@Anonymous: This is a rather odd case. On the one hand, despite the similarities you see the graphics in this entry are obviously not direct derivatives of the ones you linked. I don't see any meaningful connection between the fur and the one you linked, for instance. And there aren't any obvious hints of pixel-for-pixel copying in the vials despite similar stylings.
BUT, the stoppers on the vials share a number of identical colors, which indicates that at least the palettes were referenced/used. To me, this indicates that further investigation is needed; just because the vials entered here aren't derivatives of the ones you linked doesn't mean they aren't derivatives of ones from the same set. Regardless, while taking a palette isn't infringement per se, it's certainly proper etiquitte at least to mention if you've used someone else's.
I think that style is one measure of coherence. Genre might be another, either literary or game. Subject matter might be yet another. I don't think there are limits on what kinds of collections you can make any more than there are on what kinds of art you can submit (well, ok, there must be some logistical limits on both, but you know what I mean).
If all you can do is give credit, and you're restricted from releasing anything as open source, you'd better stick to CC-By and CC-0 licensed assets. CC-By allows you to use the assets however you want provided you give credit as specified. CC-0 is essentially synonymous with public domain and has no restrictions.
Aha, yes, I forgot those! Be sure to do a search yourself, because there are lots of interesting assets hidden in various nooks and crannies around the site.
Hmm... I wonder if your professor really understands the magnitude of what your assignment means. That is a >lot< of art assets that you need, and they'll probably have to be made from scratch if you can't adapt your game design to what's available. 4 original, fully animated characters, 6 animated enemies, essentially 6 bosses, plus environments... that's quite a bit, probably more than you realize. It's pretty unlikely that you'll find someone to do it all for free, especially on a tight schedule, and I'm inferring from your post that the project doesn't have a budget.
Here's what I suggest:
1) take a look at what's already available, and
2) adjust your plans accordingly. At the moment, some of your most important details are missing anyway--style, size/resolution, etc. If you're careful about it you can probably choose this in such a way as to take advantage of what other people have already made. You also probably need to reel in the scope of the project; right now what you're after is just too asset-heavy to really be viable without the money to hire someone (which, all told, would probably be pricey).
For instance, there are quite a few sidescrolling, fighting-game styled characters which have been made for Ultimate Smash Friends. They are released under CC-By, so all you have to do to use them is give credit as specified. However, none of them are like the characters you described. You would have to reimagine the backstory entirely in all likelihood. But on the other hand you'd get the benefit of free, fully animated characters. And so on; there are quite a few nice things to be found around the site, and I think you'll find your project much more managable if you start from there and keep things within what you can reasonably get assets for. Once you have a good idea of the art direction and specific (smaller) needs for the project you'll probably find it much easier to get help.
Careful on the second image in your last post. Look at where the neck connects with the head. Still, I think you're moving in a good trajectory here and the drawings are definitely improving.
@Anonymous: This is a rather odd case. On the one hand, despite the similarities you see the graphics in this entry are obviously not direct derivatives of the ones you linked. I don't see any meaningful connection between the fur and the one you linked, for instance. And there aren't any obvious hints of pixel-for-pixel copying in the vials despite similar stylings.
BUT, the stoppers on the vials share a number of identical colors, which indicates that at least the palettes were referenced/used. To me, this indicates that further investigation is needed; just because the vials entered here aren't derivatives of the ones you linked doesn't mean they aren't derivatives of ones from the same set. Regardless, while taking a palette isn't infringement per se, it's certainly proper etiquitte at least to mention if you've used someone else's.
also of potential interest: http://opengameart.org/art-search?keys=iron+plague Though, alas, those assets are spread out over several entries.
OK, I've come to the conclusion that he's just a troll.
I think that style is one measure of coherence. Genre might be another, either literary or game. Subject matter might be yet another. I don't think there are limits on what kinds of collections you can make any more than there are on what kinds of art you can submit (well, ok, there must be some logistical limits on both, but you know what I mean).
" as I'm tired of your rubbish amateur art. If you cant do pixel art or produce high quality sound effects, then please dont, as you'll create crap."
I think that, even if people here were interested in what you are doing (unlikely), you lost any chance you had with that sentence.
Hey, this might be useful for you. Since Bart just got collections up and running, I've put together a collection of sidescrolling character sprites (here: http://opengameart.org/content/sidescrollerplatformer-characters) and tile assets (here: http://opengameart.org/content/sidescroller-tilesets). There are fewer tiles than I'd hoped, but quite a few characters of various sorts.
If all you can do is give credit, and you're restricted from releasing anything as open source, you'd better stick to CC-By and CC-0 licensed assets. CC-By allows you to use the assets however you want provided you give credit as specified. CC-0 is essentially synonymous with public domain and has no restrictions.
Aha, yes, I forgot those! Be sure to do a search yourself, because there are lots of interesting assets hidden in various nooks and crannies around the site.
Hmm... I wonder if your professor really understands the magnitude of what your assignment means. That is a >lot< of art assets that you need, and they'll probably have to be made from scratch if you can't adapt your game design to what's available. 4 original, fully animated characters, 6 animated enemies, essentially 6 bosses, plus environments... that's quite a bit, probably more than you realize. It's pretty unlikely that you'll find someone to do it all for free, especially on a tight schedule, and I'm inferring from your post that the project doesn't have a budget.
Here's what I suggest:
1) take a look at what's already available, and
2) adjust your plans accordingly. At the moment, some of your most important details are missing anyway--style, size/resolution, etc. If you're careful about it you can probably choose this in such a way as to take advantage of what other people have already made. You also probably need to reel in the scope of the project; right now what you're after is just too asset-heavy to really be viable without the money to hire someone (which, all told, would probably be pricey).
For instance, there are quite a few sidescrolling, fighting-game styled characters which have been made for Ultimate Smash Friends. They are released under CC-By, so all you have to do to use them is give credit as specified. However, none of them are like the characters you described. You would have to reimagine the backstory entirely in all likelihood. But on the other hand you'd get the benefit of free, fully animated characters. And so on; there are quite a few nice things to be found around the site, and I think you'll find your project much more managable if you start from there and keep things within what you can reasonably get assets for. Once you have a good idea of the art direction and specific (smaller) needs for the project you'll probably find it much easier to get help.
Careful on the second image in your last post. Look at where the neck connects with the head. Still, I think you're moving in a good trajectory here and the drawings are definitely improving.
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