I play a Tower Defense game that uses AI generated art and struggle to find the towers sometimes. The towers and their icons don't look similar. Itch says I played that for 150h and still can't find some of them sometimes. I guess they are fine with it because it's a port of a WC3 map and in WC3 the icons were always disconnected because they had to pick from standard icons. Though bigger downside is that the assets aren't really available because of that despite the rest of the game being open source. (I think they also bought some assets and can't redistribute them.)
https://en.wikipedia.org/wiki/Fictitious_telephone_number US has reserved numbers 555-01xx. You could use something like 555-01-WG and 555-01-BY maybe. Or internationally +1-555-0194, which should make it impossible to accidentially dial a valid number.
https://www.rfc-editor.org/rfc/rfc2606.html reserves a few domains, but they all look odd. Though maybe they could get disguised a bit with constructions like .la.test .cu.test .de.test .ap.test .fat.test .jus.test .fit.test .fas.test .sof.test .vas.test .hot.test .wet.test .whi.test
One could use ISBN-13, but start with G78 instead of 978, which looks similar but is invalid since ISBN doesn't allow letters. I'd tread the G as a 4 for the checksum digit in ISBN numbers.
To fit that EAN prefix such ISBNs would need to start with G78-000. That would result in: ISBN G78-0000-???-??-? (478-0000- for checksum calculation) EAN 0'000000'??????' (last one is also checksum digit, but different one)
We'd have 5 digits left + checksum digit. Since EAN would be for any fake product, not just books, it might make sense to do:
3 publisher digits
2 title digits
1 checksum digit
I doubt that we could ever create 100 products for a company and the majority will probably be single-product companies. 100 book are maybe possible for a library where the texture only has the side piece you can see, but even then it would boring if all were from the same publisher.
I'd propose:
G78000-0101 Editorial OGA
G78000-0102 Sarah Publishing house
Skipping a bunch of combinations and starting with 00 to have less zeroes in a row. First books would be:
For concept art it's probably best to see the full body and at least have front and back view, as well as detailed view of the head. The more details there already are the easier it should be to part since there are less gaps to fill. But it should also be details that aren't that important because too much small detail can be hard to translate to small resolutions.
Although AI has become a tool capable of filling those gaps... (in hilarious ways sometimes)
It's probably best to also replace the preview, at least three of them contain the old loge.
"Dance of Rebirth" is the only book without a barcode PNG.
The descriptive text of "Jane - the accountant" reaches into the name on the side of the book.
Most books have have lines on the back of the book misaligned or at least the pattern isn't clear.
The publisher logo on "Girl with Knife" collides with a red stripe.
The title of "Girl and Beast" is cut off on the front and just says "Girl and Beas".
I just noticed and am probably overthinking this but don't books usually have ISBN and a barcode derived from it? For EAN-13 ISBNs get prefixed with the country code of "bookland" 978. Though I can't find any prefixes in any of them reserved for private/fictive use.
Part of it would be a group/publisher prefix. Editorial OGA and Sarah Publishing house use different barcode lengths for their books.
Maybe we need LaTeX templates for fictive books? :S Okay that part isn't entirely serious, but also kinda is. That could be easier to remix. The point of TeX is somewhat to separate content and layout, so it should look good no matter what you write.
Was that released here on OGA as a submission somewhere? I actually was looking for it (for this submission here), but couldn't find it outside of the cross promotion post.
That probably depends on how usable it is. If games and game mods can use them ase a race/faction/mob/pet/whatever, I'd imagine that they could get picked up.
It always depends on how usuable they are, how many sketches and lore exist. And of course how many assets and different kinds of assets exist:
3D high and low polygon count
textures drawn or realistic
2D isometric, not isometric, hexagons, top-down
various tile sizes and angles
palettes...
EDIT: The more humanoid they are, the "better". If they aren't it's the opposite. For a lot of pixel art you can do a lot if you just have to swap out the head (with hair and ears etc).As soon as the body changes you need new bases with animation, new clothing and accesories.Doing paws like gloves/shoes is likely possible.Wings and tails can be a layer over clothing, which needs less new stuff, but you still need to create that for every animation. For the tiny stuff this is an example https://opengameart.org/content/tinygb-characters Humanoid dragon, pig, dog and penguin just have different heads. The pigman has clothing, but the others have their bodies colored in a uniform color to "look more like animals". LPC got a few extensions for ears, tails, wings and different heads. Generally I haven't seen many characters that got ported to multiple sets. The users Spring Spring and Kelvin Shadewing have a bunch of characters who they tagged furry, furries or anthropomorphic
Your tile size is odd with 16x15px and only the last column also has a right border, which means it will not align with the other tiles.
If it was meant as 15x14px with 1px spacing on all sides, then the last column is only 14x14x.
Everybody who wants to use it with tiles of 2^n x 2^n has to edit or stretch them.
