Thanks for pointing that out. I remember noticing an issue with that when I was making the blonde recolor. I think I accidentally hit a big part of the image with the burn brush or something at very low % when I was previously using Photoshop.
Does the attached image fix the problem? If so I will update the submission.
And I don't understand how the big feet are used,
I... don't exactly remember either :p I think the idea was to use them with the taller cupboards to their left. They should probably be shifted up 1px.
Please add a preview where this set is actually used, which showcases the cupboard modularity.
Yes, I would love to! So much to do, so little time... I was meaning to upload a set of walls and floors and then make a proper preview, but I got distracted of course...
Cool! You're developing quite the little Sci-Fi/modern collection in the LPC.
Where do the hammocks in the top-left of the second preview image come from?
I feel like you need some metal crates and barrels/oil drums to fill some extra space. And I don't think the yellow couches are quite space-y enough; they either need to be more modern or more run down and janky, to fit sort of a Firefly/Star Wars space western vibe.
Oh gosh, thank you for pointing that out! I accidentally uploaded the tilesets twice. The second file download has been replaced and now contains the TMX file of the preview image.
I can't believe any of the 65 people who downloaded it before didn't mention anything :p
Agreed with everything MedicineStorm said; we were probably typing at the same time :p
One other point you reminded me of: the only way we can KNOW an asset is free to use is if we KNOW :
who made it
under what license they released it
that it was not copied or adapted from another non-free source (i.e. that we know the entire provenance of the asset)
So even if Kuranyem thinks properly crediting OGA art is too much work for most people, it's imperative for the people who DO want to use it (and are willing to abide by the terms of the licenses, i.e. provide credit) to KNOW where it came from.
Some of the people on that reddit thread may have been more happy to use the assets and willing to provide proper credit, but were turned off because the amount of research they would have needed to do to figure out those credits was unreasonable. Hopefully this effort has helped that group.
Kuranyem, thanks for taking the time to write up your thoughts. I appreciate your perspective, even if I disagree with some of your points. Let's keep the discussion here focused on attribution of the LPC character spritesheets and how to make the sprites/credits easy for developers to use. If you would like to start a broader discussion about how to make the OGA website better or more useful, please start a separate thread.
First, I'll reiterate that I think properly crediting artists for their work is non-negotiable. It's a legal requirement of the licenses and it's the right thing to do, in honor of the huge amount of work that artists are giving away for free here. Think of that as the price for using the assets---if providing that credit is too much work, developers can always decide not to use that assets. However, that's exactly the situation I am trying to avoid. I want to make it easier for developers to give proper credit. You're right that some people will still refuse to give credit, just like some people choose to pirate commercial software or cheat on their taxes---we can have a separate discussion about whether it's worth trying to chase down and punish people for that. That's not what I'm trying to do here---I'm trying to make it as easy as possible for people to credit the art that they want to use in their game.
I'll address some of your specific points:
Should you really use CSV? And not an open-source alternative, or easy to open with another open-source editor since this seems to be advocated most of the time for anything coming out of here?
CSV itself is a very simple file format, easily edited by many FOSS and commercial software. It's human-readable as plain text (not ideal, but possible). There are also libraries to parse it in nearly every programming language imaginable, and failing that, it's not difficult to write your own parser. This is why I chose it. However, if you think there is a better option, I'd be happy to hear it.
As for the "schema" of the CSV file (i.e., how the columns describe the relevant metadata), I agree it's not great---I don't love the "url1", "url2", "url3" columns, whereas the "authors" column is itself a comma-separated list. But there doesn't seem to be a standard schema for attributing art/data (the closest I could find was the Creative Commons RDFa schema; however, it's much more complicated, not human-readable, and does not seem to be supported by many tools. We could consider implementing it if there's interest). Again, I'd be happy to hear suggestions that would be more elegant or easier to use
In my opinion a third-party using anything from oga would rather have a single link so that they can point "I use things from this place from various artists, if you're interested just go have a look by yourself."
