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Wednesday, February 6, 2019 - 13:47

Ok. Was the earlier version based on anything? What was the base used?

I need to know in order to clear up licensing concerns. Was the original art "Mr. Man" derived from any other sprites?

 

Monday, February 4, 2019 - 20:41

Looks right to me. :) I'm ready to give volunteers the access needed or to do the parts that require admin intervention. :D

Monday, February 4, 2019 - 20:02

@grafxkid: when this spritesheet was made, were there any other assets used as a guide to create it? 

Tuesday, January 22, 2019 - 17:12

That is gorgeous! Extrapolating from your rates above, a scene like the "agift" one would cost me about $416? :)

Monday, January 21, 2019 - 21:32

Sorry, i don't think it's too much to ask artists to include more tags than just "soundtrack" and "music". I'm not talking about submitters like joth; his tags have the kind of categorical descriptions we need. Those are far from the majority, though. If submitters don't want anyone to ever find their submissions, then by all means don't take the 60 seconds it requires to give more than two descriptive tags to your music. 

Monday, January 21, 2019 - 01:35

If it's just a palette shift or programmatic modification, that would not constitute a derivative. Also, a color change as simple as a hue shift in GIMP is almost never considered a change sufficient to be considered a derivative or trigger the -SA clause. The law in this case is sensitive to what a "reasonable person" would consider more than a trivial change. palette swaps rarely exceed that. 

A good rule of thumb is to ask yourself if a "reasonable" intermediately skilled GIMP user could achieve the same changes in about 2 minutes or less, it's probably not really a "derivative". If it would take such a person longer than that, best to consider it a derivative and share the changes under CC-BY-SA and giving credit to the original artist as appropriate.

Sunday, January 20, 2019 - 23:23

I agree with Chasersgaming's and Joth's idea about musical subcategories. That could be a possibility in OGA3, but I'm wondering if it would be very helpful. I think we had something similar for textures, but the feature was removed. I'll have to ask bart why it didn't work out. Nothing prevents submitters from using tags like "soft", "tranquil", etc. Seems like a lot of music submissions lack tags describing the music's mood. I like this list I'm seeing here:

I certainly like Y'all's initial list of "80s", "Nostalgia", "Traditional Asian", "Space", "JRPG", "Chill", "Chiptune", "Retro", Sci-Fi", "Underwater", "Fantasy", "Tranquil", "Peaceful", "Soft". A good start. What are some others?

Thanks, Saliv. I did indeed listen to a lot of Joth's submissions at your suggestion and found some fairly good examples of what I'm talking about. :) Also, yes collections are a pretty solid way to find hidden gems. If someone else thought it was decent enough to hoard it, chances are you'll find something good there, too.

As for external examples of what I mean... The Elder Scrolls games do a pretty good job with "gentle" music. Probably because they're such open-world concepts. Every game I use as an example is in context to the other music of that game. So what I would call "gentle" music in Chrono Trigger could only be called that in comparision to the other songs from Chrono Trigger, but those same songs compared to the music of Skyrim might not be considered very gentle at all. I hope that's more helpful than it is confusing. :P

Oblivion: Not all the music qualifies, obviously, but here are the ones that stood out to me as "gentle" background-ish, doesn't-get-annoying-on-repeat music. A lot of Oblivions music starts to sound similar, but that's probably because it was designed as a cohesive self-consistent soundtrack :

I was thinking of including several examples from Legend of Zelda - Breath of the Wild  or Twilight Princess  but those OSTs have a lot of atonal cutting parts. I like them for sure, but they don't do as well on repeat and certainly don't convey the gentleness I'm referencing. Some I would even call "calm", but I wouldn't say any of them are very "gentle". LoZ-TP Hyrule Field Night and Cave being decent exceptions.

Chrono Trigger has a lot of songs that do pretty well on repeat. They don't get very annoying after several loops (although this is controversial; Some people feel that every song on this OST is irritating on the first listen :) The songs are rarely subtle, though, and are usually in the foreground of my inner ear rather than the background. With that caviat in mind, some notable examples IMHO:

Friday, January 18, 2019 - 12:08

IMHO, more gentle loopable background music. separate intro, looping segment, and outro. The kind that is played when the player is exploring the world, but nothing super exciting is going on. Exciting music is fantastic, but when the player is in a pastoral setting, it doesn't make sense. By "gentle" I also mean music that doesn't annoy the player when it's repeating a lot. This is not the kind of music you play when there is an action scene or during combat. More like when you're in a peaceful town or the lonely wastelands or the vast unexplored regions of a distant nebula.

Although maybe there is that sort of music here on OGA, but I haven't been able to find it. If you guys know about this stuff, drop me a link to it or some keywords I should be searching for. :)

Friday, January 18, 2019 - 11:23

Only in that they must visually make sense on the base and not extend beyond the bounds of each frame of animation. See the https://opengameart.org/content/lpc-medieval-fantasy-character-sprites clothing and weapon spritesheets as examples. The clothing layers are separate from the character base, but they move and adjust position as if they were on the naked character base. This allows each layer to be stacked on the base spritesheet to complete the fully clothed and equipped animation. However, if a weapon (like a long spear) exceeded the bounds of the sprite frame (48x64 typically) then the tip of the spear would be clipped from one frame, but appear as a phantom floating spearpoint in the next frame.

Thursday, January 17, 2019 - 15:15

Oh, you're talking specifically about the LPC set! 

I don't believe there is any item size specifications for the LPC beyond the fact that most tiles are no larger than 32x32. That is assuming these are not equipment items that show up in the character animations?

The NPC's and other characters are not 32x32 though. They are 32x48 (or 48x64 including all equipment, clothing, and margin for animation). See the official LPC style guide for more information: http://lpc.opengameart.org/static/lpc-style-guide/styleguide.html#charac...

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