Ok, now that I'm at a keyboard, let me add my one bit of advice for anyone coming to video game music from elsewhere: cut to the chase!
Long 10-30 seconds build ups work great for other music forms, but in the video game world you've typically got about 0-5 seconds for the main melody to kick in, with a heavy preference on 0.
This is especialy true for title themes, most gamers try to get out of title menus as quickly as possible, so if you want to them to hear any of your hard made music you've got to get it started as quickly as possible.
There's a little more room to play around with in-game music, but the same general idea holds. Picture a 'Village theme' song that plays in the background when a player enters a town in a fantasy RPG. The song needs to set the tone and pace for the player to make feel like they are walking around an medevial village. It can't take 30 or even 10 seconds to do this, the player needs to feel transported to the village pretty much from the moment the scene opens. A player will probably spend longer in the village then a title menu, so there's a little more room to play around before getting to the meat of the song, but not too much.
Not a comment on any of the tracks you've made specifcally, just a general pointer I like to hand out.
anyway, looks like you are off to a good start with both the games and game music. Good luck and happy travels! :)
@Gown: keep in mind CC-BY has an 'anti-DRM' clause that effectively prohibits distributing CC-BY, CC-BY-SA, etc. licensed works on platforms that use DRM (eg. Xbox, Playstation, Nintendo, iOS, and possibly Steam, Andriod, etc).
Many artists are either unaware of, or don't care about this provision, so if you contact the artist directly they may agree to let you use the asset on DRM'd platforms. Additionally, there is a forum thread here on OGA where many OGA artists have publicly granted an exemption to the 'anti-DRM' clause for all their works on OGA.
As for getting testers, I would setup an itch.io page for the game. You can keep the game private on there until it's ready for public release and in the meantime you can setup a private link to share alpha builds with potential testers. You might even be able to do a private comment section for getting feedback. Then just post around asking for willing testers. I'm sure you'll get one or two bites if you post on OGA.
I hope you find OGA a fun and generous community to be part of, I know I do.
Sunday, August 12, 2018 - 10:30
Wow! Well I just want to say thanks for everyone for all the kind words and ratings for The Adventures of Yulpers!
I have been toiling away at the same project for close to four years now, so it felt great to start and finish something in just a month. And to have folks react so positively to it was just amazing. I had my doubts when I let the kids vote on what game I should make for the jam but looks like they made the right call after all. :)
I also want to say thanks one last time to chasersgaming for organizing and officiating the Jam this year.
And congrats to everyone for another great jam this year! I had a great time checking out all the entries and am already looking forward next year's jam. :)
CC-BY licenses contain a provision barring distribution on platforms using certain types of DRM (eg Playstation, Xbox, etc).
OGA-BY 3.0 is cc-by 3.0 with this restriction removed.
Tuesday, August 7, 2018 - 07:25
> What files are supported if I want to upload some 3d models?
It's pretty open. I don't know that there is a universal standard for 3D object files, so whatever format you are comfortable with should be fine.
> Can I also upload 3D models from leaked cancelled PC games?
No.
This site is for publicly licensed works legally released under terms of any of the supported licenses.
Fan art, ripped sprites, models, etc. from commercial or otherwise closed license projects is not alowed.
> Is it allowed to upload custom made 3d models that are made by me on this website?
Yes, so long as they are new and original creations by you. They should not depcit or be derived from any copyrighted or trademarked characters or materials.
Hope that helps!
Monday, August 6, 2018 - 10:06
@chasersgaming: Sorry to hold you in suspense. I am still working my way through all the entries before I go back and rate them and choose a favorite.
@chasersgaming: Got a question on the ratings. How are we supposed to score the 'Art Challenge' rating? If I understand correctly, that one is supposed to be bonus points for using works from the OGA art challenges, is that right? Do we just give one star for each asset used or something like that?
I added a couple of characters and an outline, posting here in case the might be useful to anyone. Still credit buch, I just fiddled with the pixels a bit.
Ok, now that I'm at a keyboard, let me add my one bit of advice for anyone coming to video game music from elsewhere: cut to the chase!
Long 10-30 seconds build ups work great for other music forms, but in the video game world you've typically got about 0-5 seconds for the main melody to kick in, with a heavy preference on 0.
