Why have you chosen to not participate in 3D model files for world building assets offered to your customer base? Would that not expand your market in the present and the future as more and more games are using 3D models in real time verses less and less games using isometric pre-rendered 2.5D images? Is it down to a development process that limits the assets to 32-bits .PNG (~photoshop, image layers etc.) or is this a policy decision?
What scope of assets offered are you targeting in the next 12 months and what are your long term foreseeable plans to scale up the assets offered? Do you have a drawn out plan to expand your offerings? If so what specific biomes, asset sets, character related assets are you prioritizing? Where do you want to be in terms of scope of assets and scope of business for your operation in the near future and in the abstract long possible future?
How long have you been trying to run a business like this and what are you looking for? What goals do you have for this whole operation? Is this a dream, a business practicality, a hobby, what does this mean to you? What do you want from this and why is this pursuit worth it for you? Are you after the money or is there something more you are seeking fulfilled and or come into fruition? We only live so long so why do you want to dedicate yourself to this journey?
Or possibly make a high quality assets / tilesets in a convenient place to find tileset analogous to such tilesets found with great RPG's such as Diablo I and Diablo II, Baldur's Gate, Warcraft series, Path of Exile, Ages of Empires, Civilization, Might and Magic, Ultima and the Zelda series (if it was photo-realistic) etc?
Overworld: (possibly more) Grassland / Plains / Forest / Temperate Arid / Rain-shadow / Sandy / Desert Tropical / Exotic-Life / Swampy / Jungle Rocky / Lava / Volcano / Hell Snow / Frozen / Tundra / Frozen Woodland / Boreal Forest Coastal / Island / Beaches / Lagoons and Tide-pools (Make sure there are ponds, streams, rivers, waterfalls and all relate water-esque infrastructure and buildings, bridges, waterwheels, dams, docks, boats, reed objects etc.) Then throw in tents, cabins, villages, towns, cities and metropolises in each flavour of biome related cultures / building materials. Then add in extraordinary natural wonders / mysterious ruins and 'sites of mystery / intrigue' of all different cultures and ages and building materials and building types. Destroyed versions of all building types as well.
Interiors: (possibly more) Then have the interiors for each type of building and objects of life style and ornaments for each related culture and biome. Then you have the 'dungeon' / 'underworld' these like different flavours of caves, underground rivers and lakes, different colours of tombs and crypts with different styles of cultures and building materials and quality / levels of finish and art / wall ornaments / wealth and prestige and cultural sensibilities. Diablo I is just one big dungeon from 4 levels of each tileset of Cathedral, Catacombs, Caves then Hell + Crypt and Bug Caves in the Hellfire expansion (nobody really likes the bug cave, same in WoW).
In general if you could develop high quality tilesets / world building assets on par with these big budget isometric games, yet open for the public to use / purchase / support that would be great. For it is the same area types over and over across all the RPGs in general. So in a sense every RPG uses the same biome tileset inspiration; Earth. So if you can make high quality yet convenient assets of all of the typical / ~expected biomes / tileset of medieval fantasy / mythological earth; every isometric medieval fantasy RPG would be in demand for your products.
Do you supply Blender compatible files (.blend / .dae) for the avatar related assets such as weapons and armour?
If this is the case such an asset could become compatible with Flare weapon and armour animation creation process where a blender model is rendered via the help of a script into an image set and montaged together via ImageMagic into a single image / animation tileset.
If there is a weapon / armour treasure sprite for a tileset it might be inconsistent to not have a version of that same object converted / rendered onto a character avatar. You mention having the benefit of having one artist / art style. Yet this phenomenon miss-match of character sprite art verses the game world tileset / asset library is a common outcome of a miss-matched art direction / management. Such an art miss-match can lead to disconnect from the player's immersion / progression and the production of game content via the developers.
What creative commons licenses are your paid and free assets and are the free assets compatible to be on your user profile on Opengameart ~free like all of the other assets on here?
Do you take suggestions for new assets? Also do you take commissions for tilesets / art assets? Are your assets compatible with Tiled.exe / Flare without too much extra work?
