some assets with 8 directions like you're referring to are not tagged with anything related to that. Sometimes you can find the ones lacking any sort of 8-direction tag by searching for the tags "sprite", "sprite sheet", or "spritesheet" and also "iso", or "isometric".
As you can see, all the tags I've mentioned have an alias, so we're (me and the other admins) are working on a way to consolidate tag aliases so searching for one will show the results for both instead of having to wade through a buch of different versions of tags that all mean the same thing. It's a somewhat long-term goal, though.
In my stuff, I only use one frame for the character, but it is rotated at the same angle as the rope. It takes a bit of trigonometry, but it actually looks pretty good having the character assume the position and angle of the bottom portion of the rope. Though I've seen some games animate the character as they swing with details like hair and clothing flowing in the wind etc. I think that looks even better, but I don't have the animation skill to pull it off:
Perfect timing for this, Bonsaiheldin. Admins are working on getting the site into a position to make exactly this sort of improvements. I can't promise anything because there are some very major updates and adjustments that have to be made to the site first, but so far it's looking good. :)
Re: Marketing company: mostly just getting the word out that OGA is here, what it offeres, and what it stands for. "Free game assets! Come check them out! Share your creations, join the friendly community." Blogging about indie game creation, sharing tips on open source resources, stuff like that. Basically the same thing you were doing when campaigning for the site: https://www.reddit.com/r/gamedev/comments/1d11ir/i_run_opengameartorg_an...
Re: Discord: Kinda supplanting IRC. I think IRC will always have it's place, but according to the marketing company I'm talking to, Discord is the #1 hip place to hang out and share information... even if we weren't about video games, apparently, but even moreso since OGA is about games. I use Discord all the time to talk to friends and fellow gamers and game creators, but I hadn't considered this before for some reason.
This isn't about commercializing anything, just growing the support base. :)
No problem. Will do, and I agree... Are you saying "please* don't make it so that other people can add people" or are you saying "adding you won't make it so that you can add other people"?
Understood. Again, I agree. I will be sure to tread carefully and let you know if that happens before responding/reacting. Also, any posts by the marketing company are always approved by the client before being posted and they are obviously careful to always be diplomatic.
There was some interest from other site regulars in helping out with this, but I'm not sure how that would work or even if it's a good idea.
I was planning on using a professional marketing company do some stuff on the OGA social media accounts, so they may need access to things as well. Should I get their details before moving forward or will I be able to delegate access when i'm ready for that so long as I'm a co-admin/whatever on these accounts?
Are there any constraints you'd like me to observe when representing these accounts? (other than the obvious "don't do anything that goes against the spirit and ideals of OGA")
I've seen the rope swing incorporated into the animation itself, but also having a static straight rope be altered in code by a Rotate() function in terms of Sin * elapsed_time.
Here is a Unity tutorial where the swing of the rope is handled by code. It is more complex than just a sine function since there are several generations of axis points calculated when the rope hits various parts of the rock, but it demonstrates the concept:
In Donkey Kong Country, the swinging rope is incorporated into the animation itself. This allows for a more dynamic bend (not just a straight line) and it has a more gently sloping curve near the top:
In my opinion, this is actually less realistic than a straight rope, though. In real life, the rope is always very straight between the payload and the fulcrum point at the top. Unless the rope is more like a flexible plastic rod or the payload is nearly weightless, the animation above doesn't look right to me.
Here's Lana Del Rey on a tire swing. Notice the rope is totally straight between her and the fulcrum:
That all sounds like perfect content for a "missing link" theme, TBH. It may not have been missing to you, but those features are certainly a general missing link between UI elements and a complete look-and-feel. I know I could personally use the stuff you're talking about.
some assets with 8 directions like you're referring to are not tagged with anything related to that. Sometimes you can find the ones lacking any sort of 8-direction tag by searching for the tags "sprite", "sprite sheet", or "spritesheet" and also "iso", or "isometric".
There are two related tags: "8 direction", and "8-direction". https://opengameart.org/art-search-advanced?field_art_tags_tid_op=or&fie...
As you can see, all the tags I've mentioned have an alias, so we're (me and the other admins) are working on a way to consolidate tag aliases so searching for one will show the results for both instead of having to wade through a buch of different versions of tags that all mean the same thing. It's a somewhat long-term goal, though.
You're allowed. :)
...And great idea. I'm joining now.
I don't know if it's quite the same style, but there's some similar iso stuff in the Roguelike Tiles collection: https://opengameart.org/content/roguelike-tiles-large-collection
EDIT: D'oh! you said Ortho, not Iso. Sorry. I'll keep looking.
In my stuff, I only use one frame for the character, but it is rotated at the same angle as the rope. It takes a bit of trigonometry, but it actually looks pretty good having the character assume the position and angle of the bottom portion of the rope. Though I've seen some games animate the character as they swing with details like hair and clothing flowing in the wind etc. I think that looks even better, but I don't have the animation skill to pull it off:
Perfect timing for this, Bonsaiheldin. Admins are working on getting the site into a position to make exactly this sort of improvements. I can't promise anything because there are some very major updates and adjustments that have to be made to the site first, but so far it's looking good. :)
Re: Marketing company: mostly just getting the word out that OGA is here, what it offeres, and what it stands for. "Free game assets! Come check them out! Share your creations, join the friendly community." Blogging about indie game creation, sharing tips on open source resources, stuff like that. Basically the same thing you were doing when campaigning for the site: https://www.reddit.com/r/gamedev/comments/1d11ir/i_run_opengameartorg_an...
Re: Discord: Kinda supplanting IRC. I think IRC will always have it's place, but according to the marketing company I'm talking to, Discord is the #1 hip place to hang out and share information... even if we weren't about video games, apparently, but even moreso since OGA is about games. I use Discord all the time to talk to friends and fellow gamers and game creators, but I hadn't considered this before for some reason.
This isn't about commercializing anything, just growing the support base. :)
There was some interest from other site regulars in helping out with this, but I'm not sure how that would work or even if it's a good idea.
I was planning on using a professional marketing company do some stuff on the OGA social media accounts, so they may need access to things as well. Should I get their details before moving forward or will I be able to delegate access when i'm ready for that so long as I'm a co-admin/whatever on these accounts?
Are there any constraints you'd like me to observe when representing these accounts? (other than the obvious "don't do anything that goes against the spirit and ideals of OGA")
PS: does OGA have/want a discord server/account?
I've seen the rope swing incorporated into the animation itself, but also having a static straight rope be altered in code by a Rotate() function in terms of Sin * elapsed_time.
Here is a Unity tutorial where the swing of the rope is handled by code. It is more complex than just a sine function since there are several generations of axis points calculated when the rope hits various parts of the rock, but it demonstrates the concept:
In Donkey Kong Country, the swinging rope is incorporated into the animation itself. This allows for a more dynamic bend (not just a straight line) and it has a more gently sloping curve near the top:
In my opinion, this is actually less realistic than a straight rope, though. In real life, the rope is always very straight between the payload and the fulcrum point at the top. Unless the rope is more like a flexible plastic rod or the payload is nearly weightless, the animation above doesn't look right to me.
Here's Lana Del Rey on a tire swing. Notice the rope is totally straight between her and the fulcrum:
That all sounds like perfect content for a "missing link" theme, TBH. It may not have been missing to you, but those features are certainly a general missing link between UI elements and a complete look-and-feel. I know I could personally use the stuff you're talking about.
Can't click links without cursors. :)
Are the backdrops not made out of necessity for the things you are missing?
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