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Tuesday, June 19, 2012 - 01:24

Slashing animations for Baldric:

so, yeah.  Only falling down and (by popular request) spellcasting to do.

Sunday, June 17, 2012 - 22:18

Baldric was drawn as an example sprite, to test the base and for use in example screenshots.  I never got a chance to kit him out fully before, but I've started now.  So far, he's got walking poses.

Sunday, June 17, 2012 - 01:51

@Surt:  Nice!  You actually dont' have to go the full 8 to match the style guide.  Enemy sprites only have 2 frames, so you could do less if you want.

@C.Nilsson:  Great stuff!  It's been fun to watch your tileset develop and grow. 

 

Here are a couple of character sprites ( no animations yet).  One of Xeon (see http://opengameart.org/content/xeon-ultimate-smash-friends / http://opengameart.org/forumtopic/xeon-as-he-is-sprited) and one of some sort of mage class (see http://opengameart.org/forumtopic/content-ideas-for-orange).

Xeon

Wednesday, June 6, 2012 - 13:22

I think it's viable to make additional animations, though it does have the side-effect that a lot of them won't get hit with the more basic costume things.  That said, I have the feeling that people will need to do some additional work to get everything together for their specific games anyway, which might include having particular assets extended to additional animations.  I know that that adds complications, and kind of upsets the ideal of having everything being perfectly interlocking and interchangable, but I can see how it would be important enough to do.

 

Tuesday, June 5, 2012 - 20:04

Re: slash animations

I made up a few mockup animations with a placeholder sword, which I guess didn't make it into the files.  See below:

 

But I'd say what daneeklu has come up with is pretty great.

 

@Melior: dagnabbit.  Brb, will get it fixed.

Tuesday, June 5, 2012 - 19:56

Using By-SA assets with closed source code is kind of a complex issue, if I remember the various discussions I've seen on it correctly (the question being, in essence, what constitutes a derivative work that needs to also be licensed under By-SA).  It's terrible that this is such a point of uncertainty, but there you have it.  If I were you, I'd stick to CC-By and under for a proprietary game.  That's how I license most of my work because I want indie developers to be able to use them without issue.

Tuesday, June 5, 2012 - 18:54

Here's an edit for you.  I haven't done too many drawings of gems, but I do collect and sell so I have some experience:

It's kinda rough too, but yeah.

Suggestions:

Gem cuts are geometrically complex.  You won't be able to do it from memory or imagination; use photo refs.  They're pretty easy to come by.

As Clint said, avoid dithering.  Gems are complex enough that any added noise will just disrupt what you're going for.

Take your time, look at multiple photos, and play with it until it looks right.

Monday, June 4, 2012 - 22:07

Hey guys,

I wanted to let you know that there are some slight formatting issues on three of the character base sheets, most noticibly (so far) a frame in the male side walk which is one pixel too far forward, giving the animation a strange jerk.  I have fixed versions of the files which should be implemented soon, but until then here are links to the files:

http://i.imgur.com/D9gke.png

http://i.imgur.com/aLyo9.png

http://i.imgur.com/fGtTj.png

Saturday, June 2, 2012 - 12:28

OK, guys.  I'll post up the platformer/sidescroller tiles and characters if someone else will do the other stuff.  This stuff is too good to not be in the main archive.

Saturday, June 2, 2012 - 12:24

Public domain means public domain.  There are no restrictions on what you do, with the possible exception of the author's moral rights.  That's why it's considered essentially synonymous with WTFPL.  Of course, if you're distributing it under CC-By-SA, it has a lot less sticking power because it is, of course, a dual license essentially and need not be followed.  But there is nothign preventing you from doing it.

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