I appreciate the name suggestions, but they seem a bit on-point, as it were. Better than what I'm using now, but not quite what I'm after yet.
@ Pennomi: that is a good idea, but a very large monster list. I'm open to aiming some work in that direction, but it would help to know which ones are needed as fully new critters (as it seems the number could be cut down quite a bit by doing basic recolors for many of the variations, and some bases are already covered).
By the way, in terms of future plans, generally there are three things I'm hoping to work on.
1) a set of robots/mech things, in the tradition of games like FF6. So far there is Blarumyrran's robot, and the robot and turret I made based on it. I also have a half-finished mech kicking around.
2) insects. Everyone likes spiders, beetles, etc.
3) humans. So far the only true human we have is Blarumyrran's wizard. We could use a few more.
People's interest will kind of determine which way I go. I've already got the robots started, so I'm leaning that way for now, but that's not set in stone.
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.
Absolutely excellent work, and on subject matter which is always in demand. Thanks for making it, and thanks for the generous licensing as well!
Found the problem. The link is correct, but the auto-hotlink thing added a space at the end for some reason. It should be fixed now.
Thanks for the comments, guys!
First thing: I noticed I'd forgotten this guy: http://opengameart.org/content/3-form-rpg-boss-harlequin-epicycle I added it to the full sheet, haven't put it into the credit file yet (it's just by me, so that's simple).
I appreciate the name suggestions, but they seem a bit on-point, as it were. Better than what I'm using now, but not quite what I'm after yet.
@ Pennomi: that is a good idea, but a very large monster list. I'm open to aiming some work in that direction, but it would help to know which ones are needed as fully new critters (as it seems the number could be cut down quite a bit by doing basic recolors for many of the variations, and some bases are already covered).
By the way, in terms of future plans, generally there are three things I'm hoping to work on.
1) a set of robots/mech things, in the tradition of games like FF6. So far there is Blarumyrran's robot, and the robot and turret I made based on it. I also have a half-finished mech kicking around.
2) insects. Everyone likes spiders, beetles, etc.
3) humans. So far the only true human we have is Blarumyrran's wizard. We could use a few more.
People's interest will kind of determine which way I go. I've already got the robots started, so I'm leaning that way for now, but that's not set in stone.
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).
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