I think its a cool preview, but and it would be a fun style if there were enough assets to make a whole game out of them. That said, the uniqueness of the style might make it harder to gel with other pixel art assets which tend to adopt a more "traditional" pixel art style. Its also very hard to tell from a single frame, I'd liek to see some animations for the character to know how it moves, and some more assets to be able to see how consistent the style is.
I really like BY-SA, I always thought its limitations pretty much limited people to using it in open source games, and I'm totally fine with that. If an artist is willing to release art under an open source licence, its only fair they should be allowed to restrict its use to open source projects.
There are a lot of game developers who are scared that they can't sell games containing BY-SA works, but you can definately sell open source games. There are also a lot of artists who don't want their work being included in a game which is then sold without giving them a cut, thats actually a really common concern from artists considering open licences. SA gives them a little peace of mind on that front. I also really like the NC licence, but game devs also hate that one.
I actually count 20 on on the front page when logged in. They fall into three categories, system, module and theme.
MODULES: system base system menus system messages system theme
[ These could theoretically be combined into two, but the combination would have to be done again after every drupal update patch (potentially every few months). ]
MODULES: module contextual module comment notify module comment module date module field module logintoboggan module node module search module user module forum module views module ctools module medals mudle shortcut module toolbar
[ These could again theoretically be combined, but the recombination would have to be done again everytime a module was updated or turned on (portentially every couple of weeks). Additionally, the same module styles aren't present for every page, and there are many more module styles than this, so the combined file would be much larger and most styles would be unused. ]
THEME: Oga theme
[This is where the vast majority of rules live, it is all site specific, already combined and makes up the largest single style load. It could be minified to save 6kb quite easily, but as your graphs show, thats not going to reduce it much. ]
All in all with combinations and minifications we could save a handful of kilobytes and a few calls, which might buy us a 10% faster load time, but it would increase the amount of maintenance required. I'll look into it again when i've got some free time and access to the server.
I have altered the page from a simple "more" link to a numbered pagination system as is used elsewhere on the site. it still only displays 50 items per page, so the server load should be the same, but it fixes this issue and provides a more consistent user experience.
Thanks for the suggestions, thing is though most of the css is already in a single stylesheet, and the remainders are module specific and not always displayed. Most of the Js is already compressed, though one or two aren't yet. It is possible to squeeze out a bit more optomisation, but by and large its already pretty decent on that front. The images are are the big hitter, and there is not much more we can do about that.
Really the server could be upgraded, but Bart is paying for it all out of his own pocket, so we can't fault him there either.
Tap, it is very sad to hear you make such a decission. Looking at the comment Sharm made, it doesn't seem like to me like she intended to attack you. It appears to be a simple misundertstanding. Since you have left the site, the link is disabled so i will repost the conversation there.
Here is what she said
"Assets made with RPG Maker's RTP cannot be posted here as the licence is completely incompatible. Even if it's very heavily edited."
To which you replied
"Sharm, this doesn't even use anything from RPG Maker. It is made from scratch. You've officially made me stop using this site. Fuck this place. -.- "
I couldn't see any more comments from her or you, so that is an extremely short exchange to base such a big decission off. She hadn't even had a chance to respond to you statement, so your leaving seems a little hasty. Perhaps this was all just a misundertstanding?
Thats an excellent idea, and I'm really happy to see you looking to volunteer your time. Might I suggest that instead of starting a new project from scratch, it might be worth contributing to existing open source games? Pick a gnere and a language, and there is bound to be an open source game which needs your help. Moreover, contributing to an existing project will allow you to eliminate the organisational overhead of setting up a new project, and let you focus on adding functionality right away. It will also net you a better looking project for your porfolio in a short time frame.
So i played it mainsworthy, i can see you have put in a great deal of effort. That said, it was not at all clear what i was meant to do. There was no introduction, no training, no explanation of the game mechanics. I was unsure what the difference between units was, nor what was happening at any given moment. I'd suggest that a simple training mission and some kind of event log would help a lot.
I have attached the backdrop image so others can have an idea of what to expect
Excellent work, that is high quality asset you've made there, particularly for an object for which most people would skimp on the detail. I am very impressed, thanks for the upload.