This is especialy true for title themes, most gamers try to get out of title menus as quickly as possible, so if you want to them to hear any of your hard made music you've got to get it started as quickly as possible.
There's a little more room to play around with in-game music, but the same general idea holds. Picture a 'Village theme' song that plays in the background when a player enters a town in a fantasy RPG. The song needs to set the tone and pace for the player to make feel like they are walking around an medevial village. It can't take 30 or even 10 seconds to do this, the player needs to feel transported to the village pretty much from the moment the scene opens. A player will probably spend longer in the village then a title menu, so there's a little more room to play around before getting to the meat of the song, but not too much.
Not a comment on any of the tracks you've made specifcally, just a general pointer I like to hand out.
anyway, looks like you are off to a good start with both the games and game music. Good luck and happy travels! :)
@Gown: keep in mind CC-BY has an 'anti-DRM' clause that effectively prohibits distributing CC-BY, CC-BY-SA, etc. licensed works on platforms that use DRM (eg. Xbox, Playstation, Nintendo, iOS, and possibly Steam, Andriod, etc).
Many artists are either unaware of, or don't care about this provision, so if you contact the artist directly they may agree to let you use the asset on DRM'd platforms. Additionally, there is a forum thread here on OGA where many OGA artists have publicly granted an exemption to the 'anti-DRM' clause for all their works on OGA.
As for getting testers, I would setup an itch.io page for the game. You can keep the game private on there until it's ready for public release and in the meantime you can setup a private link to share alpha builds with potential testers. You might even be able to do a private comment section for getting feedback. Then just post around asking for willing testers. I'm sure you'll get one or two bites if you post on OGA.
Welcome!
I hope you find OGA a fun and generous community to be part of, I know I do.
Wow! Well I just want to say thanks for everyone for all the kind words and ratings for The Adventures of Yulpers!
I have been toiling away at the same project for close to four years now, so it felt great to start and finish something in just a month. And to have folks react so positively to it was just amazing. I had my doubts when I let the kids vote on what game I should make for the jam but looks like they made the right call after all. :)
I also want to say thanks one last time to chasersgaming for organizing and officiating the Jam this year.
And congrats to everyone for another great jam this year! I had a great time checking out all the entries and am already looking forward next year's jam. :)
Cc-BY 3.0
CC-BY 4.0
OGA-BY 3.0
CC-BY licenses contain a provision barring distribution on platforms using certain types of DRM (eg Playstation, Xbox, etc).
OGA-BY 3.0 is cc-by 3.0 with this restriction removed.
> What files are supported if I want to upload some 3d models?
It's pretty open. I don't know that there is a universal standard for 3D object files, so whatever format you are comfortable with should be fine.
> Can I also upload 3D models from leaked cancelled PC games?
No.
This site is for publicly licensed works legally released under terms of any of the supported licenses.
Fan art, ripped sprites, models, etc. from commercial or otherwise closed license projects is not alowed.
> Is it allowed to upload custom made 3d models that are made by me on this website?
Yes, so long as they are new and original creations by you. They should not depcit or be derived from any copyrighted or trademarked characters or materials.
Hope that helps!
@chasersgaming: Sorry to hold you in suspense. I am still working my way through all the entries before I go back and rate them and choose a favorite.
Another awesome set surt!
I used the fish for my entry into this year's OpenGameArt Summer Game Jam.
Gave it a flatter shading treatment and googly eyes, you can see the results here:
https://opengameart.org/content/the-adventures-of-yulpers-art-and-sound-...
Went to move it into the SMS palette and was pleasantly suprised to see it was already in the SMS palette. I should have guessed ;)
Anyway, thanks again for sharing, you're truly among OGA's finest!
@chasersgaming: Got a question on the ratings. How are we supposed to score the 'Art Challenge' rating? If I understand correctly, that one is supposed to be bonus points for using works from the OGA art challenges, is that right? Do we just give one star for each asset used or something like that?
Another great set buch!
I used the small font for my entry into this year's OpenGameArt Summer 2018 Game Jam.
You can check out Yulpers at:
https://withthelove.itch.io/yulpers
And all the OpenGameArt.org Summer 2018 Game Jam entries at:
https://itch.io/jam/opengameart-game-jam-2/entries
I added a couple of characters and an outline, posting here in case the might be useful to anyone. Still credit buch, I just fiddled with the pixels a bit.
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