suggestion/feedback: I'm a parent and, at first glance, the red lettering looks a little bit like blood. It's obviously just paint when the pixies are in the image, but it's not so obvious without them.
It's NOT a deal-breaker...the quality is outstanding and I would still let my kids (ages 8 and 11) use an app with these graphics, it's just a little feedback for your future projects from a parent's perspective. Maybe a lighter shade of red like in your "Sultan" character or something in a purple range would work too.
I took a look at the previous releases -- the evolution of this pack has been very impressive, especially the amount of variety you've added. Really looking forward to seeing the Ortho version. Well done!
OK, I hear you...I've always used the .PNG versions in LPC submissions and not the Tiled files. Maybe you can do both formats?
As for the cliffs, I use GameMaker and place invisible/unpassable objects on my cliff edges, leaving the transition tile open/clear. GameMaker also lets you base movement on tile depth - cliff edges are at a different depth from the "lower"/"ground" tiles and unpassable. I have trouble getting the slopes and stairs to look right in GameMaker, so I use ladders, bridges or unbordered terrain to make my transitions.
1. I'm still a bit of a noob, but don't think OGA is the right site for platform-specific content. If it can't be used in GameMaker or Unity (for example) as well, then it probably belongs on an SGDK2-dedicated site.
2. Per above, maybe extract the unique or edited resources and re-submit them as generic graphic files?
3. I'm probably not the one to provide the best help, but if you can be more specific about what you're not understanding, one of the artists here can probably give you some better direction.
I use Photoshop to select/replace colors or use the magic wand to highlight a section and then adjust the hue/saturation to the right color.
You can also use GIMP or Paint.net (both free). It's not technically/artistically difficult...you just have to get used to whichever image editor you're using. The zombie (attached) might not need much change - maybe recolor the hair or darken the clothes some.
Kenney's releases are public domain so you can freely edit them, but always double check the license if you start messing around with other works.
Don't expect your first few games to be fun, or even finished. You should learn something new from each failed attempt, so try and fail as much as possible to get better faster.
This. You're not a major corporation or an indy production house, you're a beginner. Don't try to take on an epic task that will leave you frustrated because it's way over your head...start with tutorials and go from there.
I prefer to outline my projects before I do anything else, but mine are probably a bit more detaile than others have suggested, as I summarize the concept and put together a rough player flow chart (i.e. game start --> selection/options --> complete mission --> fail mission -->game over). It's not a lot of specific details, just gives me an idea of what game rooms/maps/UI I'll need.
I also keep a spreadsheet of standard variables I use in all my projects -- gives me fewer things to think about
Only other ones I know of that you can use on any game engine are the Charas generators, but they're not as good as the LPC one imo, and I don't think either has a "jump" animation. There are three here:
suggestion/feedback: I'm a parent and, at first glance, the red lettering looks a little bit like blood. It's obviously just paint when the pixies are in the image, but it's not so obvious without them.
It's NOT a deal-breaker...the quality is outstanding and I would still let my kids (ages 8 and 11) use an app with these graphics, it's just a little feedback for your future projects from a parent's perspective. Maybe a lighter shade of red like in your "Sultan" character or something in a purple range would work too.
I took a look at the previous releases -- the evolution of this pack has been very impressive, especially the amount of variety you've added. Really looking forward to seeing the Ortho version. Well done!
Enemies and character: http://opengameart.org/content/enemies-and-characters-pixel-art
Static (side view) characters: http://opengameart.org/content/sideview-pixel-art-rpg-enemy-sprites
Platformer: http://opengameart.org/content/platformersidescroller-characters-and-ene...
Top Down: http://opengameart.org/content/top-down-2d-jrpg-32x32-characters-art-col...
Dude, this is sweet! Love how the character "bounces" as he's fighting. Well done.
OK, I hear you...I've always used the .PNG versions in LPC submissions and not the Tiled files. Maybe you can do both formats?
As for the cliffs, I use GameMaker and place invisible/unpassable objects on my cliff edges, leaving the transition tile open/clear. GameMaker also lets you base movement on tile depth - cliff edges are at a different depth from the "lower"/"ground" tiles and unpassable. I have trouble getting the slopes and stairs to look right in GameMaker, so I use ladders, bridges or unbordered terrain to make my transitions.
Check out the LPC demo for an example - it uses ladders on the cliffs: http://www.seveibar.com/liberated-pixel-cup/
1. I'm still a bit of a noob, but don't think OGA is the right site for platform-specific content. If it can't be used in GameMaker or Unity (for example) as well, then it probably belongs on an SGDK2-dedicated site.
2. Per above, maybe extract the unique or edited resources and re-submit them as generic graphic files?
3. I'm probably not the one to provide the best help, but if you can be more specific about what you're not understanding, one of the artists here can probably give you some better direction.
I use Photoshop to select/replace colors or use the magic wand to highlight a section and then adjust the hue/saturation to the right color.
You can also use GIMP or Paint.net (both free). It's not technically/artistically difficult...you just have to get used to whichever image editor you're using. The zombie (attached) might not need much change - maybe recolor the hair or darken the clothes some.
Kenney's releases are public domain so you can freely edit them, but always double check the license if you start messing around with other works.
Billy Goats Gruff...love it.
Not to answer for Kenney, but have you checked these sets of his:
http://opengameart.org/content/topdown-shooter
--no trolls, but there are zombies. Or you could probably recolor one of the unarmed characters pretty easily
http://opengameart.org/content/racing-pack
--the race-track might make for a good bridge substitute.
This. You're not a major corporation or an indy production house, you're a beginner. Don't try to take on an epic task that will leave you frustrated because it's way over your head...start with tutorials and go from there.
I prefer to outline my projects before I do anything else, but mine are probably a bit more detaile than others have suggested, as I summarize the concept and put together a rough player flow chart (i.e. game start --> selection/options --> complete mission --> fail mission -->game over). It's not a lot of specific details, just gives me an idea of what game rooms/maps/UI I'll need.
I also keep a spreadsheet of standard variables I use in all my projects -- gives me fewer things to think about
Only other ones I know of that you can use on any game engine are the Charas generators, but they're not as good as the LPC one imo, and I don't think either has a "jump" animation. There are three here:
character set: http://charas-project.net/charas2/index.php
face set: http://www.charas-project.net/charas2/index.php?lang=en&generator=2
battlers: http://www.charas-project.net/charas2/index.php?lang=en&generator=3
There's also a re-boot of the LPC Generator that has a few more assets than the original: http://idrisdose.github.io/LPCGenerator/
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