clearly created a derivative work, in violation of Nintendo's copyright.
If you are just using the Stardew Valley sprites for your internal prototyping, that's fine. But since you are distributing them online with your FLARE mod, it's probably time to start looking for art that you have a license to use.
Again, I say all this not to rain on your parade, but to help you make your project successful and legal :)
Those screens look better (although they remind me that the trees need some work; some are very stylistically inconsistent :p). However, I think they reveal two other, subtler issues:
- there are many different kinds of trees, and they are all about equally common. Counter-intuitively, I think this makes the scene feel less diverse. I suspect it would look better if most of the trees were one symmetrical simple shape (like the base LPC tree), with a much smaller number of the other, more asymmetrical trees sprinkled in.
- the trees still seem to be somewhat uniformly distributed within each space. I know this probably isn't exactly the case, since you've written about it before https://pvigier.github.io/2019/06/09/vagabond-forest-generation.html , but whatever is happening... it still doesn't look right.
I think the trees would benefit from a few slight recolors too. Having all the trees be exactly the same colors looks a bit strange
I can try to put together some manual examples if it would be helpful.
Maybe "drumsnake," and it can have flavor text about how it "tastes (suspiciously) like chicken"? :p
When walking around the overworld, the vegetation still feels very sparse. It would be great if trees (and other decorations, like plants, rocks, etc.) were more tightly clustered and there were less wide open space.
I hope to test it out more later!
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