Thank you for linking me. I really like how you implemented it--the style of animation really works with the overall aesthetic. I am really looking forward to this game.
I really like the initiative you've taken on this, and you're off to a good start. Still, I think that you might want to step back for a moment and examine the character before diving full tilt into animation. I think you can get the pixels to do more for you than they are now. Currently, there are a few issues:
banding/pillow shading: this is essentially when you have your colors sort of band along the contours of an outline. It doesn't usually do much to convey depth, and because of the pixel placement it can cause lines to be percieved in an image. The best resource on this that I know of is here, though it does ramble some: http://wayofthepixel.net/index.php?topic=8110.0
Generally, it's a good idea to step back and think about where your light is coming from, and how specifically it would fall across the character.
Colors: your colors are a bit lacking in contrast, and the ramps are straight--that is, the blue follows a straight gradient from light blue to dark blue without any variation in hue or saturation. It's often a good idea to add some variation in that, since real life solids are affected by multiple light sources, which often have different colors).
I made an edit that incorporates some of this (in a standing pose just because it's easier to deal with)
This is kind of unwieldy--not necessarily the easiest to animate, and it's got some other issues too. But I think it illustrates some of what I was saying, anyway (mostly on the shading side, less on the colors).
Hmm... I think that this feature was added so that it would be more comfortable to update old entries rather than make new ones, thus reducing clutter on the gallery, etc. But perhaps it should be optional.
I like this idea, and not only because it might result in more collaboration on my rpg set. The more artists we can get working on a set, the fuller and more interesting and useful it will become. The connection to/fulfillment of the FOSS dream is pretty clear. Also, and perhaps more importantly, it looks like fun.
"SA" stands for "Share Alike." In general terms, it means that derivative works from the original have to also be freely licensed. In more specific terms, there's still disagreement over how that works in a game implementation.
These could really use being collected into one entry, I think. They're good assets, but as they're currently arranged I'm not sure how easy they are to navigate.
If you want to not see a particular ad, you can always adblock it or what have you. Unless, of course, that ad is for Angry Turtle, in which case clicking the link and purchasing several items will resolve the issue.
Thank you for linking me. I really like how you implemented it--the style of animation really works with the overall aesthetic. I am really looking forward to this game.
I really like the initiative you've taken on this, and you're off to a good start. Still, I think that you might want to step back for a moment and examine the character before diving full tilt into animation. I think you can get the pixels to do more for you than they are now. Currently, there are a few issues:
banding/pillow shading: this is essentially when you have your colors sort of band along the contours of an outline. It doesn't usually do much to convey depth, and because of the pixel placement it can cause lines to be percieved in an image. The best resource on this that I know of is here, though it does ramble some: http://wayofthepixel.net/index.php?topic=8110.0
Generally, it's a good idea to step back and think about where your light is coming from, and how specifically it would fall across the character.
Colors: your colors are a bit lacking in contrast, and the ramps are straight--that is, the blue follows a straight gradient from light blue to dark blue without any variation in hue or saturation. It's often a good idea to add some variation in that, since real life solids are affected by multiple light sources, which often have different colors).
I made an edit that incorporates some of this (in a standing pose just because it's easier to deal with)
This is kind of unwieldy--not necessarily the easiest to animate, and it's got some other issues too. But I think it illustrates some of what I was saying, anyway (mostly on the shading side, less on the colors).
I don't see how that's easier to calculate than a flat fee.
It's already licensed under CC-By, as it turns out (see two posts up from yours).
Hmm... I think that this feature was added so that it would be more comfortable to update old entries rather than make new ones, thus reducing clutter on the gallery, etc. But perhaps it should be optional.
I like this idea, and not only because it might result in more collaboration on my rpg set. The more artists we can get working on a set, the fuller and more interesting and useful it will become. The connection to/fulfillment of the FOSS dream is pretty clear. Also, and perhaps more importantly, it looks like fun.
"SA" stands for "Share Alike." In general terms, it means that derivative works from the original have to also be freely licensed. In more specific terms, there's still disagreement over how that works in a game implementation.
Care to show us what you've got? There are definitely people here who can help you.
These could really use being collected into one entry, I think. They're good assets, but as they're currently arranged I'm not sure how easy they are to navigate.
If you want to not see a particular ad, you can always adblock it or what have you. Unless, of course, that ad is for Angry Turtle, in which case clicking the link and purchasing several items will resolve the issue.
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