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I noticed the a/e and the
Monday, July 29, 2013 - 07:11

I noticed the a/e and the extra bottom pixel. I think it's all perfectly in line with how the font should work with lowercase. In pixel art games I've been using this font with line heights of 10 pixels (for dense text, maybe 15 pixels for relaxed text), so the dangling g,j,p,q,y will fit comfortably. 

I saw usr_share just
Monday, July 29, 2013 - 06:16

I saw usr_share just introduced lowercase glyphs: http://opengameart.org/content/boxy-bold-font-0 in case you want to include them!

Nice work by the way, I have no idea how to create TTFs but I'll really put this to use.

Oh this is fantastic! I didn
Monday, July 29, 2013 - 06:11

Oh this is fantastic! I didn't think there were enough pixels left to do lowercase well, and this looks superb.

For Flare we use "campaign
Wednesday, July 24, 2013 - 01:09

For Flare we use "campaign statuses" to tell where the player is in the story. During triggered map events or while talking to NPCs, scripts can set a status or check a status. So if you're on a certain quest an NPC might have unique dialog. Or an NPC will thank you if you have the status that proves you returned their lost item.

The statuses are unique strings, so the current campaign state is a set of these strings. Example campaign statuses are "found_silver_key" or "hunt_the_goblins" for tracking items and quests.

A common expansion on this system is to have a string and number combination for quest chains. The string is the tag of the overall quest chain and the number is your current progress through the quest. I think World of Warcraft does it this way. So you might have a hunt_the_goblins quest chain that starts off at 0 and ends at 100 when the quest is complete (basically allowing one quest to have 100 possible steps/branches, but you can combine multiple long quests easily). This is good if you have many long quest chains. E.g. every time you have a quest to find an item you have three states: accepted the quest, found the item, returned the item. If you're only using strings you need three unique identifiers e.g. silver_key_accepted, silver_key_found, silver_key_returned. If you combine with numbers it might be silver_key:0, silver_key:50, silver_key:100 instead.

Hope this helps! We use the simpler string-only version and it works well enough for us.

Have a look at this example NPC file from Flare. https://github.com/clintbellanger/flare-game/blob/master/mods/alpha_demo/npcs/guill.txt

He says different things depending on whether a campaign status exists (request_status) or does not exist (requires_not) and also moves the story forward himself (set_status). Whenever it's time for this NPC to talk the game checks all the available dialog choices to find one that meets the current quest requirements.

How did you get the soft
Saturday, July 20, 2013 - 08:46

How did you get the soft painterly look and still use the 32 color palette? Did you paint in full RBG and downsample to the palette version? Or is this really just careful pixel art?

genuine_zealout we'll check
Thursday, July 18, 2013 - 05:32

genuine_zealout we'll check on the defaults for that config file. I think it's supposed to be Joystick Off by default.

These are well made. Are you
Wednesday, July 17, 2013 - 23:04

These are well made. Are you the artist that created these for SGA? If so, kudos.

I like that this free sample contains many of the colors most used in games.

It'll take an artist 15 mins
Wednesday, July 17, 2013 - 15:02

It'll take an artist 15 mins to 1 hour per frame depending on how complex the character is and how skilled the artist is. You could pay more hourly and still pay less overall for a great artist!

Count up the number of unique frames you need, minus any mirrored ones. Maybe you'll need about 60 unique frames for just the 4 animations you listed. But you may remember more animations you need, so make sure you have everything thought out in the beginning.

Now figure out how much a pixel artist costs. Maybe you can get an amateur freelancer to do it for $15/hr., but professionals will cost $60/hr or more.

So let's make a VERY conservative estimate! 20 mins per frame, 60 total frames, $15/hr.

That's 1200 minutes, or 20 hours of work. At $15/hr that is $300.

Hm, it appears in the hand
Tuesday, July 9, 2013 - 08:55

Hm, it appears in the hand when I swing. I'm using the latest engine build from the repo though, not the 0.18 release.

@hahaitwork sure, just put my
Tuesday, July 9, 2013 - 08:33

@hahaitwork sure, just put my name (Clint Bellanger) somewhere with the credits. Thanks!

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