What do you want to do with your time making assets and do you have any goals / projects of your own? How did you start doing this and what do you enjoy about making assets / things rpg related?
Yeah I have a handful more weapons to go and then I should get a .zip together asnd share it; only after it works properly XD. It would be cool to see this in 1.13 if I can beat the time of release.
Danimal how do you make your Image Magick montage where they fit a 4096 x 1024 .png where as mine just turn out 2048 x 2016? Which makes a miss match where 2048 times 2 = 4096 (match) but 2016 divided by 2 = 1008 (miss match)? What command line works for you with Image Magic Montage?
I have this so far: magick montage *.png -background none FILENAMEHERE.png
My blender output frame images are 128 x 128 or they should be. I wonder if I have undersized images? Nope I checked and they are all 128 x 128. Then am I using a buggy Image Magic command line? What Image Magick montage command line works then? What one am I supposed to use?
Edit: Bingo! 4096 x 1024 sprite tileset for the off hand dagger heroine animations. All that is left to do is test it but it is 7 AM now and I need to go to bed XD. Thank you tremendously
Hopefully I can test this animation successfully later :-P.
Why have you chosen to not participate in 3D model files for world building assets offered to your customer base? Would that not expand your market in the present and the future as more and more games are using 3D models in real time verses less and less games using isometric pre-rendered 2.5D images? Is it down to a development process that limits the assets to 32-bits .PNG (~photoshop, image layers etc.) or is this a policy decision?
What scope of assets offered are you targeting in the next 12 months and what are your long term foreseeable plans to scale up the assets offered? Do you have a drawn out plan to expand your offerings? If so what specific biomes, asset sets, character related assets are you prioritizing? Where do you want to be in terms of scope of assets and scope of business for your operation in the near future and in the abstract long possible future?
How long have you been trying to run a business like this and what are you looking for? What goals do you have for this whole operation? Is this a dream, a business practicality, a hobby, what does this mean to you? What do you want from this and why is this pursuit worth it for you? Are you after the money or is there something more you are seeking fulfilled and or come into fruition? We only live so long so why do you want to dedicate yourself to this journey?
Also do you plan on covering all biomes for world building tilesets (real world world biomes: https://en.wikipedia.org/wiki/K%C3%B6ppen_climate_classification )?
Or possibly make a high quality assets / tilesets in a convenient place to find tileset analogous to such tilesets found with great RPG's such as Diablo I and Diablo II, Baldur's Gate, Warcraft series, Path of Exile, Ages of Empires, Civilization, Might and Magic, Ultima and the Zelda series (if it was photo-realistic) etc?
There are some general biomes found in many classic Isometric RPGs, let us look at Diablo II for a quick reference: https://www.reddit.com/r/Diablo/comments/pu1ixb/d2_map_flowchartstyle_wi... Each act covers one distinct 'biome' of which each biome has around on average ~20-30 areas / levels. Or even Path of Exile: https://imgur.com/a/ePX9Yp9 + https://imgur.com/1kWqopF + https://pathofexile.fandom.com/wiki/Category:Tilesets (It would be great to have something like these biome tilesets for use in smaller scale / independent developer games)
Overworld: (possibly more)
Grassland / Plains / Forest / Temperate
Arid / Rain-shadow / Sandy / Desert
Tropical / Exotic-Life / Swampy / Jungle
Rocky / Lava / Volcano / Hell
Snow / Frozen / Tundra / Frozen Woodland / Boreal Forest
Coastal / Island / Beaches / Lagoons and Tide-pools
(Make sure there are ponds, streams, rivers, waterfalls and all relate water-esque infrastructure and buildings, bridges, waterwheels, dams, docks, boats, reed objects etc.)
Then throw in tents, cabins, villages, towns, cities and metropolises in each flavour of biome related cultures / building materials.
Then add in extraordinary natural wonders / mysterious ruins and 'sites of mystery / intrigue' of all different cultures and ages and building materials and building types. Destroyed versions of all building types as well.
Interiors: (possibly more)
Then have the interiors for each type of building and objects of life style and ornaments for each related culture and biome.
