Hey, this is great stuff! I love your design and pixel tech. Your style looks kind of familiar to me--did you ever do work for a game called Dragon Wars?
Parts of the base are pretty well executed; generally, I think there's a bit of an overuse of lines to define form rather than shading. This works better with some features than others, but overall it's still a good effort.
As I said in the email, this is really rad. Great job, and thanks for taking the time to help make assets more usable and cohesive. I love to see things like this.
I don't know if I'd say they're 'inefficient,' per se, but they can definitely be time-consuming to make. While we didn't end up having any trouble getting a lot of good quality (and stylistically consistent) assets entered into the contest, I think that some elements of the style guide, especially the frame count on the base animations, add a bit of a barrier to entry. I think we've learned quite a bit from the process, and if there's another LPC it will probably be different; but that's just my thought, not something official.
Neat stuff. Some of them could use a bit of cleanup, but overall the effect is quite well done.
Ah, darn; I felt so clever. The Dragon Wars I meant is an indie online Chaos-inspired tactical fantasy game.
Hey, this is great stuff! I love your design and pixel tech. Your style looks kind of familiar to me--did you ever do work for a game called Dragon Wars?
http://opengameart.org/content/pixel-art-contest-entry-starsteel-barbari... someone should adapt these to the base as well. That would be fun.
Parts of the base are pretty well executed; generally, I think there's a bit of an overuse of lines to define form rather than shading. This works better with some features than others, but overall it's still a good effort.
As I said in the email, this is really rad. Great job, and thanks for taking the time to help make assets more usable and cohesive. I love to see things like this.
I don't know if I'd say they're 'inefficient,' per se, but they can definitely be time-consuming to make. While we didn't end up having any trouble getting a lot of good quality (and stylistically consistent) assets entered into the contest, I think that some elements of the style guide, especially the frame count on the base animations, add a bit of a barrier to entry. I think we've learned quite a bit from the process, and if there's another LPC it will probably be different; but that's just my thought, not something official.
CruzR is no newbie--I think he probably understands how dual licensing works (odd as having CC-By on top of CC0 seems).
What's the question? It's listed as CC0 here. Or did I miss something behind the scenes?
I like it! I'm pretty impressed with how you've managed to maintain the overall look within the restrictions.
I like it! Very effective, and very useful as well.
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