The file CREDITS.csv lists the authors, license(s), and links to the original URL(s), for each image in spritesheets. If you generate a sprite using this tool, you must credit all the authors. You can do this one of two ways:
Distribute the entire CREDITS.csv file along with your project.
Based on the layers you use, copy the appropriate rows from CREDITS.csv into a new file and distribute that file with your project.
Either way, make sure this credits file is accessible from within your game or app and can be reasonably discovered by users (for instance, show the information on the "Credits" screen directly, or provide a visible link). If you don't want to show the entire credits file directly, should include a statement like this on your credits screen:
Sprites by: David Conway Jr. (JaidynReiman), Nila122, Johannes Sjölund (wulax), Stephen Challener (Redshrike), Luke Mehl, bluecarrot16, Thane Brimhall (pennomi), laetissima, Michael Whitlock (bigbeargames), Matthew Krohn (makrohn), Rhimlock, Benjamin K. Smith (BenCreating), Sander Frenken (castelonia), kheftel, Marcel van de Steeg (MadMarcel), kirts, Mark Weyer, Lanea Zimmerman (Sharm), Manuel Riecke (MrBeast), Charles Sanchez (CharlesGabriel), Zi Ye, William.Thompsonj, drjamgo@hotmail.com, dalonedrau, ElizaWy, Evert, Daniel Eddeland (daneeklu), Carlo Enrico Victoria (Nemisys), Mandi Paugh, Joe White, Barbara Riviera, Tracy, DarkwallLKE, thecilekli, Stafford McIntyre, PlatForge project, Shaun Williams, Tuomo Untinen (reemax), Pierre Vigier (pvigier), Lori Angela Nagel (jastiv), tskaufma, gr3yh47, LordNeo, XOR, pswerlang, Inboxninja Sprites contributed as part of the Liberated Pixel Cup project from OpenGameArt.org: http://opengameart.org/content/lpc-collection License: Creative Commons Attribution-ShareAlike 3.0 http://creativecommons.org/licenses/by-sa/3.0/ Detailed credits: [LINK TO CREDITS.CSV FILE]
So basically, if a developer wants to use these assets and REALLY doesn't want to go to any more trouble, they can copy-and-paste the above statement in their credits and link to CREDITS.csv on their credits screen.
The reddit link you posted bluecarrot16 is, in my opinion, exactly what happens when people consider using things from the LPC, or anything from oga, but eventually give up. To quote the relevant things :
- "How would I know the names of the artists? Is it just better to credit all the artists who contributed instead? It's a hassle to look for which artist did which asset."
This is a little unfair. Those comments were from before castelonia and I did all the work to add credits to the generator. Now the generator makes an attribution statement for you and there is a clear statement about the license with a list of all authors---both for the entire project, and broken down per-file---linked in the README. A few weeks ago, the answer to that question in the reddit thread was "well, you have to go search on OGA and figure out who made each spritesheet, then credit them; sorry about that... good luck!" Now the answer is "check out the README and CREDITS.CSV; you need to credit the authors for all files you use, but the information is all in CREDITS.CSV. Let us know if you have any questions." I think that's a big improvement.
Are most people even going to bother with it, especially when the list has reached such a big state?
This is the problem we are trying to solve. I can't really convince people to "bother" with it, but I can try to make it easy/possible for them. I'll again mention that AAA games routinely list hundreds or thousands of people in their credits. Frankly, if someone can't be bothered to make the effort of copying-and-pasting some text into their game's credits, well, I'm not sure what I can do for them. See my comments above.
I also think that LPC, while being big, still isn't as useful as you people might think. But again, that's subjective, and I don't want you to think that I only want to speak ill of things in the discussion so I won't go into detail. Unless you are interested.
