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Tuesday, July 3, 2012 - 23:55

That actually looks way more like snow than you would expect for a colour swap. But good thinking. It shows how some base art can be simply modified to make it go as far as possible.

Sunday, July 1, 2012 - 16:42

@shirish In the spirit of openness and because I think on paper anyway, I myself am running a devblog during the event over here: http://spummygamedev.blogspot.co.nz/ there's already a brief post outlining the basic premise, but it's not exactly a design doc.

Sunday, July 1, 2012 - 03:21

Well, it should have apparently started now, I don't see an announcement on the site, but oh well.

Sadly I didn't have much time to work on more art, what with exams and preparing for the coding phase.

I myself have decided to run a blog over at http://spummygamedev.blogspot.co.nz/ to journal my adventure into development hell. But I'll probably repost stuff here every so often.

Saturday, June 23, 2012 - 08:48

Just github'd "ThisHackishMess" my personal gamekit-ish project I've been working on for a while in Python. Still a few things to be done on the code though. GPlv3.

https://github.com/Spummy/ThisHackishMess

I'll have to make a video showing what I've got it doing so far some time.

Friday, June 8, 2012 - 01:54

Been working on more stuff, here's a new test image using a bunch of the things I've made so far (Still stuff not in it yet though): http://i.imgur.com/CukVh.png

@wulax, Yes, intentionally. I'm making both "normal" versions of everything I make as they're are more useful to the community and making murkier versions to more suit my little "horror" theme I'm running with. So no worries, everything I make should have a version more suitable for use with non-modified LPC work.

Wednesday, June 6, 2012 - 19:00

An example of some of my continued interior work: http://i.imgur.com/Zx1eZ.png I need to make some specific tiles though so that you don't have the magic floating one pixel line or outlines missing etc etc when you try random combinations of broken floor tiles.

 

Wednesday, June 6, 2012 - 17:37

The world of Libre/Open licensing can be a bit confusing. But the two licenses you are required to release under for the art jam do not restrict commercial use. Here's a simplified, human-readable version of the CC-BY-SA license :https://creativecommons.org/licenses/by-sa/3.0/. The GPL is quite complicated, however.

Make note that both of these licenses are Copyleft, meaning that whilst free to use and modify the art, by redistributing a modification to someone you grant them the same basic rights. So if you take some of the art and modify it, the community will be allowed to use your modification as well.

Also of note is that, the LPC just requires these two licenses so that someone can use them under either terms, but an artist is allowed to make their art available under different combinations of terms. So basically, people making this stuff COULD be convinced to release it under the non-Copyleft CC-BY for example, or will do so themselves, and then people wanting to use it under either the GPLv3, CC-BY-SA, or CC-BY will be allowed to pick which of these licenses they use it under.

The point is, the community has explicitly allowed you to use this art for commercial gain by offering the work under these licenses, but unless they also release it under CC-BY or you can convince people to, your modifications are also freely usable, for commercial gain.

Oh, and code and art are generally considered seperate and the license of one non-influential to the other, but as Redshrike said, there can be confusion at times.

Hopefully this will help your understanding and possible future usage of Libre/Open works.

 

Tuesday, June 5, 2012 - 04:03

Decided to start work on some interior tilesets. Both "normal" stuff that anyone could use in a normal setting and modified Silent Hill-ish versions.

Test of the starting stuff: http://i.imgur.com/b8kwS.png

Monday, June 4, 2012 - 01:30

Great to see a lot of really good stuff already!

I haven't done much other progress myself other than adding an intentional stutter into the Jacob's Ladder animation, and giving standing head-shake animations: http://i.imgur.com/vyMD7.gif

But I should take a break from that, and find something else to create...

Sunday, June 3, 2012 - 06:52

http://i.imgur.com/x8xP7.gif

Making the head-shake twice as fast improved the effect a lot, there's an accidental "stutter" in the animation, but I think I may add in some intentional ones to make it seem more unnatural. Or possibly just stutters to the head-shake.

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