@Kemono, @Hydroque: Hummm... I don't seem to understand either of your edits. Both the vertical and horizontal bridges are already composed of three tiles (a middle one and the two extremes). Also notice that the extremes are intentionally made to take a small portion of a tile, so that bridges seem to begin on cliff borders.
The only issue I notice is a half-tile misplacement of the horizontal bridge with respect to the grid, but that's not much of a problem.
Also, @Hydroque: no need to credit me, as stated in the attribution instructions. If you wanted to be kind (and I'd appreciate that) you could credit me as written in the attribution instructions section. You are not obliged to do that, though. And if you should make a game with this, it'd be cool to take a look at that, so please post a link here (if you want to and if you have it, of course)
Here's a couple of (automatic) DB32 recolors of Wesnoth sprites. I used Photoshop, but I guess the process could be automated... It'd be easier if the animations were packed into spritesheets first.
They are quite close to the original, but with a lot less colors.
I agree that the biggest issue is with unit graphics.
I'd personally prefer the second option (OGA-made pixel).
Using Wesnoth assets would make for a very Wesnoth-like look, not very original.
I personally don't like painterly assets very much (but that's a matter of tastes, I guess), unless they are at reasonably high resolution, and I don't see many artists around here that have the skill to make high quality painterly assets (save for stuff made by Ravenmore and Eleazzar, though the latter hasn't been around for a while, we haven't got many of them).
Pre-rendered stuff could work as well, given the set of 3d pieces we already have. Still, as you said, there are not many 3D artists on OGA.
On a personal side, I like pixel art graphics more than the other options, but I guess that's just me. I get your point about the pixel 'downgrade' (you're quite right saying that we have a lot of that), but as I said I find pixel-art quite appealing.
On the practical side, pixel art could allow us to use some of the already existing DB32 pieces, recolor some non-DB32 assets and make some more when missing. We have a good deal of artists that can at least edit and recolor pixelart pieces.
I'd like to help with this. I don't know how much spare time I'll have in the near future, but if you can point out what needs to be done, I'll see what I can do.
You can achieve such task (and many others as well) using ImageMagick. It's a fairly complex command-line utility, but you should be able to find a pre-made command that does what you need. If I got it right, what you're looking for could be done using
Someone once said that if Bart got a penny for each question about searching features, he'd be a rich man now :) Jokes aside, search function revision is on Bart's todo list, as far as I know.
At the moment, you could achieve what you're looking for by searching and sorting by favorites in descendent order. Generally, better quality means more favorites. Though this is not always true, it should do.
As for sorting by genre, well, there are tags for that. Or, at least, that was one of their intended functions, I guess.
In any case, once the next Patreon goal is achieved Bart should implement a better content curation system, which you can read about here, and which should address many of the issues with search which, at the moment, is quite buggy.
@Demix: sure you can. License states that you can use it however you want, and you're not obliged to credit me for that (though doing that would be very kind of you). I don't know if any google play game uses this art, but I never checked, actually.
@Kemono, @Hydroque: Hummm... I don't seem to understand either of your edits. Both the vertical and horizontal bridges are already composed of three tiles (a middle one and the two extremes). Also notice that the extremes are intentionally made to take a small portion of a tile, so that bridges seem to begin on cliff borders.
The only issue I notice is a half-tile misplacement of the horizontal bridge with respect to the grid, but that's not much of a problem.
Also, @Hydroque: no need to credit me, as stated in the attribution instructions. If you wanted to be kind (and I'd appreciate that) you could credit me as written in the attribution instructions section. You are not obliged to do that, though. And if you should make a game with this, it'd be cool to take a look at that, so please post a link here (if you want to and if you have it, of course)
Here's a couple of (automatic) DB32 recolors of Wesnoth sprites. I used Photoshop, but I guess the process could be automated... It'd be easier if the animations were packed into spritesheets first.
They are quite close to the original, but with a lot less colors.
I agree that the biggest issue is with unit graphics.
I'd personally prefer the second option (OGA-made pixel).
Using Wesnoth assets would make for a very Wesnoth-like look, not very original.
I personally don't like painterly assets very much (but that's a matter of tastes, I guess), unless they are at reasonably high resolution, and I don't see many artists around here that have the skill to make high quality painterly assets (save for stuff made by Ravenmore and Eleazzar, though the latter hasn't been around for a while, we haven't got many of them).
Pre-rendered stuff could work as well, given the set of 3d pieces we already have. Still, as you said, there are not many 3D artists on OGA.
On a personal side, I like pixel art graphics more than the other options, but I guess that's just me. I get your point about the pixel 'downgrade' (you're quite right saying that we have a lot of that), but as I said I find pixel-art quite appealing.
On the practical side, pixel art could allow us to use some of the already existing DB32 pieces, recolor some non-DB32 assets and make some more when missing. We have a good deal of artists that can at least edit and recolor pixelart pieces.
I'd like to help with this. I don't know how much spare time I'll have in the near future, but if you can point out what needs to be done, I'll see what I can do.
You can achieve such task (and many others as well) using ImageMagick. It's a fairly complex command-line utility, but you should be able to find a pre-made command that does what you need. If I got it right, what you're looking for could be done using
convert [file] -crop [size] +repage +adjoin [file]-%d.png
@usr_share, @surt: Thank you both! I added your edits to the sumbission and added you as collaborators. And I fixed those missing bridges too...
Someone once said that if Bart got a penny for each question about searching features, he'd be a rich man now :) Jokes aside, search function revision is on Bart's todo list, as far as I know.
At the moment, you could achieve what you're looking for by searching and sorting by favorites in descendent order. Generally, better quality means more favorites. Though this is not always true, it should do.
As for sorting by genre, well, there are tags for that. Or, at least, that was one of their intended functions, I guess.
In any case, once the next Patreon goal is achieved Bart should implement a better content curation system, which you can read about here, and which should address many of the issues with search which, at the moment, is quite buggy.
@pennomi: seems I forgot to link the complete pack in the description... it is fixed now
@miebster: the screenshots look good - too bad I have no iDevice to test, but I will as soon as I can get my hands on one of my friends'
@Demix: sure you can. License states that you can use it however you want, and you're not obliged to credit me for that (though doing that would be very kind of you). I don't know if any google play game uses this art, but I never checked, actually.
I like this (and your other interface work too)! Good job, and welcome around here!
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