Generally, the game is looking decent so far, but the physics are kind of frustrating. He doesn't seem to have much stopping power/ability to corner, which makes him hard to control.
Baldric was drawn as an example sprite, to test the base and for use in example screenshots. I never got a chance to kit him out fully before, but I've started now. So far, he's got walking poses.
I think it's viable to make additional animations, though it does have the side-effect that a lot of them won't get hit with the more basic costume things. That said, I have the feeling that people will need to do some additional work to get everything together for their specific games anyway, which might include having particular assets extended to additional animations. I know that that adds complications, and kind of upsets the ideal of having everything being perfectly interlocking and interchangable, but I can see how it would be important enough to do.
Using By-SA assets with closed source code is kind of a complex issue, if I remember the various discussions I've seen on it correctly (the question being, in essence, what constitutes a derivative work that needs to also be licensed under By-SA). It's terrible that this is such a point of uncertainty, but there you have it. If I were you, I'd stick to CC-By and under for a proprietary game. That's how I license most of my work because I want indie developers to be able to use them without issue.
@geekd: There are actually quite a few platformer tiles, though not a lot of really complete sets. I have them all collected here: http://opengameart.org/content/platformersidescroller-tiles
Generally, the game is looking decent so far, but the physics are kind of frustrating. He doesn't seem to have much stopping power/ability to corner, which makes him hard to control.
He now shoots, one of the rather important poses he was missing.
Also a potential idle pose. Not all that necessary, but ye.
edit2:
Also also an updated jump.
OK, folks, here are the spell animations for Baldric.
Note: unless there is some particular request, I'll probably leave it at these animations.
@Wulax: As discussed on IRC, nice work on the horse!
@C.Nilsson: Nice work on the hoose!
Now he falls down. All that's left is spellcasting, plus or minus the other poses.
Slashing animations for Baldric:
so, yeah. Only falling down and (by popular request) spellcasting to do.
Baldric was drawn as an example sprite, to test the base and for use in example screenshots. I never got a chance to kit him out fully before, but I've started now. So far, he's got walking poses.
@Surt: Nice! You actually dont' have to go the full 8 to match the style guide. Enemy sprites only have 2 frames, so you could do less if you want.
@C.Nilsson: Great stuff! It's been fun to watch your tileset develop and grow.
Here are a couple of character sprites ( no animations yet). One of Xeon (see http://opengameart.org/content/xeon-ultimate-smash-friends / http://opengameart.org/forumtopic/xeon-as-he-is-sprited) and one of some sort of mage class (see http://opengameart.org/forumtopic/content-ideas-for-orange).
I think it's viable to make additional animations, though it does have the side-effect that a lot of them won't get hit with the more basic costume things. That said, I have the feeling that people will need to do some additional work to get everything together for their specific games anyway, which might include having particular assets extended to additional animations. I know that that adds complications, and kind of upsets the ideal of having everything being perfectly interlocking and interchangable, but I can see how it would be important enough to do.
Re: slash animations
I made up a few mockup animations with a placeholder sword, which I guess didn't make it into the files. See below:
But I'd say what daneeklu has come up with is pretty great.
@Melior: dagnabbit. Brb, will get it fixed.
Using By-SA assets with closed source code is kind of a complex issue, if I remember the various discussions I've seen on it correctly (the question being, in essence, what constitutes a derivative work that needs to also be licensed under By-SA). It's terrible that this is such a point of uncertainty, but there you have it. If I were you, I'd stick to CC-By and under for a proprietary game. That's how I license most of my work because I want indie developers to be able to use them without issue.
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