Hey, I appreciate the PM and I thought I should drop in to comment here as I have been doing terrain tiles for awhile now. I don't have much free time to do pixel art ATM unfortunately and when I do it's in a certain style to match my other tile-set submissions.
The terrain tiles in the first screen-shot of your game match the style of the characters in your game. It would look better if the dirt-grass transitions didn't have such straight lines and rounded/straight corners.
If you change your dirt-grass tiles to be more detailed like the 2nd and 3rd screen-shot every other asset would have to be changed to match. The sprites, trees, and houses would look out of place and need to be replaced with higher detailed ones. That is a lot of work. So I suggest keeping the dirt-grass texture and just make it flow together better, avoiding that awkward straightness.
Thanks for showing that 3rd image, it's very nice and I don't blame you for wanting your game to look like that ;)
Cool! It's nice to see another castle on OGA. I made one a month ago, so there are 3 castles on OGA that I know of. One by Bart, myself, and now you :)
@qubodup it's good to have the graphical attribution diagram don't you think? It's a lot clearer who did what then just the description. I've been looking through the other remixes in the challenge and I wish some of those had this kind of explanation because after reading their description I'm still fuzzy who made what exactly. In my diagram you see visually how I put things together and who's art each piece is.
@Vividreality Wulax's submission is "CC-BY-SA 3.0 and GPL", and on your submission you've only marked "CC-BY 3.0" which isn't the same license and should be changed to "CC-BY-SA 3.0" (unless you have Wulax's permission) and I think you should include the GPL license as well.
My comment above was directed at VividReality not makrohn. Vividreality must have accidently chose the wrong license because in his comment you'll see he's refering to his submission being "CCBYSA 3.0" and it's not. I was just trying to point that out.
WOW o.O This is awesome! Having all these together like this with the graphical credit's seriously makes my job a lot easier getting these mobs in game. I thought I knew every single one of your RPG enemies but looking through all 66 somehow I've managed to overlook a couple, until now.
I'll look into doing some recolorations as I agree that it's necessary to have variety of the same monster. First one that comes to mind is the lone green slime. There needs to be a blue and red slime to complete the varieties for that monster species.
This might sound odd but in the old Dusk game there was an "icedemon" with blue skin instead of red. I'm thinking the blue skin colors of the gargoyle right above your demon sprite (in the image above) might make for a icedemon, or maybe the colors in your icegolem.
As for the name umm... Static RPG Enemies (high color count) or RPG Enemies: Static (high detail) those examples are to the point. Can't think of anything too cleaver ATM either...
Hey guys, I just marked this submission as finished because I'm too out of patience to try and improve it any more. The new file (CampFireFinished.png) is almost a duplicate of the last one except I omited the unnecessary flame coming out the right side of the fire's base and the still pixels on the left.
@makrohn, I'm really happy to hear that and FYI your game "Polymorphable" is one of the few LPC games I actually got running on my ubuntu pc. I played through your game and truly enjoyed it and must say it was my favorite. I'm looking forward to playing again and seeing this fire animation in-game :D I hope you place when-ever they announce the winner's of the game development part of the LPC, do you think they'll do that this month?
@Drogo, Thanks! Sorry but I don't know anything about getting animation to work in games because the game I'm tinkering with isn't programmed to handle animation. I wish it was. I'm pretty sure games use animation in a sprite-sheet instead of using the preview of a ".gif" animation. I'm not sure if that's what you attempted but it's what comes to my mind when you said "static". Yeah I'm a "noob" also when it comes to programming. I'll look into that d20 tabletop game you mentioned.
No hurry Bertram ;) FYI I'll get around to better organizing it when I finish the last few tiles.
I was just checking out Clint Bellanger's Flare project page and noticed he was doing this onegameamonth challenge so I went to http://onegameamonth.com/ and saw they used my Castle example as January's inspiration :D Heck ya! I thought I did a good job mapping that example and seeing it there let's me know I'm not the only one who thinks that.
I'd love to map a whole continent like that and make all the game content. I think I could make a whole game myself using this old Dusk engine. Dusk needs improvement code-wise :( and I haven't devoted myself to learning Java yet. I'm actually willing to pay a Java developer to "modernize" the game. I'll get around to updating my Dusk blog in a couple days explaining this.
Hey, I appreciate the PM and I thought I should drop in to comment here as I have been doing terrain tiles for awhile now. I don't have much free time to do pixel art ATM unfortunately and when I do it's in a certain style to match my other tile-set submissions.
