Yeah, unfortunately not. I actually work in mspaint, believe it or not, so I don't tend to work in layers. Under normal circumstances I would have gone to the extra effort, but I was really rushing those last two to get them together for the contest. Though I haven't seen them used in any of the games, so there's that. xD
Breaking those things into layers sounds like work. Which is something I may well do, but there are probably other things I'd rather do first, such as properly sheeting out Xeon's LPC style sprite, and doing running animations for the base (something I truly regret not doing, second only to the high framecount on the walk animation).
True. But let's be honest: even our best licenses kinda suck sometimes ATM. Just look at all the confusion over what -By-SA means for licensing of other game assets.
I think CC-By does indeed have some sorts of limits on DRM. But I don't know how extensive they are, or whether there are easy ways around them, which there may be. Generally, if you're having trouble with that you can just contact the artist who can give you individual permissions to override issues on that front.
"You can pull it apart and use the clothes in your universal sprite sheet...but ehhh...the colours don't quite work."
Remember, the base is meant to be recolored (or at the very least open to it) as part of character design, as ofc are all assets. So I would think that shouldn't be much of an issue.
""To me, it makes no difference if we fail. I'd rather fail, and find out what we did wrong so that we won't make that mistake next time. As my business profs say, 'failing forward'."
...You gotta start somewhere, right?"
You do need to start somewhere. A big, ambitious 3D project is, however, probably not the best place to start. Starting small is important for a number of reasons, including those he mentioned. You will inevitably be making mistakes, probably major ones since it's an unfamiliar field. If you start small, those mistakes won't end up costing you huge amounts of time and work, not to mention stress and drama.
Regardless, this probably isn't the stage to be looking for outside artists. If you really want to go forward with a big project, you really should start out using placeholders until you have a serious (if potentially unshiny) demo to show that you are legit developers and your project has a good chance of success. There are few things more frustrating than putting a lot of love and care into a project and watching it go to waste. As it is, your chances of getting external help at this point are probably pretty low.
You're not crazy for requesting help on an indie here, but it might be a good idea to give some more information about your openness to FOSS licensing of contributed assets. I think people here will be more interested if you are fine with at least some assets made for you being released under a FOSS license.
Another thing you might want to elaborate on is the level of experience of your team. You said you arent formally trained, but lots of devs arent. Do you guys have game-making experience? If so, linking to a past project would be a good idea. If not, this project is likely to be seen as too ambitious and likely to fail (which ofc makes it less appealing to artists).
Believe it or not this is actually an intentional feature. It srves to prevent some inventory shenanigans, i guess.
Yeah, unfortunately not. I actually work in mspaint, believe it or not, so I don't tend to work in layers. Under normal circumstances I would have gone to the extra effort, but I was really rushing those last two to get them together for the contest. Though I haven't seen them used in any of the games, so there's that. xD
Yo.
Breaking those things into layers sounds like work. Which is something I may well do, but there are probably other things I'd rather do first, such as properly sheeting out Xeon's LPC style sprite, and doing running animations for the base (something I truly regret not doing, second only to the high framecount on the walk animation).
True. But let's be honest: even our best licenses kinda suck sometimes ATM. Just look at all the confusion over what -By-SA means for licensing of other game assets.
I think CC-By does indeed have some sorts of limits on DRM. But I don't know how extensive they are, or whether there are easy ways around them, which there may be. Generally, if you're having trouble with that you can just contact the artist who can give you individual permissions to override issues on that front.
@Hapiel: Thanks for posting your work! It looks very nice, and it's always good to see some quality pixels.
"You can pull it apart and use the clothes in your universal sprite sheet...but ehhh...the colours don't quite work."
Remember, the base is meant to be recolored (or at the very least open to it) as part of character design, as ofc are all assets. So I would think that shouldn't be much of an issue.
"... and after I make some headway into the project myself I want to invite a pixel artist to join me in creating some custom art into the game."
Thank you for going about it in that order.
Welcome to the site!
""To me, it makes no difference if we fail. I'd rather fail, and find out what we did wrong so that we won't make that mistake next time. As my business profs say, 'failing forward'."
...You gotta start somewhere, right?"
You do need to start somewhere. A big, ambitious 3D project is, however, probably not the best place to start. Starting small is important for a number of reasons, including those he mentioned. You will inevitably be making mistakes, probably major ones since it's an unfamiliar field. If you start small, those mistakes won't end up costing you huge amounts of time and work, not to mention stress and drama.
Regardless, this probably isn't the stage to be looking for outside artists. If you really want to go forward with a big project, you really should start out using placeholders until you have a serious (if potentially unshiny) demo to show that you are legit developers and your project has a good chance of success. There are few things more frustrating than putting a lot of love and care into a project and watching it go to waste. As it is, your chances of getting external help at this point are probably pretty low.
You're not crazy for requesting help on an indie here, but it might be a good idea to give some more information about your openness to FOSS licensing of contributed assets. I think people here will be more interested if you are fine with at least some assets made for you being released under a FOSS license.
Another thing you might want to elaborate on is the level of experience of your team. You said you arent formally trained, but lots of devs arent. Do you guys have game-making experience? If so, linking to a past project would be a good idea. If not, this project is likely to be seen as too ambitious and likely to fail (which ofc makes it less appealing to artists).
Anyway, good luck.
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