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Saturday, May 5, 2012 - 20:29

Seconding Danimal's request for more specific information. Like:

What medium are we talking about? 3D, rendered 3D, pixel art, vector...

What kind of art? Unit art? If so, what kind of unit? Facings? Animation(s)? Terrain art? Perspective?

What file format? .png? .bmp? What about resolution/canvas size?


It would be great if you could come up with some simple graphics to demonstrate what you want. They might be crappy, but that it would be easier for others to see what you're going for. ;)


Also, would this project be open-source?

Thursday, May 3, 2012 - 19:28

I have no idea how feasible any of these are, but I'll throw 'em out there just in case. :)


1) Filesizes next to download links on art pages. As someone with a limited bandwidth quota myself, it would be nice to know just how large a certain file/.zip archive/etc. is before I start to download it.

2) The ability to zoom in on image previews. Specifically for pixel art, it can sometimes be very hard to judge the quality of pixel art if it is displayed at native resolution. Right now when I come across a piece of pixel art on OGA I have to save the image to my hard drive and use an image viewer application to zoom in on the image. Unfortunately, I imagine this probably wouldn't be trivial to implement.

3) Let registered users "rate" art, i.e. assign a certain piece of art x stars out of y. This could allow content to be filtered by "highest rated" or something similar. Not really necessary by any means, but it could be a nice feature to have.

Monday, April 30, 2012 - 16:19

M'kay, thanks a lot Clint. :)  I got the same impression, so unless someone says otherwise I'll assume it's okay to relicense CC0 assets.


Just in case though, I'll keep a list of whatever CC0 assets I end up using, that way I'll be able to remove them easily should any problems arise.

Monday, April 30, 2012 - 16:07

Depending on your lightsource, you may also find flipping/rotating/some combination thereof tiles to be a viable way to relieve repetition. Just make sure you know where your lightsource is located, otherwise transformations like these won't work very well (e.g., if you flip a tile upside-down and your lightsource is from above, that flipped tile will be illuminated from the bottom instead of the top, and will clash with  the rest of the tileset).

Thursday, April 19, 2012 - 08:06

BTW, I just noticed a typo in the Liberated Pixel Cup faq: "We wet with this genre because there's a fair amount of demand for it...".

I think "wet" should be "went"?

Wednesday, April 11, 2012 - 19:02

Eh, not specifically, but I've been reading up on open-source licenses a bit recently, and I've come to the conclusion that I prefer CC0 because of the complete lack of restrictions. Other licenses such as the GPL and CC-BY are all well and good when used for specific purposes IMO, but for general-purpose art such as the stuff I've uploaded here, I think that art would benefit the most people by being licensed under the most permissable license.


I'm not really by any means an expert in licensing (truth be told, most of the time I'm barely competent at it, if that), but I know it annoys me when I come across a great piece of open-source licensed art that I can't use because my project doesn't conform to that asset's license. :)


Wednesday, April 11, 2012 - 12:46

Niiiice! I can totally see myself participating in this.


Have you considered eventually spreading the word on pixel art oriented sites like Pixel Joint and the Pixelation forums? Most of the artists in those communities aren't exactly hard-core open-source enthusiasts in my experience, but you say competition with possible $$ prizes and you have their attention. :P

Monday, April 9, 2012 - 20:16

@Anon: Becuase I am not an audio engineer or professional sound effects artist, just a guy with a camcorder and a few free applications. ;) I think 8 and 16 bit would be too low a quality. I also have no idea of what xna is, sorry. But I don't think it'd be too difficult to resample the files if you needed to. :)

Sunday, January 22, 2012 - 15:07

Hey Anon,


Sure, if you could include credit to "artisticdude", preferably with a link back to OpenGameArt as well if possible, that'd be fine. :)

Wednesday, January 18, 2012 - 13:31

Yup, believe it or not, green. :)  Not pure green (as in RGB #00ff00), but green tones within the colors used. I'm not going to go into a whole essay on color theory here, I'll let this edit speak for itself: 

I did make a conscious effort to keep the dark outlines. I think they're a stylistic requirement for this sprite, and I work with dark outlines all the time, so I feel comfortable keeping 'em. :)

I'd like to point out that increasing brightness and contrast using automated tools (filters or whatever) isn't the preferable way to go; if you need to adjust the palette it's best to adjust the brightness/colors of the individual colors in the palette, that way you have more control over the end result and it doesn't become washed-out looking.