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Thursday, October 13, 2016 - 13:02

@MedicineStorm:

Instant Dungeon! was not on Steam or Greenlight when Flying Interactive first contacted me.  Actually, they paid the $100 to get the game on Greenlight.  The game was complete though and available on both Playstation Mobile store and a handful of PC gaming storefronts (itch.io, IGS, GMG, etc).

Well, I went digging through my emails and found my first contact with Flying Interactive, they said:

"We saw "Instant Dungeon!" on Indie Game Stand and wanted to reach out to you to ask if you need any assistance with your project."

Kinda funny that they noticed it on Indie Game Stand.  I'd have to go check again but pretty sure that IGS is the worst selling storefront for Instant Dungeon! by a wide margin.  But I guess it just shows how much it pays to put your game out there as much as possible, even in places you don't think will help much.  You never know who'll be looking and where.

As for why they chose Instant Dungeon! all they said really was:

"Instant Dungeon! is a great game and we would be more than happy to work with you on this project."

Having talked with them at length since then, I think they honestly did just like the game.  I think their general approach is to look for games they like and look interesting in some unique way. 

Thanks for the kind words about Instant Dungeon!  Hoping my next project turns out just as great!  Plan to release the art for it as OGA-BY 3.0 once the game is released, just like I did for Instant Dungeon!, so at the very least it should be a nice big submission for OGA. :)

 

Monday, October 10, 2016 - 17:29

@jdean300:  Glad to be of assistance!  That last step you mention, contacting the orginal authors directly is a great idea.  Theoretically the licenses should obviate the need for checking directly with the original artists, but, especially in cases like yours where the license isn't perfectly clear about something, it's always a great idea to go straight to the creator and make sure what you are doing is ok with them.

 
Monday, October 10, 2016 - 11:04

 

I don't know.  Personally, I think the app is plenty worth it at $2 and I'm not sure taking $1 off is going to suddenly net a lot of downloads.  But then I won't even pretend to understand the voodoo economics of the app store.

I wish I knew of where to tell you to go to try and promote the app with other pixel artists.  

I keep checking, can't wait for the new updates to come down!

Monday, October 10, 2016 - 10:28

This is a good question that comes up quite frequently.

My general take would be that what you are describing would be a violation of the license for thr reason DezrasDragons highlights.

One thing you could do would be to build the assets into your game however you want, but then also include the unencumbered files with your game distribution along with a copy of the cc-sa license and a doc enuneratting the works and their authors.   Not sure if this would still technically be a violation of the license but it certainly would get you closer to the spirit of it.

Sunday, October 9, 2016 - 20:25

@TheBlackSword:  Finally got a few moments free to Die for the Empire a few times.

First, the game has come a LOOONG way since that early demo!  Congrats and hats off for all the progress you've made on it!  

Second, where did you get all that art and music?  Is it all yours or OGA stuff?  It's awesome!

Sunday, October 9, 2016 - 17:24

Again, if this is overwhelming or annoying, don't worry, you can just ignore it all.  Just tossing some ideas out threre, but I totally get that you are not here to just add palettes to your paint app for me. :)

Sunday, October 9, 2016 - 17:22

And as long as I'm piling on, here's a fun one, this is the standard ink palette used by all comic books from through about the 1990's. 

Sunday, October 9, 2016 - 17:20

NES variants

Sunday, October 9, 2016 - 17:18

DB 32 and Bart's variant

 
Sunday, October 9, 2016 - 17:17

 

Awesome DanXS!

Thanks so much for staying at it!  I was worried you'd get discouraged and give up.

All these changes sound great!  The new palette selector looks awesome!   Can't wait to check it out!

Gotcha about the more advanced palettes.  One palette you might consider is DawnBringer's mega cool 32 and 16 color palettes:

http://pixeljoint.com/forum/forum_posts.asp?TID=12795

http://pixeljoint.com/forum/forum_posts.asp?TID=16247

These are pretty popular and used in a lot of amazing work on OGA.  Bart's also posted his own variant of DB32 somewhere on OGA, will try to find it for you.

There's also a few variants of NES out there.  Depending on how deep you've gone into the NES emulation scene, you may or may not be aware that there is a huge discussion out there about what the 'true' NES palette was.  The mathematically computed palette from the NES's internal digital bits is the most common variation you'll see (on Wikipedia this is just given as the NES palette), but there's substantial debate about what became of that digital palette when it was converted into an analog singal and displayed on notoriously wonky CRT screens.  There are literally dozens of different palette variations which people have generated by manually comparing a games running on a real NES on a CRT to the same games running on an emulator on a PC with a modern LCD display.   It's definitely a subjective science, but some folks swear by one or the other different variations as delivering the most authentic NES experience and doing true justice to all that glorious pixel art.

To save you the trouble, I'm going go ahead and attach DB32, DB16, Barts's DB32 and some popular NES variants here.  I know this is all just gravy so if you're tired of dealing with palettes and don't want to be bothered, I totally understand.  If wanted to just a do a few more, I'd say the DB16 and DB32 would be your best bet, these are very popular and you see them used in alot of pixel art on this site and elsewhere. 

oh, my animations always play at much slower rates!  When you've only got 2 frames you can't cycle through them that quickly! :)

Oh and I should have posted sooner, I figured out the export bit, I'd just missed the image in the camera roll.  Serioulsy, it was there, I just didn't see it because it was small and mostly empty so it blended in with the backdrop in the photo viewer.

 

Thanks again for staying at it!  Can't wait to get the update!  Have already done a few sprites with the old version, when I get something I really like, I'll post it back for you to see.

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