Then you have the 'dungeon' / 'underworld' these like different flavours of caves, underground rivers and lakes, different colours of tombs and crypts with different styles of cultures and building materials and quality / levels of finish and art / wall ornaments / wealth and prestige and cultural sensibilities. Diablo I is just one big dungeon from 4 levels of each tileset of Cathedral, Catacombs, Caves then Hell + Crypt and Bug Caves in the Hellfire expansion (nobody really likes the bug cave, same in WoW).
In general if you could develop high quality tilesets / world building assets on par with these big budget isometric games, yet open for the public to use / purchase / support that would be great. For it is the same area types over and over across all the RPGs in general. So in a sense every RPG uses the same biome tileset inspiration; Earth. So if you can make high quality yet convenient assets of all of the typical / ~expected biomes / tileset of medieval fantasy / mythological earth; every isometric medieval fantasy RPG would be in demand for your products.
Do you supply Blender compatible files (.blend / .dae) for the avatar related assets such as weapons and armour?
If this is the case such an asset could become compatible with Flare weapon and armour animation creation process where a blender model is rendered via the help of a script into an image set and montaged together via ImageMagic into a single image / animation tileset.
If there is a weapon / armour treasure sprite for a tileset it might be inconsistent to not have a version of that same object converted / rendered onto a character avatar. You mention having the benefit of having one artist / art style. Yet this phenomenon miss-match of character sprite art verses the game world tileset / asset library is a common outcome of a miss-matched art direction / management. Such an art miss-match can lead to disconnect from the player's immersion / progression and the production of game content via the developers.
What creative commons licenses are your paid and free assets and are the free assets compatible to be on your user profile on Opengameart ~free like all of the other assets on here?
Do you take suggestions for new assets? Also do you take commissions for tilesets / art assets? Are your assets compatible with Tiled.exe / Flare without too much extra work?
What do you want to do with your time making assets and do you have any goals / projects of your own? How did you start doing this and what do you enjoy about making assets / things rpg related?
Yeah I have a handful more weapons to go and then I should get a .zip together asnd share it; only after it works properly XD. It would be cool to see this in 1.13 if I can beat the time of release.
Off-Hand Clubs Working! (for both Hero and Heroine avatars). Master Link: https://www.deviantart.com/withinamnesia/art/Off-Hand-Clubs-Working-8967...
Duel Wielding Works!
dual_wielding_works.png
I am so happy! After so much work I feel like I am standing on top of a mountain top; but now I see an even greater mountain to climb upon! Extra information: https://www.deviantart.com/withinamnesia/art/Dual-Wielding-Works-896015058
Danimal how do you make your Image Magick montage where they fit a 4096 x 1024 .png where as mine just turn out 2048 x 2016? Which makes a miss match where 2048 times 2 = 4096 (match) but 2016 divided by 2 = 1008 (miss match)? What command line works for you with Image Magic Montage?
I have this so far: magick montage *.png -background none FILENAMEHERE.png
My blender output frame images are 128 x 128 or they should be. I wonder if I have undersized images? Nope I checked and they are all 128 x 128. Then am I using a buggy Image Magic command line? What Image Magick montage command line works then? What one am I supposed to use?
Hmm "PS C:\Desarrollo flare\Terminados\Flying terror> magick montage -background "transparent" -geometry 128x128 -tile 32x8 *.png sprites.png"
Edit: Bingo! 4096 x 1024 sprite tileset for the off hand dagger heroine animations. All that is left to do is test it but it is 7 AM now and I need to go to bed XD. Thank you tremendously
Hopefully I can test this animation successfully later :-P.
I got the Heroine to hold the dagger in the left hand and use the shield animations!
Now I have to figure out how to use imagemagick XD.
After many failures I got the imagemagick montage to work (I still have to run it in Flare to find out)
I discovered this command line works to Image Magic Montage:
magick montage *.png -background none FILENAMEHERE.png
I combined these main resources together in how to figure out command line usage with Image Magic:
https://www.youtube.com/watch?v=SsxG4tDvCqo this + https://legacy.imagemagick.org/Usage/montage/#settings (Shadow Decoration i.e. use this for a transparency background)
-background none
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