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Just as awesome as always!
Sunday, December 1, 2013 - 08:44

Just as awesome as always!

@caeles: using a common
Saturday, November 23, 2013 - 05:42

@caeles: using a common palette helps integrating different assets into a coherent style. Of course, palette is not the only thing, but it definitely helps. In this case, converting the LPC assets to DB32 would allow them to be better combined with the many other assets made with that palette.

Anyway, here's my try at recoloring a mockup with DB32. This actually looks better than I thought it would, though it loses some of the original LPC feel in my opinion.

LPC makes use of transparency, too - that could be an obstacle, since we would need to make more transitions than the existing ones, if we want to keep strict with palette restrictions (for example: the shadow below the tree is different if the tree is on grass or on dirt, and it's different again if it's on a transition tile, and so on...), so I guess we should pick a slightly modified version of DB32 with a transparent color (like 60% black) for shadows.

In any case, I'm not really sure if the result can be worth the effort. Many tiles (especially the indoor ones, but the same happens with lava, that uses many different shades of red and orange, which DB32 doesn't offer) are difficult to convert (at least to me - if someone could, that'd be great).

Well, maybe I used the wrong
Saturday, November 16, 2013 - 07:17

Well, maybe I used the wrong words: by saying that the tileset is 16x16-based, I meant that the base tile (that is: the square forming the base of each orthogonal block, without considering block height) was 16x16.

Knowing that comes in handy when placing bricks onto a map: if you tiled them against a 16x32 grid (which, as you stated correctly, is the 'real' size of most of the pieces), you would have ended up with a wrong block disposition. Instead, tiling them against a 16x16 grid (by aligning the bottom line of each block to the grid) you get the nicer result you see in the preview. Then, you add y-axis displacement corresponding to the height you want your brick to be at (which still leaves space for some optical illusions, but with some careful level design you can ignore this)

Nice reinterpretation you
Thursday, November 14, 2013 - 13:24

Nice reinterpretation you have here guys! Good job!

@Sharm: thank you!
Thursday, November 14, 2013 - 06:10

@Sharm: thank you!

@usr_share: I like your work! I added it to the submission and added you as a collaborator (unless you don't want it to be CC0 - in that case, I'll remove it)

@salt_flower: the contest is
Monday, November 11, 2013 - 05:31

@salt_flower: the contest is over now, but next time you should add it through the 'enter this contest' button - which will enable people to vote for your art piece

Is it just my distraction or we missed the voting phase? Sounds strange we are all winners (though in some sense I guess we could be considered that way... but that was not the point).

@hercules: here are your
Monday, November 4, 2013 - 06:33

@hercules: here are your fonts. Enjoy!

@mattahj: thanks! I took a
Monday, November 4, 2013 - 05:49

@mattahj: thanks! I took a look at your game - looks nice!

Sorry but that doesn't answer
Wednesday, October 30, 2013 - 08:42

Sorry but that doesn't answer my question. I'll try to be more clear.

First, the preview shows more than a font: the font of the main menu (the one used to write 'HEROES AND VILLAINS', to be clear), the medium font used for window titles ('PLAYER', 'INVENTORY') and the smaller font used for other stuff. Which of the three (one or more) you need?

Second, what characters should I put in? The preview shows only uppercase letters (A, B, C, ...). You will probably need punctuation (comma, fu-stop, semicolon, colon, exclamative and interrogative points, dash), right? If so, except commons (the ones listed before), do you need any special one (brackets, slashes etc.)? Do you need lowercase letters?

As for the font size, I'll assume you'll use the same in the preview (FYI bitmap fonts' size is commonly measured with the size of each letter - e.g. 12x16, meaning a letter is 12 pixels wide and 16 pixels tall).

@Hercules: as I wrote in the
Monday, October 28, 2013 - 06:56

@Hercules: as I wrote in the description, I didn't really draw the whole font, but just some words for demonstrative purposes. However, I'm available to complete it - do you have some more specific requirements (like special characters, font size - which I'd rather being the same in the UI preview - multiple sizes etc.)?

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