The terrain tiles in the first screen-shot of your game match the style of the characters in your game. It would look better if the dirt-grass transitions didn't have such straight lines and rounded/straight corners.
If you change your dirt-grass tiles to be more detailed like the 2nd and 3rd screen-shot every other asset would have to be changed to match. The sprites, trees, and houses would look out of place and need to be replaced with higher detailed ones. That is a lot of work. So I suggest keeping the dirt-grass texture and just make it flow together better, avoiding that awkward straightness.
Thanks for showing that 3rd image, it's very nice and I don't blame you for wanting your game to look like that ;)
@Redshrike; Could you provide a link please? Sounds interesting and I'd like to check it out.
Cool! It's nice to see another castle on OGA. I made one a month ago, so there are 3 castles on OGA that I know of. One by Bart, myself, and now you :)
I just re-worded the attribution instructions.
@qubodup it's good to have the graphical attribution diagram don't you think? It's a lot clearer who did what then just the description. I've been looking through the other remixes in the challenge and I wish some of those had this kind of explanation because after reading their description I'm still fuzzy who made what exactly. In my diagram you see visually how I put things together and who's art each piece is.
@Vividreality Wulax's submission is "CC-BY-SA 3.0 and GPL", and on your submission you've only marked "CC-BY 3.0" which isn't the same license and should be changed to "CC-BY-SA 3.0" (unless you have Wulax's permission) and I think you should include the GPL license as well.
My comment above was directed at VividReality not makrohn. Vividreality must have accidently chose the wrong license because in his comment you'll see he's refering to his submission being "CCBYSA 3.0" and it's not. I was just trying to point that out.
@Everybody Thanks for the compliments!
@MedicineStorm I thought it was funny when I made it, especially my mouse hand writing.
@Redshrike I'll continue doing these on my spare time but spare time for me is diminishing.
WOW o.O This is awesome! Having all these together like this with the graphical credit's seriously makes my job a lot easier getting these mobs in game. I thought I knew every single one of your RPG enemies but looking through all 66 somehow I've managed to overlook a couple, until now.
I'll look into doing some recolorations as I agree that it's necessary to have variety of the same monster. First one that comes to mind is the lone green slime. There needs to be a blue and red slime to complete the varieties for that monster species.
This might sound odd but in the old Dusk game there was an "icedemon" with blue skin instead of red. I'm thinking the blue skin colors of the gargoyle right above your demon sprite (in the image above) might make for a icedemon, or maybe the colors in your icegolem.
As for the name umm... Static RPG Enemies (high color count) or RPG Enemies: Static (high detail) those examples are to the point. Can't think of anything too cleaver ATM either...
Hey guys, I just marked this submission as finished because I'm too out of patience to try and improve it any more. The new file (CampFireFinished.png) is almost a duplicate of the last one except I omited the unnecessary flame coming out the right side of the fire's base and the still pixels on the left.
@makrohn, I'm really happy to hear that and FYI your game "Polymorphable" is one of the few LPC games I actually got running on my ubuntu pc. I played through your game and truly enjoyed it and must say it was my favorite. I'm looking forward to playing again and seeing this fire animation in-game :D I hope you place when-ever they announce the winner's of the game development part of the LPC, do you think they'll do that this month?
@Drogo, Thanks! Sorry but I don't know anything about getting animation to work in games because the game I'm tinkering with isn't programmed to handle animation. I wish it was. I'm pretty sure games use animation in a sprite-sheet instead of using the preview of a ".gif" animation. I'm not sure if that's what you attempted but it's what comes to my mind when you said "static". Yeah I'm a "noob" also when it comes to programming. I'll look into that d20 tabletop game you mentioned.
No hurry Bertram ;) FYI I'll get around to better organizing it when I finish the last few tiles.
I was just checking out Clint Bellanger's Flare project page and noticed he was doing this onegameamonth challenge so I went to http://onegameamonth.com/ and saw they used my Castle example as January's inspiration :D Heck ya! I thought I did a good job mapping that example and seeing it there let's me know I'm not the only one who thinks that.
I'd love to map a whole continent like that and make all the game content. I think I could make a whole game myself using this old Dusk engine. Dusk needs improvement code-wise :( and I haven't devoted myself to learning Java yet. I'm actually willing to pay a Java developer to "modernize" the game. I'll get around to updating my Dusk blog in a couple days explaining this.
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