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Sunday, November 30, 2014 - 09:58

Captures the retro/arcade feel very well. Sounds generic enough to fit into a lot of different types of arcade style games. I would like to see what you would do for more specific genres.

What did you use for it?

Saturday, November 29, 2014 - 00:37

I like these. What did you use to make these? Any particular techniques?

Sunday, November 23, 2014 - 22:52

You lost me at 'MMO'.

Friday, October 31, 2014 - 07:40

Why didn't the game get finished? =o

Are there any other resources to go with this?

Tuesday, October 28, 2014 - 10:55

I'm using your tileset a lot in a game I'm making. I've used your stone HUD too.

http://thecompanions.net/Fatebound/index.html

There are a few different tiles that I have added to the set, that use some parts from http://opengameart.org/content/liberated-pixel-cup-lpc-base-assets-sprit....

Tuesday, October 21, 2014 - 11:58

A few things. Make of them what you will.

I got to the MMORPG bit and laughed, facepalmed, then lost interest. Resource Requests is not the place to dump half-baked schemes. It is for games that are already up and working, ideally nearly, or even completely, finished, that just need better art.

I know it sucks, but nobody is going to care about getting an arbritrary amount of profit from a game that will never get made.

Again, another who seems to have not read the Resource Requests sticky.

Saturday, October 18, 2014 - 11:58

Don't expect people to be queuing up to help you, especially if you are not offering anything in return.

Why should anyone help you?

Also looks like you haven't read the Resource Requests sticky...

Saturday, October 18, 2014 - 07:27

Can't you just put it into your image editor of choice and recolour it? I don't see why this is a resource request, it's just a circle with faded edges...

Thursday, October 16, 2014 - 00:43

Nice looking sets. I like how they are broken up so people can do more stuff with them.

Why GIF though?

Wednesday, October 15, 2014 - 13:02

I'm not really a 3D guy, so I'm just talking generally. Hopefully someone experienced will come along with specifics. I'll try and make this useful for other viewers.

What do you mean for use in indie games? What does being indie have to do with how many polygons a model should have? Typically, 'indie' developers use big commercial software if they are making a 3D game (Unreal, Unity, Source, whatever), which are professionally optimised for handing heavy rendering calculations. But they have their limits. Depends too much on what the scene requirements are (how many objects, how detailed).

As a general 'rule of thumb', the poly count should be as low as possible. This does mean that the minimum requirements to play go down and an improved overall experience for those who could already play.

Normal maps are your friend. Get well aquainted with them. Can just skip to the end to see the immediate contrast between using them and not in terms of poly-count http://www.youtube.com/watch?v=ApzVWuPa4A4

Something that is very important to keep in mind while modelling is 'Will the player actually look at this?'. Again, it all depends on the game, but how often do you stop during playing a game just to crouch down and get a good look at some pebbles on the floor, or a fence, or some guy's shoe? If a player isn't going to notice that something is very low-poly, then it might aswel be very low-ploy. Look at existing games and see how they have done things.

Your aim should not be to try and create an actual place, but just to trick the players into thinking that what they see is what is actually there. If you can do that, then you are a good artist.

More important than anything I think is to be creative and resourceful with how you approach your modelling.

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