@Pvigier - Licensing matters a lot when you can get sued for releasing your game on Steam, even with proper accreditation. Share-Alike is a requirement, not a suggestion.
@Samuncle - The thing is, the projects aren't parallel. LPC could use my branch, but I can't use a lot of theirs. It's not just the licensing, either; enforcing a strict palette enforces how the art is shaded, and LPC style differences being what they are, a lot just won't fit.
I'm thinking of calling my branch the Dame set, after the game I'm developing with it.
@BlueCarrot - I'll get you screenshots and demo images once I'm a little further on! :) Putting WIP art in an open forum or an imgur link always feels more permanent somehow. I have a few previews on twitter and patreon, but I want something good and PR-worthy first.
I started packing the assets into atlases, but honestly it makes it harder to navigate in Unity and more difficult to make changes to. I'll be doing tiny atlases (lamps, beds, ect) or object group .pngs instead at the moment. We'll see what's easiest.
I'd love more of your submissions opened up, thank you!!
Yeah, I understand wanting to be more inclusive under CC-by-SA. If more artists do open their submission up to OGA-by, I'd be thrilled, but I'm going to keep to the waived version for the kit I'm working on. The 'oh, here's the download link' workaround has always seemed to be a very gray area, and I know a lot of people who are leery of touching it.
I'm going to be very busy anyway, just getting that palette fine-tuned, and adjusting Sharm's LPC items for it. I'm about 55-60% done now, and would be happy to show you my progress. I find it easiest to share WIPs and overviews via the OGA Discord channel; there's enough LPC material I don't think I could share a proper draft without releasing the kit.
Once it is released, I'll have it organized up and down, though. It should help quite a bit with your repackaging project, if you chose to pursue it.
I'm already doing this on a smaller scale, but you're welcome to piggy-back off of mine if you'd like to go big.
I've been really busy lately with an entirely DRM-waived LPC set with a unified palette (which is about up to ~105 colors and almost finalized). This means remaking assets like the snow and sand terrain, tweaking things so they fit stylistically together, ect. But it also means that the credits are down to Redshrike, Sharm, myself, and you for your work on the upholstry set. I'll likely add derivitives of Hyptosis' work as well later.
So-- easy to credit, flexible license that can be used for Steam projects, and the color palette reinforces stylistic compatability. The idea and preview sets have been received really well so far, and I think that might be a big thing that LPC has been lacking.
I don't like Drupal at all, and I'd rather eat raw liver than go back to PHP-- but I'd be much happier working with an up-to-date Drupal than something screaming 'outdated legacy code'. For one, it'll be much harder to work on, difficult to get help on... and it suggests bigger issues under the hood. Personally, I would be much more interested in a modern component-based architecture. Something not nearly as clunky to work with, maybe even Python.
As Chasersgaming's pointed out, it'd be good to have a more in-depth list of what volunteers we do have, and what their skillsets are. Deciding what do do on the overhaul is going to depend on that, as well as what OGA's technical requirements are. I don't think we've discussed that.
This is my skillset:
- Bachelor's in Computer Science
- 5 years professional full stack LAMP developer (PHP & MySQL)
- 2 years working with CakePHP, familiar with MVC architecture
- I've briefly worked with Drupal before
- HTML5 / CSS experience, intermediate level
- 2 years Unity/C# experience
- Fine art / pixel art / animation skills-- I'd be willing to make custom / reward art for funding goals met
On the topic of front-end things-- a UI/Design revamp could make a _big_ difference to OGA's traffic, without mucking around in the underbelly. Responsive design, cell phone resolution support, an emphasis on the art, and a prominent Patreon link and maybe top-supporter profile links could all give the site a good boost. Making things easy and pleasant to browse through would be a great start.
About a month ago, I found this redesign (CC-by-SA 3.0). The link to the final render is dead, but I liked where the artist was going with it and started plunking away at coding a similar design. My CSS/HTML is years out of date and severely rusty, but I could polish it up.
(Also, I second a Discord server!)
As to Drupal and revamping... I had to stop working when I got sick five years ago, but I used to be a professional PHP/MySQL dev. _I heavily advise staying away from Drupal and PHP._ I'm also still in recovery from that illness, but I do have time and coding skills if needed.
I would also recommend Aseprite-- it's what I've started using, has tileset support, and it makes color management a dream. It's not free unfortunately, but it does have a demo version, and I think it's well worth the $20.
So, the nice thing about a 128 color palette is that you can have multiple looks for things like grass.
I've also done a lot of test scenes and variant color testing for different looks and variety, and thus far the finished set has been very flexible.
