Like I said, part of the contest is that the artists only have to reveal their submissions if they want to. I think there's already a good deal of previewable art in the next thread over. Also, if you lurk on IRC, you'll see a lot of people talking about and showing off their WIP art.
It's likely that the first few days of the programming portion of the competition will (should?) have the programming teams inventorying the available art and thinking of creative ways to use it.
Coders, I think that doing extra animations outside of the current set would minimize the chances of getting consistent assets across the board. (It pains me to say it; I'm a coder, not an artist.)
But!
I think with a little creativity, we can reuse existing frames to create new animations. For a "use" action like activating a button, you can just use the last frame (or two) of the slash animation. It would require the coder to tweak the art (by creating a new animation block) in a way that's specific to his or her game, but that way artists won't have to create assets that won't get used by every game.
By playing different segments of the animations, possibly in different orders than we initially intended, I suspect most basic animations could be handled.
I'll take a little time tonight and try to demonstrate this. (Maybe I'm actually just full of hot air :D )
@wulax, Yes! I actually have been animating the robe today. I have every sprite of the base covered. (Just the robe. I still have to do the shoes and hair. On separate layers, of course!) Here's a preview and the source file:
@melior: That's a great start for the robe! The only issue I have with it is that you are using too high of a contrast between light and dark, and it makes the robe look shiny. Perhaps take the lightest parts and darken them up a step or two?
Here's one my wife and I experimented with last night:
makrohn, I do have that .tmx... ah crap. Never mind. I don't have it. However, it *should* be fairly easy to recreate by pasting tile data into an existing map...
It's like waiting for Christmas morning, eh?
Like I said, part of the contest is that the artists only have to reveal their submissions if they want to. I think there's already a good deal of previewable art in the next thread over. Also, if you lurk on IRC, you'll see a lot of people talking about and showing off their WIP art.
It's likely that the first few days of the programming portion of the competition will (should?) have the programming teams inventorying the available art and thinking of creative ways to use it.
I'm pretty sure BartK said that's not going to happen. If the artists want to share, they can. (And to a certain extent, they certainly have!)
Ooh, I really like those. I'm definitely going to make a market in my game with these tiles!
melior, Looks much better to me! I think you're making good progress.
Coders, I think that doing extra animations outside of the current set would minimize the chances of getting consistent assets across the board. (It pains me to say it; I'm a coder, not an artist.)
But!
I think with a little creativity, we can reuse existing frames to create new animations. For a "use" action like activating a button, you can just use the last frame (or two) of the slash animation. It would require the coder to tweak the art (by creating a new animation block) in a way that's specific to his or her game, but that way artists won't have to create assets that won't get used by every game.
By playing different segments of the animations, possibly in different orders than we initially intended, I suspect most basic animations could be handled.
I'll take a little time tonight and try to demonstrate this. (Maybe I'm actually just full of hot air :D )
@wulax, Yes! I actually have been animating the robe today. I have every sprite of the base covered. (Just the robe. I still have to do the shoes and hair. On separate layers, of course!) Here's a preview and the source file:
https://dl.dropbox.com/u/23175651/female_spritesheet.xcf
It's my first real pixel art piece, so suggestions and criticisms would be very welcome!
I'll be using Flare:
https://github.com/clintbellanger/flare
I'm in the process of enabling it to use orthogonal (as opposed to isometric) tiles right now.
@melior: That's a great start for the robe! The only issue I have with it is that you are using too high of a contrast between light and dark, and it makes the robe look shiny. Perhaps take the lightest parts and darken them up a step or two?
Here's one my wife and I experimented with last night:
makrohn, I do have that .tmx... ah crap. Never mind. I don't have it. However, it *should* be fairly easy to recreate by pasting tile data into an existing map...
And here it is!
http://dl.dropbox.com/u/23175651/goblin_manor.tmx
It will probably need to be in your flare/tiled folder to work properly. (Since that's where the images for tiled are).
You shouldn't ever really use the Google Code pages, they're all *really* old. Try this link:
https://github.com/clintbellanger/flare/wiki/Mapmaking
Pages