I think that there is a system for that separation (based on completeness, quality and game-readiness or somesuch) planned for the future, though it's been a while since I heard Bartk talk about it.
Part of it is an artifact from the beginning of the site when a bunch of older assets were being put up, mostly from Dan Cook's Lost Garden site by Bart, the admin. It made sense at the time to get things started, but I agree that it's become unwieldy. That should probably be corrected at some point.
Have you considered just using the first one directly? You'd need to make sure, but if it's produced by NASA they're public domain. There are probably more pictures in that vein available from their site.
Not to mention games like Iron Plague and Tyrian whose graphical contents have been largely open-sourced by Dan Cook (aka that one really awesome guy). I should probably add an addendum to those three pieces of information I mentioned in my first post
4: tell us why currently existing FOSS assets aren't suitable for your project.
Don't get me wrong; they often aren't, and that's OK. But it's also important for you to come in having done your research so you really know precisely what you want.
I've never heard of the game; generally, if you want a certain style you need to at least post reference pictures. Make it easy for contributors to tell if this is something that they 1) can help you with, and 2) would like to help you with. Don't make potential artists do the research themselves, most people won't bother. On a subtler note, it also generally gives a bad impression of your project; the more information you can concisely convey in your request, the more focused you look, and the more chance people feel that your project has of succeeding. Not everyone is going to know your history, and again most people won't bother to do the research.
No offense, but I'm a bit surprised that after having posted a few requests for assets you haven't included the information necessary to help you. At least the bare minimum:
"With my graphics you can really do what you want, except abuse." Hehe.
Honestly, I wouldn't touch any of his assets because of his insistance on his own, vaguely-defined license. It has just a bit too much potential to blow up (heck, having them in the github is probably enough to upset him). And frankly, I don't really like those particular sprites much anyway (no offense to him); they look plasticy, especially in the context of the scenery.
I would suggest that you adapt FLARE assets. Clint Bellanger has provided a number of really great models which are already optimized to be rendered as sprites. Find somone who understands these things and have them render them out in the proper perspective for your game. That said, I don't know how time-consuming that would be or how much skill it would require, or even if the result would be within what you're looking for stylistically. But they're all properly licensed, and you can be fairly confident that he'll keep coming out with more excellent content in the future (though he's going to be shifting to a slightly higher resolution once his initial game is finished, which might cause a style break).
Just my two cents; you should probably try asking on the IRC as well.
Hmm... that is one sketchy license section on his site. Depite the richness in resources, it doesn't appear that he's uploaded the actual meshes from which the sprites were rendered. As such, it would be pretty difficult to make any modifications to the sprites. You would probably need to get the original models from him before anything could be done (he seems both active and like a reasonable guy, which stacks those odds probably in your favor).
"Furthermore, on the shore side, the remaining section of wharf does not appear to have adequate support: the planks near the break seem to be floating in thin air." From what I've seen this sort of damage is pretty typical. The boards are nailed to supports below, which are in turn anchored to the bottom by the large posts. The straight edges on the breaks in the rightmost wharf are a touch odd, though at that resolution I don't see it as too much of an issue.
The one that looks odd to me is the "pile of wood" tile that's used a couple of times. something about the lighting is odd.
But yeah, this is an awesome tileset, and you (Clint) should be proud both for the parts you made yourself and for bringing the other art together into a cohesive whole.
I think that there is a system for that separation (based on completeness, quality and game-readiness or somesuch) planned for the future, though it's been a while since I heard Bartk talk about it.
Is there any chance you could post some non-resized, non-jpg screenshots? As it is, I can't really see enough to even really tell what the style is.
Part of it is an artifact from the beginning of the site when a bunch of older assets were being put up, mostly from Dan Cook's Lost Garden site by Bart, the admin. It made sense at the time to get things started, but I agree that it's become unwieldy. That should probably be corrected at some point.
Have you considered just using the first one directly? You'd need to make sure, but if it's produced by NASA they're public domain. There are probably more pictures in that vein available from their site.
Not to mention games like Iron Plague and Tyrian whose graphical contents have been largely open-sourced by Dan Cook (aka that one really awesome guy). I should probably add an addendum to those three pieces of information I mentioned in my first post
4: tell us why currently existing FOSS assets aren't suitable for your project.
Don't get me wrong; they often aren't, and that's OK. But it's also important for you to come in having done your research so you really know precisely what you want.
I've never heard of the game; generally, if you want a certain style you need to at least post reference pictures. Make it easy for contributors to tell if this is something that they 1) can help you with, and 2) would like to help you with. Don't make potential artists do the research themselves, most people won't bother. On a subtler note, it also generally gives a bad impression of your project; the more information you can concisely convey in your request, the more focused you look, and the more chance people feel that your project has of succeeding. Not everyone is going to know your history, and again most people won't bother to do the research.
No offense, but I'm a bit surprised that after having posted a few requests for assets you haven't included the information necessary to help you. At least the bare minimum:
size/resolution
medium (pixel art? painting?)
licensing
"With my graphics you can really do what you want, except abuse." Hehe.
Honestly, I wouldn't touch any of his assets because of his insistance on his own, vaguely-defined license. It has just a bit too much potential to blow up (heck, having them in the github is probably enough to upset him). And frankly, I don't really like those particular sprites much anyway (no offense to him); they look plasticy, especially in the context of the scenery.
I would suggest that you adapt FLARE assets. Clint Bellanger has provided a number of really great models which are already optimized to be rendered as sprites. Find somone who understands these things and have them render them out in the proper perspective for your game. That said, I don't know how time-consuming that would be or how much skill it would require, or even if the result would be within what you're looking for stylistically. But they're all properly licensed, and you can be fairly confident that he'll keep coming out with more excellent content in the future (though he's going to be shifting to a slightly higher resolution once his initial game is finished, which might cause a style break).
Just my two cents; you should probably try asking on the IRC as well.
Hmm... that is one sketchy license section on his site. Depite the richness in resources, it doesn't appear that he's uploaded the actual meshes from which the sprites were rendered. As such, it would be pretty difficult to make any modifications to the sprites. You would probably need to get the original models from him before anything could be done (he seems both active and like a reasonable guy, which stacks those odds probably in your favor).
"Furthermore, on the shore side, the remaining section of wharf does not appear to have adequate support: the planks near the break seem to be floating in thin air."
From what I've seen this sort of damage is pretty typical. The boards are nailed to supports below, which are in turn anchored to the bottom by the large posts. The straight edges on the breaks in the rightmost wharf are a touch odd, though at that resolution I don't see it as too much of an issue.
The one that looks odd to me is the "pile of wood" tile that's used a couple of times. something about the lighting is odd.
But yeah, this is an awesome tileset, and you (Clint) should be proud both for the parts you made yourself and for bringing the other art together into a cohesive whole.
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