@Pvigier - Licensing matters a lot when you can get sued for releasing your game on Steam, even with proper accreditation. Share-Alike is a requirement, not a suggestion.
@Samuncle - The thing is, the projects aren't parallel. LPC could use my branch, but I can't use a lot of theirs. It's not just the licensing, either; enforcing a strict palette enforces how the art is shaded, and LPC style differences being what they are, a lot just won't fit.
I'm thinking of calling my branch the Dame set, after the game I'm developing with it.
@BlueCarrot - I'll get you screenshots and demo images once I'm a little further on! :) Putting WIP art in an open forum or an imgur link always feels more permanent somehow. I have a few previews on twitter and patreon, but I want something good and PR-worthy first.
I started packing the assets into atlases, but honestly it makes it harder to navigate in Unity and more difficult to make changes to. I'll be doing tiny atlases (lamps, beds, ect) or object group .pngs instead at the moment. We'll see what's easiest.
I'd love more of your submissions opened up, thank you!!
Yeah, I understand wanting to be more inclusive under CC-by-SA. If more artists do open their submission up to OGA-by, I'd be thrilled, but I'm going to keep to the waived version for the kit I'm working on. The 'oh, here's the download link' workaround has always seemed to be a very gray area, and I know a lot of people who are leery of touching it.
I'm going to be very busy anyway, just getting that palette fine-tuned, and adjusting Sharm's LPC items for it. I'm about 55-60% done now, and would be happy to show you my progress. I find it easiest to share WIPs and overviews via the OGA Discord channel; there's enough LPC material I don't think I could share a proper draft without releasing the kit.
Once it is released, I'll have it organized up and down, though. It should help quite a bit with your repackaging project, if you chose to pursue it.
I'm already doing this on a smaller scale, but you're welcome to piggy-back off of mine if you'd like to go big.
I've been really busy lately with an entirely DRM-waived LPC set with a unified palette (which is about up to ~105 colors and almost finalized). This means remaking assets like the snow and sand terrain, tweaking things so they fit stylistically together, ect. But it also means that the credits are down to Redshrike, Sharm, myself, and you for your work on the upholstry set. I'll likely add derivitives of Hyptosis' work as well later.
So-- easy to credit, flexible license that can be used for Steam projects, and the color palette reinforces stylistic compatability. The idea and preview sets have been received really well so far, and I think that might be a big thing that LPC has been lacking.
I don't like Drupal at all, and I'd rather eat raw liver than go back to PHP-- but I'd be much happier working with an up-to-date Drupal than something screaming 'outdated legacy code'. For one, it'll be much harder to work on, difficult to get help on... and it suggests bigger issues under the hood. Personally, I would be much more interested in a modern component-based architecture. Something not nearly as clunky to work with, maybe even Python.
As Chasersgaming's pointed out, it'd be good to have a more in-depth list of what volunteers we do have, and what their skillsets are. Deciding what do do on the overhaul is going to depend on that, as well as what OGA's technical requirements are. I don't think we've discussed that.
This is my skillset:
- Bachelor's in Computer Science
- 5 years professional full stack LAMP developer (PHP & MySQL)
- 2 years working with CakePHP, familiar with MVC architecture
- I've briefly worked with Drupal before
- HTML5 / CSS experience, intermediate level
- 2 years Unity/C# experience
- Fine art / pixel art / animation skills-- I'd be willing to make custom / reward art for funding goals met
On the topic of front-end things-- a UI/Design revamp could make a _big_ difference to OGA's traffic, without mucking around in the underbelly. Responsive design, cell phone resolution support, an emphasis on the art, and a prominent Patreon link and maybe top-supporter profile links could all give the site a good boost. Making things easy and pleasant to browse through would be a great start.
About a month ago, I found this redesign (CC-by-SA 3.0). The link to the final render is dead, but I liked where the artist was going with it and started plunking away at coding a similar design. My CSS/HTML is years out of date and severely rusty, but I could polish it up.
(Also, I second a Discord server!)
As to Drupal and revamping... I had to stop working when I got sick five years ago, but I used to be a professional PHP/MySQL dev. _I heavily advise staying away from Drupal and PHP._ I'm also still in recovery from that illness, but I do have time and coding skills if needed.
I would also recommend Aseprite-- it's what I've started using, has tileset support, and it makes color management a dream. It's not free unfortunately, but it does have a demo version, and I think it's well worth the $20.
Jump! has been edited to add a child's jump, with a set of child's clothes! Thanks to BenCreating for making the base for this one.
That's no good!
Try this-- it's a .zip file instead: https://drive.google.com/file/d/1MVlAS8-ZQzQweS4uWSUBZxxlwB92rpWB/view?u...
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