I've made something like that before... I've got a private web page with a few thousand images of people, and they're tagged and sorted by their age, skin and hair color. It's amazing for art references.
What might be easier is having some community-sponsored tags, when you submit? 16 pixel squares, 32 pixel squares, ect? It might be difficult to implement, though... people don't always read guides.
I like your folder method, Medicine Storm-- the download tracker's been a godsend so far, and I'm accumulating a project collection, but it's difficult to isolate which parts I'm using and which ones I'm just staring at like this: @u@ (Especially with the atlas mixes.)
I never thought about making records starting with the license type. It'd probably get pretty long, but I can see why you would. Thank you!
Thank you so much! I'm glad to hear it-- I spent a lot of time trying to find plus size athletes to model her from, and I ended up making up more than I'd like to admit. She's supposed to be mostly muscle softened with an exterior layer of fat, following how even fit, healthy women have higher fat ratios than men.
Larger women are actually a big challenge for me in general, between the lack of reference material and the inabiliity to use myself to model poses (I'm a stick figure with big hair :P). Any success I've had is probably due to a combination of master studies (attempting to reproduce classical masters' work) and two minute gesture studies. I can't recommend either highly enough. :)
If you don't find something quite right that way, try going to google and typing in your search terms along with: site:opengameart.org (This site's search engine can be weird and fussy sometimes.) The exact size and style you want will probably just be a matter of browsing.
Ha. You could make a game that's nothing but LPC showrooms, and the only game functions are room changes, room asset lists, and a select drag-and-drop that would bring up a list of all the assets in the selection field, download buttons, author names, links, contributor history, license info. :D
Might not even be that hard to make... :hums elevator music:
I'm developing a game with the LPC set. My first try at procedurally generated terrain was... well, a long, frustrating waste of time, because I was trying to mix terrain types in photoshop and save them as a grass-to-water pack, a grass-to-sand pack, a sand-to-water pack. Then I'd try to use the pre-blended things in my game engine.
The thing is, LPC has two colors of grass, two sand colors, three dirts, three stones, lava, ice, snow, water... even if you only use one shade of each, the possible combinations really add up. Even if you make blended modes for all of that, you're still going to end up with three-way tiles, and the file sizes will start being ridiculous.
In the end, I did much better keeping the terrains as transparent .png files and layering them with code. That technique also ensured that I could mix and match the colors for unique, fun, varied biomes. (I have a description of how I did that on my blog-- it's not hard.)
Ideally, I'd like to see an in-depth LPC glossary / Wiki / Git / website thing showing the elements, their authors, licenses, and example usage of said elements (since sometimes I'll be going through my LPC packs and squinting at things going, "What's that? It's some kind of block. ... Why is it shaped like that? I have no idea."). It'd need to be thorough and very organized, with community help to get that going though.
I love the CC3-by-SA license, but tracking down who did what and what name / site to link them to can get tricky, and I'm always worried that I made a mistake somewhere.
So, I'm finally starting to feel more human. Apologies for the wait-- changing one med's dosage and dropping another really threw me pretty badly. For a while there I could barely walk without help. :( I've got pills to make my drops much more mild, and I think I'm finally stabilizing.
This isn't a huge leap forward in progress, but I thought it was worth a share anyway. I was gifted money to buy game assets this Christmas by my dad (Yeah!) and I've purchased Chronos and Easy Save from the Unity store. I've started a code refactor, and now have a working day / time system. I think I'll emulate Rimworld and Stardew Valley and do 30-day seasons. The scaling will need to be playtested for balancing and such.
So, have some growing corn in the meantime. Cheers!
I've made something like that before... I've got a private web page with a few thousand images of people, and they're tagged and sorted by their age, skin and hair color. It's amazing for art references.
What might be easier is having some community-sponsored tags, when you submit? 16 pixel squares, 32 pixel squares, ect? It might be difficult to implement, though... people don't always read guides.
