Recolored using Sharm's Tiny 16: Basic tileset (https://opengameart.org/content/tiny-16-basic) and slightly modified the dimensions (they were 23x33, this is 22x32 so it fits inside a 32x32 box). I don't need attribution, same license CC0.
I don't know why it's not showing anymore, somehow it lost the image. Here it is recreated, took me like 5 minutes using Tiled map editor from mapeditor.org
I came back looking for something else (because I finally have a story, graphics, game engine, and mapping tools together, along with enough spare time to do game dev again) and was very pleasantly surprised by this! Thank you, I don't have to invent or improvise this now, thank you!
Very nice, I approve! Just for clarity since this is an extension of something I commissioned Sharm to make, all the licenses are choices, not all inclusive. Pick any one license you want to use that suites your project best.
I haven't read all the discussion, just your initial post and about the next 3 pages of back-and-forth. When I stumbled on OGA (this site) and first created an account I was already ~6 months in process of creating a game using Flash Builder (paid a lot for it). After I spent countless hours crawling every possible graphic, animation, sound byte, song, and the like, I had spent over a year just in gathering content and scratching together a basic framework with no clear story or final decision on gameplay style. I eventually dumped Flash Builder (oh darn, money wasted) and even dumped action script as the language of choice (found Haxe pretty useful) when I stumbled on the framework that I've been using ever sinse (Flixel).
I'm droning on but here's my point: you'll never be happy with your first, second, third... nth attempt at something until you feel like it's perfect and commercial grade super star quality. I've been writing software (professionally) since the early 2000's and I'm still not perfect but I keep trying. What I have now is a pretty solid RPG framework and decent mechanics (to include menus, battle sequences, cut scenes, ability to change language of dialog on demand, and lots of other cool things but I still lack story/character development. At this point I do it almost as a personal therapy to feel better (and to avoid posting endless volumes of memes and junk to facebook).
Don't beat yourself up if you're not perfect. Do it if it makes you happy. Worst that anyone can say is you tried and failed but at least you tried.
Feel free to use this work in commercial or free projects, no payment required. Use the attribution directions for how to list in your credits. If you use multiple things from my profile you can include a link to my profile instead of links to each individual work or just a link to the oga homepage will suffice.
Just my name at the end listed as contributor is fine, I would hate to think I'm generating that level of extra work for you to tag me on every individual asset used.
Recolored using Sharm's Tiny 16: Basic tileset (https://opengameart.org/content/tiny-16-basic) and slightly modified the dimensions (they were 23x33, this is 22x32 so it fits inside a 32x32 box). I don't need attribution, same license CC0.
I don't know why it's not showing anymore, somehow it lost the image. Here it is recreated, took me like 5 minutes using Tiled map editor from mapeditor.org
Like this?
I find this easier to use. It's just a repack, I didn't change anything.
Awesome use of my spiders! Thanks for the shout out and I enjoyed the game. Hope my email helps with your game development.
I came back looking for something else (because I finally have a story, graphics, game engine, and mapping tools together, along with enough spare time to do game dev again) and was very pleasantly surprised by this! Thank you, I don't have to invent or improvise this now, thank you!
Very nice, I approve! Just for clarity since this is an extension of something I commissioned Sharm to make, all the licenses are choices, not all inclusive. Pick any one license you want to use that suites your project best.
@Spring
I haven't read all the discussion, just your initial post and about the next 3 pages of back-and-forth. When I stumbled on OGA (this site) and first created an account I was already ~6 months in process of creating a game using Flash Builder (paid a lot for it). After I spent countless hours crawling every possible graphic, animation, sound byte, song, and the like, I had spent over a year just in gathering content and scratching together a basic framework with no clear story or final decision on gameplay style. I eventually dumped Flash Builder (oh darn, money wasted) and even dumped action script as the language of choice (found Haxe pretty useful) when I stumbled on the framework that I've been using ever sinse (Flixel).
I'm droning on but here's my point: you'll never be happy with your first, second, third... nth attempt at something until you feel like it's perfect and commercial grade super star quality. I've been writing software (professionally) since the early 2000's and I'm still not perfect but I keep trying. What I have now is a pretty solid RPG framework and decent mechanics (to include menus, battle sequences, cut scenes, ability to change language of dialog on demand, and lots of other cool things but I still lack story/character development. At this point I do it almost as a personal therapy to feel better (and to avoid posting endless volumes of memes and junk to facebook).
Don't beat yourself up if you're not perfect. Do it if it makes you happy. Worst that anyone can say is you tried and failed but at least you tried.
Feel free to use this work in commercial or free projects, no payment required. Use the attribution directions for how to list in your credits. If you use multiple things from my profile you can include a link to my profile instead of links to each individual work or just a link to the oga homepage will suffice.
Just my name at the end listed as contributor is fine, I would hate to think I'm generating that level of extra work for you to tag me on every individual asset used.
Pages