Quick question: it looks like there are four frames in the attack animation (first row, images 3,4,5,6) and three weapon sprites (sword, first row, images 1,2,3). Do they align like tihs:
attack image #1 - weapon image #1
attack image #2 - weapon image #2
attack image #3 - weapon image #3
attack image #4 - weapon image #1
Kinda sorta looks right in my sprite editor....just thought I'd check for tips.
As far as I know, you can use the sprite and still copyright your game...you just can't claim exclusive license over the sprite itself nor can you prevent anybody else from using it in their own game. If you could, it would defeat the purpose of having a public domain in the first place.
If you're really serious about it, though, you should talk to a lawyer that specializes in intellectual property rights....they'll be able to give you a more objective review of your options.
- Does the player's rover look too flat compared to the other bots? I may redesign the chassis and head slightly
IMO yes. The bots look more consistent with the rest of the tileset.
- Suggestions for new tiles, new areas, or new bot types
springbot? moves by bouncing on a coil
turret or some other pop-up/pop-out option
- Suggestions for improvement
Animate the bots' eyes...maybe they light up for attck/damage or move left/right to simulate "scanning". Just spliting hairs though....it all looks really good to me.
I like the level layout for the prototype, by the way.
OK, I hear you...I've always used the .PNG versions in LPC submissions and not the Tiled files. Maybe you can do both formats?
As for the cliffs, I use GameMaker and place invisible/unpassable objects on my cliff edges, leaving the transition tile open/clear. GameMaker also lets you base movement on tile depth - cliff edges are at a different depth from the "lower"/"ground" tiles and unpassable. I have trouble getting the slopes and stairs to look right in GameMaker, so I use ladders, bridges or unbordered terrain to make my transitions.
1. I'm still a bit of a noob, but don't think OGA is the right site for platform-specific content. If it can't be used in GameMaker or Unity (for example) as well, then it probably belongs on an SGDK2-dedicated site.
2. Per above, maybe extract the unique or edited resources and re-submit them as generic graphic files?
3. I'm probably not the one to provide the best help, but if you can be more specific about what you're not understanding, one of the artists here can probably give you some better direction.
Quick question: it looks like there are four frames in the attack animation (first row, images 3,4,5,6) and three weapon sprites (sword, first row, images 1,2,3). Do they align like tihs:
attack image #1 - weapon image #1
attack image #2 - weapon image #2
attack image #3 - weapon image #3
attack image #4 - weapon image #1
Kinda sorta looks right in my sprite editor....just thought I'd check for tips.
This thread is long and tedius but should answer your questions:
http://opengameart.org/forumtopic/lpc-for-commercial-games
As far as I know, you can use the sprite and still copyright your game...you just can't claim exclusive license over the sprite itself nor can you prevent anybody else from using it in their own game. If you could, it would defeat the purpose of having a public domain in the first place.
If you're really serious about it, though, you should talk to a lawyer that specializes in intellectual property rights....they'll be able to give you a more objective review of your options.
That would defeat the purpose of the public domain, and could get you sued:
http://www.nbclosangeles.com/news/local/Happy-Birthday-Lawsuit-Settlemen...
http://petapixel.com/2016/08/04/getty-images-sued-accused-misusing-47000...
The tiles look like the OGA 16x16 set:
http://opengameart.org/content/oga-16x16-jrpg-sprites-tiles
IMO yes. The bots look more consistent with the rest of the tileset.
springbot? moves by bouncing on a coil
turret or some other pop-up/pop-out option
Animate the bots' eyes...maybe they light up for attck/damage or move left/right to simulate "scanning". Just spliting hairs though....it all looks really good to me.
I like the level layout for the prototype, by the way.
I used them in a personal project for my daughter (unreleased)...she absolutely loves them.
Enemies and character: http://opengameart.org/content/enemies-and-characters-pixel-art
Static (side view) characters: http://opengameart.org/content/sideview-pixel-art-rpg-enemy-sprites
Platformer: http://opengameart.org/content/platformersidescroller-characters-and-ene...
Top Down: http://opengameart.org/content/top-down-2d-jrpg-32x32-characters-art-col...
OK, I hear you...I've always used the .PNG versions in LPC submissions and not the Tiled files. Maybe you can do both formats?
As for the cliffs, I use GameMaker and place invisible/unpassable objects on my cliff edges, leaving the transition tile open/clear. GameMaker also lets you base movement on tile depth - cliff edges are at a different depth from the "lower"/"ground" tiles and unpassable. I have trouble getting the slopes and stairs to look right in GameMaker, so I use ladders, bridges or unbordered terrain to make my transitions.
Check out the LPC demo for an example - it uses ladders on the cliffs: http://www.seveibar.com/liberated-pixel-cup/
1. I'm still a bit of a noob, but don't think OGA is the right site for platform-specific content. If it can't be used in GameMaker or Unity (for example) as well, then it probably belongs on an SGDK2-dedicated site.
2. Per above, maybe extract the unique or edited resources and re-submit them as generic graphic files?
3. I'm probably not the one to provide the best help, but if you can be more specific about what you're not understanding, one of the artists here can probably give you some better direction.
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