@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.
All licenses on OpenGameArt allow for commercial use. But Share-Alike has the most consequences on traditional commercial methods.
Your game must be licensed CC-BY-SA to use CC-BY-SA assets. The "Share-Alike" clause basically means: I'm sharing my art, and you can sample/remix it into new art if you're also sharing.
Here's what this means, in my opinion.
If your game is Share-Alike (CC-BY-SA) then the expectation is that it's there to be remixed. People can take all the game's content and sell it under a new name, as long as they give credit to your original works and their new game is also Share-Alike.
You can sell games that are CC-BY-SA, but anyone can probably share a legal clone for free. This is barely different than for proprietary games, when people can pirate any game without much consequence.
You can sell premium items and run ads. But because you're allowing remixing, someone could probably bypass or remove your ads. Again, in real life people already cheat these things in mobile games.
I argue the Share-Alike license allows your fans to love and share and remix your work instead of treating them like pirates and cheats instead. Now, Here are some trickier details. I'm not a lawyer, this is just my experience with SA art.
CC-BY-SA definitely has nothing to do with Source Code. Let me explain this way. In proprietary commercial games they sell you a copy of the binary but not a copy of the source. So we know that source and binaries can have separate licenses. CC-BY-SA never mentions source code because it's an *art* license. It is copyleft *code* licenses like GPL that bring source code into release requirements.
If using a game engine that is decoupled from the game's art and data (obvious case is using an off the shelf engine), then it's accepted that your engine binary can be a completely separate license from the game art and data. What's your game is really the art and data part. The standalone engine binary is treated like generic software that will run arbitrary data, sort of like a media player. The Share-Alike license then only applies to your data and art, and not to the 3rd party engine. You can have a closed, proprietary game engine and still use CC-BY-SA game and data.
I think CC-BY-SA licensed games could benefit from non-traditional revenue streams. A name-your-own-price (including free) download is very much in the spirit of sharing-alike. Another good fit for making money from Share-Alike games is commissions or fundraising to make more art/content.
@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.
anotherGameDev,
All licenses on OpenGameArt allow for commercial use. But Share-Alike has the most consequences on traditional commercial methods.
Your game must be licensed CC-BY-SA to use CC-BY-SA assets. The "Share-Alike" clause basically means: I'm sharing my art, and you can sample/remix it into new art if you're also sharing.
Here's what this means, in my opinion.
If your game is Share-Alike (CC-BY-SA) then the expectation is that it's there to be remixed. People can take all the game's content and sell it under a new name, as long as they give credit to your original works and their new game is also Share-Alike.
You can sell games that are CC-BY-SA, but anyone can probably share a legal clone for free. This is barely different than for proprietary games, when people can pirate any game without much consequence.
You can sell premium items and run ads. But because you're allowing remixing, someone could probably bypass or remove your ads. Again, in real life people already cheat these things in mobile games.
I argue the Share-Alike license allows your fans to love and share and remix your work instead of treating them like pirates and cheats instead. Now, Here are some trickier details. I'm not a lawyer, this is just my experience with SA art.
CC-BY-SA definitely has nothing to do with Source Code. Let me explain this way. In proprietary commercial games they sell you a copy of the binary but not a copy of the source. So we know that source and binaries can have separate licenses. CC-BY-SA never mentions source code because it's an *art* license. It is copyleft *code* licenses like GPL that bring source code into release requirements.
If using a game engine that is decoupled from the game's art and data (obvious case is using an off the shelf engine), then it's accepted that your engine binary can be a completely separate license from the game art and data. What's your game is really the art and data part. The standalone engine binary is treated like generic software that will run arbitrary data, sort of like a media player. The Share-Alike license then only applies to your data and art, and not to the 3rd party engine. You can have a closed, proprietary game engine and still use CC-BY-SA game and data.
I think CC-BY-SA licensed games could benefit from non-traditional revenue streams. A name-your-own-price (including free) download is very much in the spirit of sharing-alike. Another good fit for making money from Share-Alike games is commissions or fundraising to make more art/content.
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