The grass I was referring to isn't in the images you've posted on this thread. I was wondering about the grass on the preview images of the Lots of Trees... submission. I'll go wonder about that on the submission page, so disregard my question here. :P
RE. cave walls: Yeah, that drawn-in dark top area was experimental. I think it makes those areas seem like an elevated platform instead of inaccessable/unseen. Fortunately it's easy to just not draw (or change to a black fill) those areas of the tiles.
@Zabin: so are the grass/ground tiles in the Lots of trees and plants submission preview not CC0?
I like both the orthogonal tiles and the isometric DavidGervais stuff, but I probably won't use the Iso stuff in my own game. I like the idea of having wall tops. I think it makes a 3/4 view a lot more comprehensible. I've done some cave-like walls with tops in orthogonal style using DG art. I think it turned out pretty good, but I haven't actually heard anyone else's opinion on it:
(click to enlarge)
As for the palette thing, of all the reduced color palettes I've seen, I think the dawnbringer palette is the best, DB32 especially. Zabin's DB32+Zn8 even more. However, I really prefer having no palette at all. Rather, I prefer the 1.4 million color RGBA32 palette for my pixel art. I know a reduced color set is easier for artists to work with, and somewhat easier for the processer to display, but those benefits do not outweigh the vibrancy I feel is lost. This is, of course, personal preference on my part. I am strictly speaking about what I tend to use in my own games. I have no problem with the DB palette or games that use it. They tend to be the kind of games I like to play, actually.
This is cool. Although I don't really prefer DB palettes myself, I think a cohesive set (rather, a cohesive set of disparate cohesive sets... we've got a lot of great stuff to work with!) of RL art is a good idea.
I like .ogg for its versatility, personally. However, I'm using a framework that allows me to programmatically handle loop points (still, its a pain). I'm guessing you're using RPGMaker or a less code-heavy framework?
groovy. No problem then, but i recommend removing the mention of atlus, persona, and smt from the copyright section since they don't actually own the copyright to this art. :)
Is this based on graphics from the persona games? or is it simply inspired by them? The problem is you can't upload art attributed to a non-open license like Atlus's Persona 3 under an open license. I think these are fine, but I have to know the reason it is being attributed to a commercial game company.
I have to temporarily mark this as having a licensing issue.
I guess they could hoard urls, but it would be a pretty big waste of time. The site would just keep incrementing the suffix for anyone who wanted to use those urls.
Example: I submit something called "awesome soldier", but the hoarder already took /awesome-soldier, /awesome-warrior, /super-soldier, /awesome-soldier-0 through /awesome-soldier-100, etc. The site would just assign my submission /awesome-soldier-101. then, if the hoarder tried to claim that by using "awesome soldier 101", the site would override him and he'd get either /awesome-soldier-102 or /awesome-soldier-101-0, preserving /awesome-soldier-101 for my submission in perpetuity.
Yes, both should perminantly refer to the same submission. URL aliases are also unique. If one is already in use, the site will append a number to the end like -0 and increment it based on the number of times that particular URL is in use. For example. ./content/torch was already in use, so ./content/torch-0 was used instead. Once that URL is assigned, the site directs it and all aliases to the submission they reference. This is true of forum posts, blog entries, and pretty much all other pages using the share button.
In other words: Feature successfully implemented. :)
I trust your licensing validation. :)
The grass I was referring to isn't in the images you've posted on this thread. I was wondering about the grass on the preview images of the Lots of Trees... submission. I'll go wonder about that on the submission page, so disregard my question here. :P
RE. cave walls: Yeah, that drawn-in dark top area was experimental. I think it makes those areas seem like an elevated platform instead of inaccessable/unseen. Fortunately it's easy to just not draw (or change to a black fill) those areas of the tiles.
@Zabin: so are the grass/ground tiles in the Lots of trees and plants submission preview not CC0?
I like both the orthogonal tiles and the isometric DavidGervais stuff, but I probably won't use the Iso stuff in my own game. I like the idea of having wall tops. I think it makes a 3/4 view a lot more comprehensible. I've done some cave-like walls with tops in orthogonal style using DG art. I think it turned out pretty good, but I haven't actually heard anyone else's opinion on it:
(click to enlarge)
As for the palette thing, of all the reduced color palettes I've seen, I think the dawnbringer palette is the best, DB32 especially. Zabin's DB32+Zn8 even more. However, I really prefer having no palette at all. Rather, I prefer the 1.4 million color RGBA32 palette for my pixel art. I know a reduced color set is easier for artists to work with, and somewhat easier for the processer to display, but those benefits do not outweigh the vibrancy I feel is lost. This is, of course, personal preference on my part. I am strictly speaking about what I tend to use in my own games. I have no problem with the DB palette or games that use it. They tend to be the kind of games I like to play, actually.
This is cool. Although I don't really prefer DB palettes myself, I think a cohesive set (rather, a cohesive set of disparate cohesive sets... we've got a lot of great stuff to work with!) of RL art is a good idea.
What about David Gervais art? https://opengameart.org/content/roguelike-tiles-large-collection
I like .ogg for its versatility, personally. However, I'm using a framework that allows me to programmatically handle loop points (still, its a pain). I'm guessing you're using RPGMaker or a less code-heavy framework?
groovy. No problem then, but i recommend removing the mention of atlus, persona, and smt from the copyright section since they don't actually own the copyright to this art. :)
Is this based on graphics from the persona games? or is it simply inspired by them? The problem is you can't upload art attributed to a non-open license like Atlus's Persona 3 under an open license. I think these are fine, but I have to know the reason it is being attributed to a commercial game company.
I have to temporarily mark this as having a licensing issue.
maybe, but I think plague doctors traditionally have straight brimmed leather hats.
I guess they could hoard urls, but it would be a pretty big waste of time. The site would just keep incrementing the suffix for anyone who wanted to use those urls.
Example: I submit something called "awesome soldier", but the hoarder already took /awesome-soldier, /awesome-warrior, /super-soldier, /awesome-soldier-0 through /awesome-soldier-100, etc. The site would just assign my submission /awesome-soldier-101. then, if the hoarder tried to claim that by using "awesome soldier 101", the site would override him and he'd get either /awesome-soldier-102 or /awesome-soldier-101-0, preserving /awesome-soldier-101 for my submission in perpetuity.
Yes, both should perminantly refer to the same submission. URL aliases are also unique. If one is already in use, the site will append a number to the end like -0 and increment it based on the number of times that particular URL is in use. For example. ./content/torch was already in use, so ./content/torch-0 was used instead. Once that URL is assigned, the site directs it and all aliases to the submission they reference. This is true of forum posts, blog entries, and pretty much all other pages using the share button.
In other words: Feature successfully implemented. :)
Pages