Well, I thankfully fixed my issue. I was going for a 16 bit SNES look, and unfortunatly when you play the game on a high resolution display (without the blur) it looks like an 8 bit game.
Well, a lot of the art in my game is simply used from OpenGameArt (thankfully I kept tabs on what I use and everything should be credited!) However, I did make the sky you see myself, it was my first attempt. So, you think the sky should be softer overall? Less lines and more colors?
I could try making tiles and then adjusting their contrast and "highlights", do you think the tiles the player can interact with should be brighter than what I currently have? So far this is a solo project and I know I can't do everything perfectly, but I do worry my game will have difficulty "standing out".
Sure, well here's an example of one of my levels that I belive works just fine (keep in mind this is a screenshot from the room editor of Gamemaker, so things aren't as nice looking as they are in the game as it blurs things out slightly when the game resolution is blown up)
I belive Candy Level Two works just fine, I have clouds that move along even if the player is not moving (each at different speeds) and it emphasies the theming of the level as there are pitfalls everywhere.
However for the first level I'm designing, I didn't feel re using the clouds is a good idea, I think Candy One just needs more than plain sky. I tried making a simple background of different tiles that would seem to look off in the distance, but being the same color they just seemed like platforms you could jump on. I'm not really sure what I shoulddo here, should I make various platforms on a background and make their colors limited, as to look off in the distance and unfocused?
But can I just credit Bart because he is Bart? I've tried to find a user friendly guide but so far nothing. I don't fully understand everything each license agreement says. I just know that most say you can use their work for commercial products though most want credit, which is fine but I want to know is there a specfic way to show the credit so I don't get in trouble or what?
I'm trying to read up on them now, I cannot understand a quarter of what they say simply because there are no real examples listed.
Well, I thankfully fixed my issue. I was going for a 16 bit SNES look, and unfortunatly when you play the game on a high resolution display (without the blur) it looks like an 8 bit game.
Aww, no one on?
Well, a lot of the art in my game is simply used from OpenGameArt (thankfully I kept tabs on what I use and everything should be credited!) However, I did make the sky you see myself, it was my first attempt. So, you think the sky should be softer overall? Less lines and more colors?
I could try making tiles and then adjusting their contrast and "highlights", do you think the tiles the player can interact with should be brighter than what I currently have? So far this is a solo project and I know I can't do everything perfectly, but I do worry my game will have difficulty "standing out".
Sure, well here's an example of one of my levels that I belive works just fine (keep in mind this is a screenshot from the room editor of Gamemaker, so things aren't as nice looking as they are in the game as it blurs things out slightly when the game resolution is blown up)
I belive Candy Level Two works just fine, I have clouds that move along even if the player is not moving (each at different speeds) and it emphasies the theming of the level as there are pitfalls everywhere.
However for the first level I'm designing, I didn't feel re using the clouds is a good idea, I think Candy One just needs more than plain sky. I tried making a simple background of different tiles that would seem to look off in the distance, but being the same color they just seemed like platforms you could jump on. I'm not really sure what I shoulddo here, should I make various platforms on a background and make their colors limited, as to look off in the distance and unfocused?
This sounds awesome, do you mind if I use it in my commercial project 'She is the Knight'? It's a 2D platformer.
Yeah, but where would you put the licnese at? In the credits? In a game folder?
Oh, I think I understand. I think I'll try and stick to Public Domain stuff for now... it's still a tad confusing. The CC stuff I mean.
But can I just credit Bart because he is Bart? I've tried to find a user friendly guide but so far nothing. I don't fully understand everything each license agreement says. I just know that most say you can use their work for commercial products though most want credit, which is fine but I want to know is there a specfic way to show the credit so I don't get in trouble or what?
I'm trying to read up on them now, I cannot understand a quarter of what they say simply because there are no real examples listed.
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