That looks incredible. I'd love to see my past art pieces translated into pixel art-- I'd be a lot more likely to give open licenses for the less detailed, digital-painty versions, too.
The only problem is that OGA doesn't support non-commercial licenses, so... we'd need the studio version to make use of it here, I believe.
^^ Thank you, Spring! No, I wouldn't make it a huge project or anything.
Immediate to-do list I had in mind if I worked at it a bit more:
Scrolling paralax style background layers (I have the layers, they're just stationary)
Figuring out what the hell to do with the aspect ratio
Draw my own, larger asteroids, because scaling / pixel size weirdness
Cool ship-blasting-off-screen on the level clear
Start menu 'scene' with a credits list
Adding an endless mode, enemy ships, and short term weapon and shield drops might be fun someday, but that's not something I'd reach for immediately. :)
I rewrote a bunch of the scotch-taped classes and such since then. Most of the changes are invisible, but I gave the big asteroids hit points and changed my formula for breaking and scattering. I also added a 'press to start' at the beginning so it doesn't just barrel into play.
Oooh, that's some super-subtle detail work on the walls, and a lot of shades on the gray ramp. I didn't even notice it until I'd zoomed way in to check out the colors.
Any reason you chose to do it that way? (Just curious! :) )
I don't really count pixel-work as the same sort of thing-- not because it's an invalid art form at all, but because it doesn't really use any of the same part of the brain or the same focus. I can't even look at a painting for long periods of time. Pixel-by-pixel button clicks? Not nearly as painful.
Heh... It'll be eighteen months of unending migraine next week.
The constaint pain is tolerable most of the time, but the fatigue and the weakness and the 'having trouble standing up' parts are probably the worst. Not to mention the foggy-head and the inability to read or draw. Bleh.
@Spring - No, these are just LPC additions I'm designing. I'm adding a fair number of Victorian and steampunk-ish items because I like the genre and style, not to mention I have a project that will use them when I've got a few more brain cells, but there's no theme overall.
I also happen to be a novelist, so one of the ways I'm deciding what to draw comes from identifying a character I can't represent well with the current LPC set, and making them an outfit. I've got bionic limbs, tattoos, hair styles in mind, too. Someday. :)
Pretty hard day-- but my doctor's back from vacation tomorrow! I should be feeling better.
Started with a bra and underwear, then tried some variations on the same red dress. The bottom row shows off how it fits with the other pieces I've made.
As a dev, metadata files are mostly tedious. Not in a 'cut out everything correctly' way, but it a 'I should name all of these for readability' sort of way. Custom metadata formatting would be all but useless to me.
When I'm working with the LPC set, I have a system: I cut each animation out into its own large block (say, the 'swing' animation). Then I just paste in the same 'swing' metadata file for everything. Unity throws a small soft error about the file's GUID being a duplicate and assigns a new one, and all's well. (I chop the sheets up for good reason-- I'll explain if you want, but it's a tad off-topic.)
Now, what I could do is when I push all the LPC clothing assets on github, I could let other people submit other game engine metadata files for the seven animation blocks and keep a small inter-engine library for the set. Once I have that, LPC submissions on this site could be made with a copy of the 'master metadata files', each one a zip file and labeled 'Metadata files - Unity' and so on.
Maybe if a creator wants to metadata their sprites, it would be easier to just make a forum thread asking for files from different game engines for ease of use? And the larger, more popular sets can use repository and community tools.
That looks incredible. I'd love to see my past art pieces translated into pixel art-- I'd be a lot more likely to give open licenses for the less detailed, digital-painty versions, too.
The only problem is that OGA doesn't support non-commercial licenses, so... we'd need the studio version to make use of it here, I believe.
^^ Thank you, Spring! No, I wouldn't make it a huge project or anything.
Immediate to-do list I had in mind if I worked at it a bit more:
Adding an endless mode, enemy ships, and short term weapon and shield drops might be fun someday, but that's not something I'd reach for immediately. :)
Thank you!
I rewrote a bunch of the scotch-taped classes and such since then. Most of the changes are invisible, but I gave the big asteroids hit points and changed my formula for breaking and scattering. I also added a 'press to start' at the beginning so it doesn't just barrel into play.
Is there any interest in me continuing this?
Something like this or this? Both CC0, so use it however, no credit required.
Oooh, that's some super-subtle detail work on the walls, and a lot of shades on the gray ramp. I didn't even notice it until I'd zoomed way in to check out the colors.
Any reason you chose to do it that way? (Just curious! :) )
I don't really count pixel-work as the same sort of thing-- not because it's an invalid art form at all, but because it doesn't really use any of the same part of the brain or the same focus. I can't even look at a painting for long periods of time. Pixel-by-pixel button clicks? Not nearly as painful.
For reference-- this is one of the last things I painted before I got sick: https://sta.sh/0221rd7wm9v8
Heh... It'll be eighteen months of unending migraine next week.
The constaint pain is tolerable most of the time, but the fatigue and the weakness and the 'having trouble standing up' parts are probably the worst. Not to mention the foggy-head and the inability to read or draw. Bleh.
@Spring - No, these are just LPC additions I'm designing. I'm adding a fair number of Victorian and steampunk-ish items because I like the genre and style, not to mention I have a project that will use them when I've got a few more brain cells, but there's no theme overall.
I also happen to be a novelist, so one of the ways I'm deciding what to draw comes from identifying a character I can't represent well with the current LPC set, and making them an outfit. I've got bionic limbs, tattoos, hair styles in mind, too. Someday. :)
Pretty hard day-- but my doctor's back from vacation tomorrow! I should be feeling better.
Started with a bra and underwear, then tried some variations on the same red dress. The bottom row shows off how it fits with the other pieces I've made.
As a dev, metadata files are mostly tedious. Not in a 'cut out everything correctly' way, but it a 'I should name all of these for readability' sort of way. Custom metadata formatting would be all but useless to me.
When I'm working with the LPC set, I have a system: I cut each animation out into its own large block (say, the 'swing' animation). Then I just paste in the same 'swing' metadata file for everything. Unity throws a small soft error about the file's GUID being a duplicate and assigns a new one, and all's well. (I chop the sheets up for good reason-- I'll explain if you want, but it's a tad off-topic.)
Now, what I could do is when I push all the LPC clothing assets on github, I could let other people submit other game engine metadata files for the seven animation blocks and keep a small inter-engine library for the set. Once I have that, LPC submissions on this site could be made with a copy of the 'master metadata files', each one a zip file and labeled 'Metadata files - Unity' and so on.
Maybe if a creator wants to metadata their sprites, it would be easier to just make a forum thread asking for files from different game engines for ease of use? And the larger, more popular sets can use repository and community tools.
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