Some tiles have color differences so minimal that I can barely see them on higher zoom (colum, row; starting with 0): 0,1; 2,1; 3,1; 4,1; 1,2
The PNG usese 59 unique colors (irrelevant fun fact)
2,1 (the orange screen?) looks different from 3,1 and 4,1 like it was colorized with an color shift effect:
the white is slightly orange while the other two have pure white
the orange (#FF9E00) is slightly different from 2,2 and 3,4 (#FF9500)
Much of that is just my pixelart nitpickiness, but it slightly influences how well the PNG can be compressed. If colors are the same, the compression algorithm can utilize that, but if they only differ a bit they have to be treated as different colors. There are also tools that can reduce the size of PNGs to some extend. (Not really like they get used much here on OGA and I usually don't use them either) Here examples with standard settings of optipng, pngcrush and pngquant as well as my demake which has a de facto reduction in color but more pixels:$ ls -l costume*.png
-rw-r--r-- 1 user users 873 14. Nov 20:28 costume1_nes_demake.png
-rw-r--r-- 1 user users 1078 15. Nov 00:31 costume1optipng.png
-rw-r--r-- 1 user users 2037 14. Nov 20:04 costume1.png
-rw-r--r-- 1 user users 1205 15. Nov 00:30 costume1pngcrush.png
-rw-r--r-- 1 user users 1078 15. Nov 00:30 costume1pngquant.png
$ file costume*.png
costume1_nes_demake.png: PNG image data, 80 x 64, 8-bit colormap, non-interlaced
costume1optipng.png: PNG image data, 80 x 61, 8-bit colormap, non-interlaced
costume1.png: PNG image data, 80 x 61, 8-bit/color RGBA, non-interlaced
costume1pngcrush.png: PNG image data, 80 x 61, 8-bit/color RGBA, non-interlaced
costume1pngquant.png: PNG image data, 80 x 61, 8-bit colormap, non-interlacedThe numbers like 2037 are size in Bytes. That means costume1optipng.png is 53% the size of costume1.png. costume1_nes_demake.png only 43% Not things you have to change, but just because you said it was your first ever.
https://opengameart.org/content/character-design-nekomimi did a pretty awesome job in that regard. But most concepts are just from one direction and many even very vague/blurry drawn.
I play a Tower Defense game that uses AI generated art and struggle to find the towers sometimes. The towers and their icons don't look similar. Itch says I played that for 150h and still can't find some of them sometimes. I guess they are fine with it because it's a port of a WC3 map and in WC3 the icons were always disconnected because they had to pick from standard icons. Though bigger downside is that the assets aren't really available because of that despite the rest of the game being open source. (I think they also bought some assets and can't redistribute them.)
It says "Manufacured by BRAYEN"
https://en.wikipedia.org/wiki/Fictitious_telephone_number US has reserved numbers 555-01xx. You could use something like 555-01-WG and 555-01-BY maybe. Or internationally +1-555-0194, which should make it impossible to accidentially dial a valid number.
https://www.rfc-editor.org/rfc/rfc2606.html reserves a few domains, but they all look odd. Though maybe they could get disguised a bit with constructions like .la.test .cu.test .de.test .ap.test .fat.test .jus.test .fit.test .fas.test .sof.test .vas.test .hot.test .wet.test .whi.test
whiteghost.whi.test ... brayen.la.test ..
Thought a bit about ISBN-13/EAN-13
EAN has the prefix 0000000: Used to issue Restricted Circulation Numbers within a company
That are 7 zeroes. Source: https://www.gs1.org/standards/id-keys/company-prefix
One could use ISBN-13, but start with G78 instead of 978, which looks similar but is invalid since ISBN doesn't allow letters. I'd tread the G as a 4 for the checksum digit in ISBN numbers.
To fit that EAN prefix such ISBNs would need to start with G78-000.
That would result in:
ISBN G78-0000-???-??-? (478-0000- for checksum calculation)
EAN 0'000000'??????' (last one is also checksum digit, but different one)
We'd have 5 digits left + checksum digit. Since EAN would be for any fake product, not just books, it might make sense to do:
I doubt that we could ever create 100 products for a company and the majority will probably be single-product companies. 100 book are maybe possible for a library where the texture only has the side piece you can see, but even then it would boring if all were from the same publisher.
I'd propose:
Skipping a bunch of combinations and starting with 00 to have less zeroes in a row.
First books would be:
I used https://freeisbn.com/check-digit/ and https://barcode-maker.com/de/Ean13 for these checksums. (For now.)
For the number below the barcode, it could maybe be written with an O instead of 0 as first character. Now we just need something to start with A :D
At least in 2D NPCs are actually easier than mobs.
The simplest NPC has a down facing standing position and maybe a dialog portrait.
Mobs need animations for walking, fighting and dying and maybe sounds.
I don't do 3D, but there as well I expect less animations required for a stationary character.