This has a few things that the above list missed-- LPC Clothes For Children among them.
http://opengameart.org/content/liberated-pixel-cup-0
I like your folder method, Medicine Storm-- the download tracker's been a godsend so far, and I'm accumulating a project collection, but it's difficult to isolate which parts I'm using and which ones I'm just staring at like this: @u@ (Especially with the atlas mixes.)
I never thought about making records starting with the license type. It'd probably get pretty long, but I can see why you would. Thank you!
Thank you so much! I'm glad to hear it-- I spent a lot of time trying to find plus size athletes to model her from, and I ended up making up more than I'd like to admit. She's supposed to be mostly muscle softened with an exterior layer of fat, following how even fit, healthy women have higher fat ratios than men.
Larger women are actually a big challenge for me in general, between the lack of reference material and the inabiliity to use myself to model poses (I'm a stick figure with big hair :P). Any success I've had is probably due to a combination of master studies (attempting to reproduce classical masters' work) and two minute gesture studies. I can't recommend either highly enough. :)
Thanks again!
The most important keyword you should be looking for is 'isometric'. Go to Browse, type in 'isometric' in the search field, click the 2d art button. This is the second item that comes up, just with that: http://opengameart.org/content/isometric-64x64-medieval-building-tileset
If you don't find something quite right that way, try going to google and typing in your search terms along with: site:opengameart.org (This site's search engine can be weird and fussy sometimes.) The exact size and style you want will probably just be a matter of browsing.
Best of luck!
Ha. You could make a game that's nothing but LPC showrooms, and the only game functions are room changes, room asset lists, and a select drag-and-drop that would bring up a list of all the assets in the selection field, download buttons, author names, links, contributor history, license info. :D
Might not even be that hard to make... :hums elevator music:
I was about to submit this recolor anyway; since it fits the theme, I'll add it to the contest. :) http://opengameart.org/content/lpc-character-skintone-rework
I have a real submission that I've started, though! Excited to show it off next week. :D
I'm developing a game with the LPC set. My first try at procedurally generated terrain was... well, a long, frustrating waste of time, because I was trying to mix terrain types in photoshop and save them as a grass-to-water pack, a grass-to-sand pack, a sand-to-water pack. Then I'd try to use the pre-blended things in my game engine.
The thing is, LPC has two colors of grass, two sand colors, three dirts, three stones, lava, ice, snow, water... even if you only use one shade of each, the possible combinations really add up. Even if you make blended modes for all of that, you're still going to end up with three-way tiles, and the file sizes will start being ridiculous.
In the end, I did much better keeping the terrains as transparent .png files and layering them with code. That technique also ensured that I could mix and match the colors for unique, fun, varied biomes. (I have a description of how I did that on my blog-- it's not hard.)
Ideally, I'd like to see an in-depth LPC glossary / Wiki / Git / website thing showing the elements, their authors, licenses, and example usage of said elements (since sometimes I'll be going through my LPC packs and squinting at things going, "What's that? It's some kind of block. ... Why is it shaped like that? I have no idea."). It'd need to be thorough and very organized, with community help to get that going though.
I love the CC3-by-SA license, but tracking down who did what and what name / site to link them to can get tricky, and I'm always worried that I made a mistake somewhere.
I really like this one, too. :) I'll be doing more LPC stuff, myself. Looking forward to seeing what you guys come up with!
So, I'm finally starting to feel more human. Apologies for the wait-- changing one med's dosage and dropping another really threw me pretty badly. For a while there I could barely walk without help. :( I've got pills to make my drops much more mild, and I think I'm finally stabilizing.
This isn't a huge leap forward in progress, but I thought it was worth a share anyway. I was gifted money to buy game assets this Christmas by my dad (Yeah!) and I've purchased Chronos and Easy Save from the Unity store. I've started a code refactor, and now have a working day / time system. I think I'll emulate Rimworld and Stardew Valley and do 30-day seasons. The scaling will need to be playtested for balancing and such.
So, have some growing corn in the meantime. Cheers!
And the video: https://www.youtube.com/watch?v=NgFrntRnzdA
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