I think its a cool preview, but and it would be a fun style if there were enough assets to make a whole game out of them. That said, the uniqueness of the style might make it harder to gel with other pixel art assets which tend to adopt a more "traditional" pixel art style. Its also very hard to tell from a single frame, I'd liek to see some animations for the character to know how it moves, and some more assets to be able to see how consistent the style is.
This seems to match what you're looking for http://opengameart.org/content/moderna-graphical-interface
I really like BY-SA, I always thought its limitations pretty much limited people to using it in open source games, and I'm totally fine with that. If an artist is willing to release art under an open source licence, its only fair they should be allowed to restrict its use to open source projects.
There are a lot of game developers who are scared that they can't sell games containing BY-SA works, but you can definately sell open source games. There are also a lot of artists who don't want their work being included in a game which is then sold without giving them a cut, thats actually a really common concern from artists considering open licences. SA gives them a little peace of mind on that front. I also really like the NC licence, but game devs also hate that one.
I actually count 20 on on the front page when logged in. They fall into three categories, system, module and theme.
MODULES:
system base
system menus
system messages
system theme
[ These could theoretically be combined into two, but the combination would have to be done again after every drupal update patch (potentially every few months). ]
MODULES:
module contextual
module comment notify
module comment
module date
module field
module logintoboggan
module node
module search
module user
module forum
module views
module ctools
module medals
mudle shortcut
module toolbar
[ These could again theoretically be combined, but the recombination would have to be done again everytime a module was updated or turned on (portentially every couple of weeks). Additionally, the same module styles aren't present for every page, and there are many more module styles than this, so the combined file would be much larger and most styles would be unused. ]
THEME:
Oga theme
[This is where the vast majority of rules live, it is all site specific, already combined and makes up the largest single style load. It could be minified to save 6kb quite easily, but as your graphs show, thats not going to reduce it much. ]
All in all with combinations and minifications we could save a handful of kilobytes and a few calls, which might buy us a 10% faster load time, but it would increase the amount of maintenance required. I'll look into it again when i've got some free time and access to the server.
Hi congusbongus,
I have altered the page from a simple "more" link to a numbered pagination system as is used elsewhere on the site. it still only displays 50 items per page, so the server load should be the same, but it fixes this issue and provides a more consistent user experience.
thanks for letting us know.
Thanks for the suggestions, thing is though most of the css is already in a single stylesheet, and the remainders are module specific and not always displayed. Most of the Js is already compressed, though one or two aren't yet. It is possible to squeeze out a bit more optomisation, but by and large its already pretty decent on that front. The images are are the big hitter, and there is not much more we can do about that.
Really the server could be upgraded, but Bart is paying for it all out of his own pocket, so we can't fault him there either.
Tap, it is very sad to hear you make such a decission. Looking at the comment Sharm made, it doesn't seem like to me like she intended to attack you. It appears to be a simple misundertstanding. Since you have left the site, the link is disabled so i will repost the conversation there.
Here is what she said
"Assets made with RPG Maker's RTP cannot be posted here as the licence is completely incompatible. Even if it's very heavily edited."
To which you replied
"Sharm, this doesn't even use anything from RPG Maker. It is made from scratch. You've officially made me stop using this site. Fuck this place. -.- "
I couldn't see any more comments from her or you, so that is an extremely short exchange to base such a big decission off. She hadn't even had a chance to respond to you statement, so your leaving seems a little hasty. Perhaps this was all just a misundertstanding?
Thats an excellent idea, and I'm really happy to see you looking to volunteer your time. Might I suggest that instead of starting a new project from scratch, it might be worth contributing to existing open source games? Pick a gnere and a language, and there is bound to be an open source game which needs your help. Moreover, contributing to an existing project will allow you to eliminate the organisational overhead of setting up a new project, and let you focus on adding functionality right away. It will also net you a better looking project for your porfolio in a short time frame.
So i played it mainsworthy, i can see you have put in a great deal of effort. That said, it was not at all clear what i was meant to do. There was no introduction, no training, no explanation of the game mechanics. I was unsure what the difference between units was, nor what was happening at any given moment. I'd suggest that a simple training mission and some kind of event log would help a lot.
I have attached the backdrop image so others can have an idea of what to expect
Excellent work, that is high quality asset you've made there, particularly for an object for which most people would skimp on the detail. I am very impressed, thanks for the upload.
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