@Ragnar haha thanks, just something fun for people paying attention. It's also showing this art set would be great for games that want to absolutely fill the screen with enemies e.g. games like Vampire Survivors or Gauntlet.
Because of the 2px thick outline the art itself is essentially limited to 12x14 total (or 12x12 for creatures not touching the ground). This is wildly limiting, I have huge respect now for those projects that work in 8x8!
These may be reworkable to match other 16x16 art styles because there's room to remove the double outline and still add more detail.
Most of these would also work in a side-view game. Some of the smaller creatures would have to be moved down a few pixels to sit at the bottom of their frame, as currently they're centered to accomodate the 3/4ths top down view.
haha lower-case gnoll is a hyena and the dragonkin jr is a kobold, I'll count those as correct
"bushnt" is VERY correct, bonus points, I was calling this "shrubnt" when making it
Excellent job picking out the goblin vs orc vs troll vs hobgoblin vs bugbear, all correct. Also picking out that is a will-o-wisp is great, that one seems hard without context.
The fish are large mouth bass, rainbow trout, salmon (or generic silvery fish), catfish, and generic panfish, though probably several kinds of fish will match
The one you labeled hornet is a giant mosquito, but close
I think the rest is 100% spot on, basically perfect except for the specific species of fish.
!!BONUS POINTS!!
(edit) lol I bumped your 1 point for your reply up to 10 points, using my OGA admin powers for awesome
It would be great to find these for historical / archival purposes.
I still have the machine I used for development on those original versions, but couldn't find backups of those files. Don't remember what I was using for source control before Google Code projects.
I did find this in my email archive, Peter Froehlich sent me a makefile along with a copy of Flare's source at the time. This looks like a copy of the v0.01 source!! (before SDL_Mixer support was added, according to Flare's blog).
I appreciate you asking! Yes you can make derivatives of these icons and use them in your game. In the credits you can say something like "original item icons by Clint Bellanger". Or your credits might have a section "additional creative commons art by:" and you can just list my name.
Note that all of the CC-BY licensed works here on OpenGameArt allow for these kind of modifications with credit.
Hope this helps! Post a link to your game here when it's ready to try!
then the document layout isn't really changing and it should be super fast. Something like that? Have a demo somewhere we can look at?
I've been using html5 canvas for all my game prototypes for a few years now. But I like making tiny low spec games so I'm not really having canvas performance issues.
I think canvas optimization will catch up at some point (if it continues to be an html standard). Same thing that happened to the technique you're using. Those "DHTML" techniques were new and awesome circa 2000 but game performance was always too poor compared to Flash.
Your technique may be a good fallback plan for maintaining web games. That vanilla CSS is going to be supported long after any other game tech for browsers.
@Duion re: "making screenshots of anything is always fine" -- distributing screenshots you make is technically not always fine. An example I can think of, someone was selling unauthorized game walkthroughs using their own screenshots from the games and got in legal trouble.
Fair use is the only use you get for proprietary game screenshots, technically legally speaking. So screenshots of CC-BY-SA games have more legal uses, not fewer.
Fair use also applies to any CC license works of course. So anywhere you currently see screenshots being freely, fairly used then CC-BY-SA screenshots are allowed as well.
@luizbills
All other tiles in those previews are from Kenney's Tiny series
https://kenney.nl/assets/series:Tiny
@Ragnar haha thanks, just something fun for people paying attention. It's also showing this art set would be great for games that want to absolutely fill the screen with enemies e.g. games like Vampire Survivors or Gauntlet.
Some notes I couldn't fit anywhere else:
Because of the 2px thick outline the art itself is essentially limited to 12x14 total (or 12x12 for creatures not touching the ground). This is wildly limiting, I have huge respect now for those projects that work in 8x8!
These may be reworkable to match other 16x16 art styles because there's room to remove the double outline and still add more detail.
Most of these would also work in a side-view game. Some of the smaller creatures would have to be moved down a few pixels to sit at the bottom of their frame, as currently they're centered to accomodate the 3/4ths top down view.
@MedicineStorm yes! let's go!
haha lower-case gnoll is a hyena and the dragonkin jr is a kobold, I'll count those as correct
"bushnt" is VERY correct, bonus points, I was calling this "shrubnt" when making it
Excellent job picking out the goblin vs orc vs troll vs hobgoblin vs bugbear, all correct. Also picking out that is a will-o-wisp is great, that one seems hard without context.
The fish are large mouth bass, rainbow trout, salmon (or generic silvery fish), catfish, and generic panfish, though probably several kinds of fish will match
The one you labeled hornet is a giant mosquito, but close
I think the rest is 100% spot on, basically perfect except for the specific species of fish.
!!BONUS POINTS!!
(edit) lol I bumped your 1 point for your reply up to 10 points, using my OGA admin powers for awesome
Bonus points for anyone who can name all 180 creatures
It would be great to find these for historical / archival purposes.
I still have the machine I used for development on those original versions, but couldn't find backups of those files. Don't remember what I was using for source control before Google Code projects.
I did find this in my email archive, Peter Froehlich sent me a makefile along with a copy of Flare's source at the time. This looks like a copy of the v0.01 source!! (before SDL_Mixer support was added, according to Flare's blog).
I placed a copy here: https://clintbellanger.net/archive/flare_v0.01_src.zip
It is only the source and not the assets or compiled version, but we could possibly make it work by copying assets from later versions.
If any of you are obsessive file hoarders and still have the early versions of Flare / OSARE / RPGEngine please do let us know. Thanks!
Check the Flare Game github here for the skeleton sprite sheets:
https://github.com/flareteam/flare-game/tree/master/art_src/characters/skeleton
Today Is Jimmy...
I appreciate you asking! Yes you can make derivatives of these icons and use them in your game. In the credits you can say something like "original item icons by Clint Bellanger". Or your credits might have a section "additional creative commons art by:" and you can just list my name.
Note that all of the CC-BY licensed works here on OpenGameArt allow for these kind of modifications with credit.
Hope this helps! Post a link to your game here when it's ready to try!
Fun hack, I wouldn't have thought using CSS would be that much faster. I guess though that if all your moving parts are like this:
.sprite { position: absolute; top: (x)px, left: (y)px, z-index: (z); }
then the document layout isn't really changing and it should be super fast. Something like that? Have a demo somewhere we can look at?
I've been using html5 canvas for all my game prototypes for a few years now. But I like making tiny low spec games so I'm not really having canvas performance issues.
I think canvas optimization will catch up at some point (if it continues to be an html standard). Same thing that happened to the technique you're using. Those "DHTML" techniques were new and awesome circa 2000 but game performance was always too poor compared to Flash.
Your technique may be a good fallback plan for maintaining web games. That vanilla CSS is going to be supported long after any other game tech for browsers.
@Duion re: "making screenshots of anything is always fine" -- distributing screenshots you make is technically not always fine. An example I can think of, someone was selling unauthorized game walkthroughs using their own screenshots from the games and got in legal trouble.
Fair use is the only use you get for proprietary game screenshots, technically legally speaking. So screenshots of CC-BY-SA games have more legal uses, not fewer.
Fair use also applies to any CC license works of course. So anywhere you currently see screenshots being freely, fairly used then CC-BY-SA screenshots are allowed as well.
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