We don't put art requirements on submissions, we accept all forms of game art here. Different games will each have different individual requirements, and the programmers requirements will differ from engine to engine. Essentially each artist chooses which art style and level of fidelity they wish to create, and then they upload whatever they want.
We ran a competition called the "liberated pixel cup" which used 16x16 assets, so 16x16 is very popular here. If you're interested in expanding our library of 16x16 here are two collections of existing 16x16 art you could work into.
If you want to do other sizes, and you should feel free to, My advice is to have a look at some open source games you like the look of, and then mimic their art style. Most open source games will have publicly available art requirements.
Calinou, I had a look in the metadata, and this user has flagged that this work can be used in CC BY-SA 3 and later versions of that licence. So there is no problem there.
the terms of use state that submitted art must not be offensive, what is offensive is at the discretion of the site admins. There would be leniency on most art, since we already have plenty of demons and demonic iconography. The rule is mainly to keep threads from descending into flame wars.
Based on the logs, the spam seems to come in infrequent short bursts, which would imply they had been checking for gaps, looking for posting tecniques which get through. This is also reinforced by all the recent attempts to access wp-admin, methodically going through every possible url it could be at. There is every chance they'll notice they aren't being blocked at some point and then launch a full scale spam attack. Probably not worth canceling the spam filter subscription altogether just yet.
This issue should now be resolved for Spider Dave, Arcanorum and Rammy, their forum topics have been removed from the spam filter and should now be approved and published. Please let me know if this hasn't resolved the problem for you. This was exactly the issue as described by Bart above, and the only solution is ongoing monitoring of the spam queue.
I broadly agree, even if you don't want secondary and tertiary colours, your current pallet lacks dynamic range. The entire image is relatively dark, and the vast majority sits on the darker end of the range. I'd suggest that just icreasing the lightness range would improve its immediate recognition .
Sorry if I'm way out of the loop, I saw this from the front page. Should I take this to mean Flare is going runtime 3D instead of pre-rendered isometric? Or are you just generating additional texture layers for the final isometric renders?
Either way, the ambient and diffuse should be easy, the normals could be difficult though. Just exporting the blender generated normals will work for smooth objects, but the current files will have no normal data for rough objects, and just generating normals from the diffuse will give suboptimal results. To get good normals you really want to create a higher poly version of each object in the game and then use those high poly models to generate normals for the low poly models. Are you happy with crappy normals for testing purposes? Also if the purpose of these textures are for dynamic lighting, won't you also want specular textures?
I'm afraid this feels pretty broad and non-descriptive, what are the themes of the levels? Are there any examples of the kind of art you are looking for?
I have moved this to resource requests.
We don't put art requirements on submissions, we accept all forms of game art here. Different games will each have different individual requirements, and the programmers requirements will differ from engine to engine. Essentially each artist chooses which art style and level of fidelity they wish to create, and then they upload whatever they want.
We ran a competition called the "liberated pixel cup" which used 16x16 assets, so 16x16 is very popular here. If you're interested in expanding our library of 16x16 here are two collections of existing 16x16 art you could work into.
http://opengameart.org/content/oga-16x16-jrpg-sprites-tiles
http://opengameart.org/content/16x16
If you want to do other sizes, and you should feel free to, My advice is to have a look at some open source games you like the look of, and then mimic their art style. Most open source games will have publicly available art requirements.
Calinou, I had a look in the metadata, and this user has flagged that this work can be used in CC BY-SA 3 and later versions of that licence. So there is no problem there.
the terms of use state that submitted art must not be offensive, what is offensive is at the discretion of the site admins. There would be leniency on most art, since we already have plenty of demons and demonic iconography. The rule is mainly to keep threads from descending into flame wars.
Sure, post some screenshots and give an overview of the feel you're going for.
Based on the logs, the spam seems to come in infrequent short bursts, which would imply they had been checking for gaps, looking for posting tecniques which get through. This is also reinforced by all the recent attempts to access wp-admin, methodically going through every possible url it could be at. There is every chance they'll notice they aren't being blocked at some point and then launch a full scale spam attack. Probably not worth canceling the spam filter subscription altogether just yet.
This issue should now be resolved for Spider Dave, Arcanorum and Rammy, their forum topics have been removed from the spam filter and should now be approved and published. Please let me know if this hasn't resolved the problem for you. This was exactly the issue as described by Bart above, and the only solution is ongoing monitoring of the spam queue.
I broadly agree, even if you don't want secondary and tertiary colours, your current pallet lacks dynamic range. The entire image is relatively dark, and the vast majority sits on the darker end of the range. I'd suggest that just icreasing the lightness range would improve its immediate recognition .
Sorry if I'm way out of the loop, I saw this from the front page. Should I take this to mean Flare is going runtime 3D instead of pre-rendered isometric? Or are you just generating additional texture layers for the final isometric renders?
Either way, the ambient and diffuse should be easy, the normals could be difficult though. Just exporting the blender generated normals will work for smooth objects, but the current files will have no normal data for rough objects, and just generating normals from the diffuse will give suboptimal results. To get good normals you really want to create a higher poly version of each object in the game and then use those high poly models to generate normals for the low poly models. Are you happy with crappy normals for testing purposes? Also if the purpose of these textures are for dynamic lighting, won't you also want specular textures?
I'm afraid this feels pretty broad and non-descriptive, what are the themes of the levels? Are there any examples of the kind of art you are looking for?
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