I would actually be interested in hearing what you have to say about this. But please make a separate thread. If you look at my portfolio on this site, a lot of my work has been collecting art into stylistically consistent, themed sheets that are directly usable in a game. I also always include a human-readable CREDITS.txt file that can be copied directly alongside the work. For my recent LPC victorian town decorations submission, I made a large preview map in Tiled, using art from several of my OGA submissions; even though this draws upon dozens of OGA submissions from numerous artists, putting together the credits for the scene only took about 5 minutes, because it was just a matter of pasting in the CREDITS file. Would it have been easier if everything had been CC0 (like Kenney's art)? Sure, but not every artist is okay with that, and I have to respect the terms of the licenses they set. So yeah, I'd be happy to hear your thoughts (in a separate thread) on how to make the LPC set more useful. To my view, it's one of the largest and most comprehensive collections of free art on the internet, and I'd like to see it used.
And in fact, the problem is mostly solved now. You'll have to re-build your assets in the generator, but now it can automatically show you the credits for a given sprite (make your character, then click "Credits for this sprite"). You can combine each of those CSV files and include them on your credits screen. There's some more specific guidance here: https://github.com/sanderfrenken/Universal-LPC-Spritesheet-Character-Gen... . Take a look at that and let us know if you still have questions.
The set became absolutely massive, but I think it will be very useful and I am exciting to see what the community builds with it. Includes a full Tiled map, which still only captures a fraction of the possibilities ;-)
Thanks for pointing that out. I remember noticing an issue with that when I was making the blonde recolor. I think I accidentally hit a big part of the image with the burn brush or something at very low % when I was previously using Photoshop.
Does the attached image fix the problem? If so I will update the submission.
I... don't exactly remember either :p I think the idea was to use them with the taller cupboards to their left. They should probably be shifted up 1px.
Yes, I would love to! So much to do, so little time... I was meaning to upload a set of walls and floors and then make a proper preview, but I got distracted of course...
Can't wait to see what you build with it ;-)
It's from the original contest: https://opengameart.org/lpc-art-entries (or https://lpc.opengameart.org/lpc-art-entries ; same content), so it's GPL 3.0 / CC-BY-SA 3.0. Ctrl-F on that page for toilet. Author is Matthew Nash
Ah, makes sense. I had forgotten you were mimicking a real space and using it for meetups. In that case, less detritus is better :p
There's a toilet here https://opengameart.org/content/public-toilet-tileset and another one here https://opengameart.org/content/lpc-simple-modern-furniture ; the first one is probably the one in the tile atlas but I didn't check
Cool! You're developing quite the little Sci-Fi/modern collection in the LPC.
Where do the hammocks in the top-left of the second preview image come from?
I feel like you need some metal crates and barrels/oil drums to fill some extra space. And I don't think the yellow couches are quite space-y enough; they either need to be more modern or more run down and janky, to fit sort of a Firefly/Star Wars space western vibe.
Oh gosh, thank you for pointing that out! I accidentally uploaded the tilesets twice. The second file download has been replaced and now contains the TMX file of the preview image.
I can't believe any of the 65 people who downloaded it before didn't mention anything :p
Agreed with everything MedicineStorm said; we were probably typing at the same time :p
One other point you reminded me of: the only way we can KNOW an asset is free to use is if we KNOW :
So even if Kuranyem thinks properly crediting OGA art is too much work for most people, it's imperative for the people who DO want to use it (and are willing to abide by the terms of the licenses, i.e. provide credit) to KNOW where it came from.
Some of the people on that reddit thread may have been more happy to use the assets and willing to provide proper credit, but were turned off because the amount of research they would have needed to do to figure out those credits was unreasonable. Hopefully this effort has helped that group.
Kuranyem, thanks for taking the time to write up your thoughts. I appreciate your perspective, even if I disagree with some of your points. Let's keep the discussion here focused on attribution of the LPC character spritesheets and how to make the sprites/credits easy for developers to use. If you would like to start a broader discussion about how to make the OGA website better or more useful, please start a separate thread.
First, I'll reiterate that I think properly crediting artists for their work is non-negotiable. It's a legal requirement of the licenses and it's the right thing to do, in honor of the huge amount of work that artists are giving away for free here. Think of that as the price for using the assets---if providing that credit is too much work, developers can always decide not to use that assets. However, that's exactly the situation I am trying to avoid. I want to make it easier for developers to give proper credit. You're right that some people will still refuse to give credit, just like some people choose to pirate commercial software or cheat on their taxes---we can have a separate discussion about whether it's worth trying to chase down and punish people for that. That's not what I'm trying to do here---I'm trying to make it as easy as possible for people to credit the art that they want to use in their game.
