Is your patch to avoid writing width,height for enemies?
The data isn't necessary, but the Flare engine will ignore those values for Enemy blocks. This is nice because the Flare Tiled plugin stays very simple.
Unless there's a situation I'm not thinking of that may cause issues?
I'm pretty sure when I made these I was cursing Inkscape (on OSX, which had crappy X support at the time). So I said screw it, I'll just use Blender.
Anyway, they're "vector" in Blender, but I don't know of any Blender export tool that will project the 3D mesh into a 2D vector and output as .svg or whatnot.
I could pop out a Blender render that is large enough so that someone can retrace it in Inkscape?
I mean, it's not terrible to make new animations. But realize the set of armors, hairstyles, etc. matching those new animations will be far fewer than the base set. That's probably fine for some kinds of projects.
I strongly suggest against making new animations. The style guide is already published. People are already working on assets for the base animations. Creating new animations will make their work incomplete.
That might mean no Bows, for instance; well get creative. The Slash animation can be used for throwing knives. Part of the slash animation (one arm forward) could be used for aiming a Crossbow. Work within the current limits to make interesting things.
Obvious warning, but each new animation variant adds more work per armor/weapon/hair/etc. Be careful not to end up with a situation where artists need to create hundreds of frames to have a fully compatible set.
Perhaps look at real-world cuts of gems to see how they're done. It's what I did when I made these simplified 3D gems http://opengameart.org/content/gems
You probably don't want to use dithering if possible (unless it's required for the Mana World style).
Instead of drawing the cut edges with dark lines, you might want to imply the edges by having a strong change in value between faces.
TMM, feel free to make requests as well. Perhaps you have a great game idea, and some other artist is stuck not knowing what to create.
Woah, thanks for the detailed feedback!
I'll digest all of this and post a longer response soon. For now I can say that many of these things are just the alpha state of the game showing.
odino4ka,
Is your patch to avoid writing width,height for enemies?
The data isn't necessary, but the Flare engine will ignore those values for Enemy blocks. This is nice because the Flare Tiled plugin stays very simple.
Unless there's a situation I'm not thinking of that may cause issues?
Anon,
glad you enjoy the current content. It's still an Alpha tech demo so there isn't much content. Soon we will plan many more maps and quests.
From r/truegaming? Welcome!
I'm pretty sure when I made these I was cursing Inkscape (on OSX, which had crappy X support at the time). So I said screw it, I'll just use Blender.
Anyway, they're "vector" in Blender, but I don't know of any Blender export tool that will project the 3D mesh into a 2D vector and output as .svg or whatnot.
I could pop out a Blender render that is large enough so that someone can retrace it in Inkscape?
I mean, it's not terrible to make new animations. But realize the set of armors, hairstyles, etc. matching those new animations will be far fewer than the base set. That's probably fine for some kinds of projects.
I strongly suggest against making new animations. The style guide is already published. People are already working on assets for the base animations. Creating new animations will make their work incomplete.
That might mean no Bows, for instance; well get creative. The Slash animation can be used for throwing knives. Part of the slash animation (one arm forward) could be used for aiming a Crossbow. Work within the current limits to make interesting things.
Obvious warning, but each new animation variant adds more work per armor/weapon/hair/etc. Be careful not to end up with a situation where artists need to create hundreds of frames to have a fully compatible set.
Perhaps look at real-world cuts of gems to see how they're done. It's what I did when I made these simplified 3D gems http://opengameart.org/content/gems
You probably don't want to use dithering if possible (unless it's required for the Mana World style).
Instead of drawing the cut edges with dark lines, you might want to imply the edges by having a strong change in value between faces.
Pages