i think the details read better with the outline, but it really depends more on how it looks in game -- do the sprites read well against the background?
i think it looks great! the palette works well, atleast for the tiles. and you can always expand a pallete with compatible colors. i've attached a simple example of an expanded pallete :)
as for whether sticking to a palette or just winging it as a beginner, people will have different opinions. for me, pixel art in a retro style is all about limitations, and having a palette is a good limitation. but if it's too limited, i am not averse to expanding the palette for my own needs.
yah if you are comfortable with the ethical implications of AI, then it can be a useful tool for concept art. as far as generating actual pixel art, you just aren't going to get anything useful out of the box. inconsistent generations are the norm.
but if you are looking for a starting point, to refine, improve, and animate yourself, it can be done.
if you are looking for something genuinely unique, ai can't do that. ai algorithms are trained on existing art (99% of which is stolen by web-scraping, but different topic) and can really only imitate what is in the dataset combined with language parsing in the prompt. having a start image and an understanding of prompt engineering is helpful, and understanding that you are going to be doing dozens if not hundreds of generations and iterations to get what you want.
glitchart's statement of " A.I. ≠ Replace your whole workfload with a single prompt " is 100% on point. 150%. 200%.
real art techniques will always be supreme, and ai generations are only truly useful as part of a workflow for human artists.
i would say put the book in a text file along with the game, or in the game in a "credits" menu option. the point is that you have to do it, so you just do it. at that scale, noone is going to read them all anyways, so just do what you have to.
that's enough. you are credited, the terms of the license have been met. if that txt file has 2000 entries like that, so be it. i think, when including them in the game itself, it's better to put your credits screen as an option in the main menu instead of a scroll at the end of game, but thats just my opinion.
it's really up to you in my opinion. if i download your game, i am just as likely to not read your super long credits screen as i am to not read your super long credits.txt
it's a condition of your use of cc-by stuff to give credit, but with that many assets needed crediting, the end result is going to be skipped by most people anyways. in that case, i would just do the bare minimum to satisfy the letter of licensing requirements. that's just me tho.
personally i think zipping it all up in one pack is the best way to go, and put it in the 2D art category. it is generally easier on the user to find like works that are from the same set, if they are all together in one submission.
so long as these fictional brand logos are not derivative of non-free original works, it sounds like it would be a good addition to OGA
i think the details read better with the outline, but it really depends more on how it looks in game -- do the sprites read well against the background?
i think it looks great! the palette works well, atleast for the tiles. and you can always expand a pallete with compatible colors. i've attached a simple example of an expanded pallete :)
as for whether sticking to a palette or just winging it as a beginner, people will have different opinions. for me, pixel art in a retro style is all about limitations, and having a palette is a good limitation. but if it's too limited, i am not averse to expanding the palette for my own needs.
withthelove also has a nice PixelPaletteTool that can be used to easily try out swapping your pixel art to different palettes. https://withthelove.itch.io/pixelpalettetool
just out of curiosity, who tf is GabrielTurner?
collection of stuff for that type of game here https://opengameart.org/content/25d-fps-cc0
yah if you are comfortable with the ethical implications of AI, then it can be a useful tool for concept art. as far as generating actual pixel art, you just aren't going to get anything useful out of the box. inconsistent generations are the norm.
but if you are looking for a starting point, to refine, improve, and animate yourself, it can be done.
if you are looking for something genuinely unique, ai can't do that. ai algorithms are trained on existing art (99% of which is stolen by web-scraping, but different topic) and can really only imitate what is in the dataset combined with language parsing in the prompt. having a start image and an understanding of prompt engineering is helpful, and understanding that you are going to be doing dozens if not hundreds of generations and iterations to get what you want.
glitchart's statement of " A.I. ≠ Replace your whole workfload with a single prompt " is 100% on point. 150%. 200%.
real art techniques will always be supreme, and ai generations are only truly useful as part of a workflow for human artists.
i would say put the book in a text file along with the game, or in the game in a "credits" menu option. the point is that you have to do it, so you just do it. at that scale, noone is going to read them all anyways, so just do what you have to.
Asset Credits:
======
Assets used under the terms of the specified licenses:
CC-BY 3.0 - https://creativecommons.org/licenses/by/3.0/
CC-BY 4.0 - https://creativecommons.org/licenses/by/4.0/
CC-0 - https://creativecommons.org/publicdomain/zero/1.0/
=======
2D tileset 20x20 [Project Helena] sketch by eugeneloza, CC-BY 3.0
https://opengameart.org/content/2d-tileset-20x20-project-helena-sketch
[cge] Low-poly books by eugeneloza, CC-BY 4.0
https://opengameart.org/content/cge-low-poly-books
Circuit Tileset by eugeneloza, CC-0
https://opengameart.org/content/circuit-tileset
======
that's enough. you are credited, the terms of the license have been met. if that txt file has 2000 entries like that, so be it. i think, when including them in the game itself, it's better to put your credits screen as an option in the main menu instead of a scroll at the end of game, but thats just my opinion.
CONTINUE
NEW GAME
OPTIONS
CREDITS
QUIT TO DESKTOP
it's really up to you in my opinion. if i download your game, i am just as likely to not read your super long credits screen as i am to not read your super long credits.txt
it's a condition of your use of cc-by stuff to give credit, but with that many assets needed crediting, the end result is going to be skipped by most people anyways. in that case, i would just do the bare minimum to satisfy the letter of licensing requirements. that's just me tho.
pretty cool.
reminds me of those old wooden ball maze puzzles
personally i think zipping it all up in one pack is the best way to go, and put it in the 2D art category. it is generally easier on the user to find like works that are from the same set, if they are all together in one submission.
so long as these fictional brand logos are not derivative of non-free original works, it sounds like it would be a good addition to OGA
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