a good compromise between "i want free stuff" and "i want the art in my game to not be identical to free stuff" is to make heavy modifications to assets. so long as the assets you are modify are cc0, oga-by or cc-by you are not required to share your derivatives, only give credit to where you got the original and who made it.
of course sharing your derivs is a good thing to do anyways, as oga is a community kinda centered around sharing stuff.
good luck at getting other people to love your labor of love.
in my opinion the easiest way to get NESFeel is to make sprites limited to 3 colors plus transparency. if you start with that restriction in mind, even if you break every other spec of the NES you will still end up with something the feels NES-y. even if you start with that restriction and then break it to add in small details you will still evoke NESFeel with your base design geared around describing as much in 3 colors as possible.
ha! i dislike videos for exactly the opposite reason, lol. i am too slow to keep up and would rather jump back & forth through a text based tutorial than pause a video and try to find where the thing they said before that i forgot was.
i dunno. my own level of skill was and still is pretty low in comparison to alot of others. but i did the work to learn what i have learned.
it's a teach man to fish kind of philosophical situation IMO.
but it does depend on the person. not everyone is able to do everything. coding makes my brain explode, which is why i use engines with visual scripting systems. not everyone has the time to learn how to code in assembly and whatnot, so i get that accessability can help ppl enjoy the hobby.
but i still think that accessability mostly comes in the form of tools people can learn to use to do the things they want to do.
this discussion now has absolutely nothing to do with this asset though, so if we wanna continue the discussion we ought to move it to a forum thread.
i kind of totally disagree. there is only so much hand-holding that is actually helpful to people.
oga art as a resource is great (i use it all the time)
game engines that do alot of the work for you are great (i use GDevelop, which qualifies)
but part of learning to make stuff, not just games, is to learn to use your tools. learning to cut a sprite sheet into peices if that is what your engine uses is kind of an essential skill to learn. same goes for assembling loose sprites into a sheet if that is what your engine uses.
for instance, i post alot of music on here. would it be helpful to make sure that all my music is of an equalized volume? yeah. am i gonna do that work for people?
a good compromise between "i want free stuff" and "i want the art in my game to not be identical to free stuff" is to make heavy modifications to assets. so long as the assets you are modify are cc0, oga-by or cc-by you are not required to share your derivatives, only give credit to where you got the original and who made it.
of course sharing your derivs is a good thing to do anyways, as oga is a community kinda centered around sharing stuff.
good luck at getting other people to love your labor of love.
it looks good.
two good tutorials for ppl like me who suck
https://megacatstudios.com/blogs/retro-development/creating-nes-graphics
https://nesrocks.com/blog/nes-graphics/
in my opinion the easiest way to get NESFeel is to make sprites limited to 3 colors plus transparency. if you start with that restriction in mind, even if you break every other spec of the NES you will still end up with something the feels NES-y. even if you start with that restriction and then break it to add in small details you will still evoke NESFeel with your base design geared around describing as much in 3 colors as possible.
but then, who the hell am i?
ha! i dislike videos for exactly the opposite reason, lol. i am too slow to keep up and would rather jump back & forth through a text based tutorial than pause a video and try to find where the thing they said before that i forgot was.
i dunno. my own level of skill was and still is pretty low in comparison to alot of others. but i did the work to learn what i have learned.
it's a teach man to fish kind of philosophical situation IMO.
but it does depend on the person. not everyone is able to do everything. coding makes my brain explode, which is why i use engines with visual scripting systems. not everyone has the time to learn how to code in assembly and whatnot, so i get that accessability can help ppl enjoy the hobby.
but i still think that accessability mostly comes in the form of tools people can learn to use to do the things they want to do.
this discussion now has absolutely nothing to do with this asset though, so if we wanna continue the discussion we ought to move it to a forum thread.
i kind of totally disagree. there is only so much hand-holding that is actually helpful to people.
oga art as a resource is great (i use it all the time)
game engines that do alot of the work for you are great (i use GDevelop, which qualifies)
but part of learning to make stuff, not just games, is to learn to use your tools. learning to cut a sprite sheet into peices if that is what your engine uses is kind of an essential skill to learn. same goes for assembling loose sprites into a sheet if that is what your engine uses.
for instance, i post alot of music on here. would it be helpful to make sure that all my music is of an equalized volume? yeah. am i gonna do that work for people?
nope.
yah i agree with your advice in re unity as well. it is a bloated turd.
but i know people who swear by it, so to each their own.
i have no interest in ansi c and doing the type hardcore coding that you are into, so we all gotta do our own thing i spose
@bzt I am pretty sure evelynchurch is a spambot. this thread is four years old.
this has been happening alot lately.
submit it to oga, tag with "nesfeel" and link here. sound like a plan?
and lo, the firmament opened, and god did showeth his handiwork!
you are my favorite oga artist, surt.
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