I'll address some of your specific points:
CSV itself is a very simple file format, easily edited by many FOSS and commercial software. It's human-readable as plain text (not ideal, but possible). There are also libraries to parse it in nearly every programming language imaginable, and failing that, it's not difficult to write your own parser. This is why I chose it. However, if you think there is a better option, I'd be happy to hear it.
As for the "schema" of the CSV file (i.e., how the columns describe the relevant metadata), I agree it's not great---I don't love the "url1", "url2", "url3" columns, whereas the "authors" column is itself a comma-separated list. But there doesn't seem to be a standard schema for attributing art/data (the closest I could find was the Creative Commons RDFa schema; however, it's much more complicated, not human-readable, and does not seem to be supported by many tools. We could consider implementing it if there's interest). Again, I'd be happy to hear suggestions that would be more elegant or easier to use
That's the reason we added the CREDITS.CSV option to the spritesheet generator, along with this statement here in the project README::
So basically, if a developer wants to use these assets and REALLY doesn't want to go to any more trouble, they can copy-and-paste the above statement in their credits and link to CREDITS.csv on their credits screen.
This is a little unfair. Those comments were from before castelonia and I did all the work to add credits to the generator. Now the generator makes an attribution statement for you and there is a clear statement about the license with a list of all authors---both for the entire project, and broken down per-file---linked in the README. A few weeks ago, the answer to that question in the reddit thread was "well, you have to go search on OGA and figure out who made each spritesheet, then credit them; sorry about that... good luck!" Now the answer is "check out the README and CREDITS.CSV; you need to credit the authors for all files you use, but the information is all in CREDITS.CSV. Let us know if you have any questions." I think that's a big improvement.
This is the problem we are trying to solve. I can't really convince people to "bother" with it, but I can try to make it easy/possible for them. I'll again mention that AAA games routinely list hundreds or thousands of people in their credits. Frankly, if someone can't be bothered to make the effort of copying-and-pasting some text into their game's credits, well, I'm not sure what I can do for them. See my comments above.
I would actually be interested in hearing what you have to say about this. But please make a separate thread. If you look at my portfolio on this site, a lot of my work has been collecting art into stylistically consistent, themed sheets that are directly usable in a game. I also always include a human-readable CREDITS.txt file that can be copied directly alongside the work. For my recent LPC victorian town decorations submission, I made a large preview map in Tiled, using art from several of my OGA submissions; even though this draws upon dozens of OGA submissions from numerous artists, putting together the credits for the scene only took about 5 minutes, because it was just a matter of pasting in the CREDITS file. Would it have been easier if everything had been CC0 (like Kenney's art)? Sure, but not every artist is okay with that, and I have to respect the terms of the licenses they set. So yeah, I'd be happy to hear your thoughts (in a separate thread) on how to make the LPC set more useful. To my view, it's one of the largest and most comprehensive collections of free art on the internet, and I'd like to see it used.
And in fact, the problem is mostly solved now. You'll have to re-build your assets in the generator, but now it can automatically show you the credits for a given sprite (make your character, then click "Credits for this sprite"). You can combine each of those CSV files and include them on your credits screen. There's some more specific guidance here: https://github.com/sanderfrenken/Universal-LPC-Spritesheet-Character-Gen... . Take a look at that and let us know if you still have questions.
Happy New Year (at least in the Eastern US) OGA!
It took most of 2020, but I have finally uploaded by Victorian buildings and Victorian town decorations:
https://opengameart.org/content/lpc-victorian-buildings
https://opengameart.org/content/lpc-victorian-town-decorations
The set became absolutely massive, but I think it will be very useful and I am exciting to see what the community builds with it. Includes a full Tiled map, which still only captures a fraction of the possibilities ;-)
Soon to come are the remaining crops missing from https://opengameart.org/content/lpc-crops , along with many more food items.
Stay safe and healthy everyone!
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