Further examples for sets who swap heads and skin colors: https://opengameart.org/content/lpc-modular-bodies-and-heads https://opengameart.org/content/lpc-folk
For concept art it's probably best to see the full body and at least have front and back view, as well as detailed view of the head. The more details there already are the easier it should be to part since there are less gaps to fill. But it should also be details that aren't that important because too much small detail can be hard to translate to small resolutions.
Although AI has become a tool capable of filling those gaps... (in hilarious ways sometimes)
It's probably best to also replace the preview, at least three of them contain the old loge.
"Dance of Rebirth" is the only book without a barcode PNG.
The descriptive text of "Jane - the accountant" reaches into the name on the side of the book.
Most books have have lines on the back of the book misaligned or at least the pattern isn't clear.
The publisher logo on "Girl with Knife" collides with a red stripe.
The title of "Girl and Beast" is cut off on the front and just says "Girl and Beas".
I just noticed and am probably overthinking this but don't books usually have ISBN and a barcode derived from it? For EAN-13 ISBNs get prefixed with the country code of "bookland" 978. Though I can't find any prefixes in any of them reserved for private/fictive use.
Part of it would be a group/publisher prefix. Editorial OGA and Sarah Publishing house use different barcode lengths for their books.
Maybe we need LaTeX templates for fictive books? :S Okay that part isn't entirely serious, but also kinda is. That could be easier to remix. The point of TeX is somewhat to separate content and layout, so it should look good no matter what you write.
There are at least some templates already around:
Now I wonder if I can print them as real physical fake covers for other books.
Was that released here on OGA as a submission somewhere? I actually was looking for it (for this submission here), but couldn't find it outside of the cross promotion post.
That probably depends on how usable it is. If games and game mods can use them ase a race/faction/mob/pet/whatever, I'd imagine that they could get picked up.
It always depends on how usuable they are, how many sketches and lore exist. And of course how many assets and different kinds of assets exist:
EDIT: The more humanoid they are, the "better". If they aren't it's the opposite. For a lot of pixel art you can do a lot if you just have to swap out the head (with hair and ears etc).As soon as the body changes you need new bases with animation, new clothing and accesories.Doing paws like gloves/shoes is likely possible.Wings and tails can be a layer over clothing, which needs less new stuff, but you still need to create that for every animation. For the tiny stuff this is an example https://opengameart.org/content/tinygb-characters Humanoid dragon, pig, dog and penguin just have different heads. The pigman has clothing, but the others have their bodies colored in a uniform color to "look more like animals". LPC got a few extensions for ears, tails, wings and different heads. Generally I haven't seen many characters that got ported to multiple sets. The users Spring Spring and Kelvin Shadewing have a bunch of characters who they tagged furry, furries or anthropomorphic
Trying to use that <pre> totally didn't work.
I shouldn't have recommended pngquant, since it can be lossy.
But I forgot zopflipng which is way better with this, especially with extreme settings (zopflipng --iterations=500 --filters=01234mepb).
Zopfli can be very slow, but you won't notice it that much for small images.
Feedback from that edit:
2,1 (the orange screen?) looks different from 3,1 and 4,1 like it was colorized with an color shift effect:
Much of that is just my pixelart nitpickiness, but it slightly influences how well the PNG can be compressed. If colors are the same, the compression algorithm can utilize that, but if they only differ a bit they have to be treated as different colors. There are also tools that can reduce the size of PNGs to some extend. (Not really like they get used much here on OGA and I usually don't use them either) Here examples with standard settings of optipng, pngcrush and pngquant as well as my demake which has a de facto reduction in color but more pixels:$ ls -l costume*.png
-rw-r--r-- 1 user users 873 14. Nov 20:28 costume1_nes_demake.png
-rw-r--r-- 1 user users 1078 15. Nov 00:31 costume1optipng.png
-rw-r--r-- 1 user users 2037 14. Nov 20:04 costume1.png
-rw-r--r-- 1 user users 1205 15. Nov 00:30 costume1pngcrush.png
-rw-r--r-- 1 user users 1078 15. Nov 00:30 costume1pngquant.png
$ file costume*.png
costume1_nes_demake.png: PNG image data, 80 x 64, 8-bit colormap, non-interlaced
costume1optipng.png: PNG image data, 80 x 61, 8-bit colormap, non-interlaced
costume1.png: PNG image data, 80 x 61, 8-bit/color RGBA, non-interlaced
costume1pngcrush.png: PNG image data, 80 x 61, 8-bit/color RGBA, non-interlaced
costume1pngquant.png: PNG image data, 80 x 61, 8-bit colormap, non-interlacedThe numbers like 2037 are size in Bytes. That means costume1optipng.png is 53% the size of costume1.png. costume1_nes_demake.png only 43% Not things you have to change, but just because you said it was your first ever.
Congratulations.
Is this basically meant as a low-res texture for Minecraft/Voxelibre?
A quick NES-demake (palette, 16x16 tiles and not more than black + 3 colors per tile) for no apparant reason.
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