I have enjoyed this quite a bit! The huge increase in content was great, of course, and overall the game just keeps getting better and better.
One thing I found was that it was relatively easy (though not a 100% shot) to abuse corners. I could hide behind them and strike at lured monsters while not being able to be hit. This is the only way I could beat the brothers, for instance, though it felt kind of cheap. Pretty useful for skeletal snipers, though; if you get two of those on your case they are terrifyingly deadly.
I think that there is a system for that separation (based on completeness, quality and game-readiness or somesuch) planned for the future, though it's been a while since I heard Bartk talk about it.
Part of it is an artifact from the beginning of the site when a bunch of older assets were being put up, mostly from Dan Cook's Lost Garden site by Bart, the admin. It made sense at the time to get things started, but I agree that it's become unwieldy. That should probably be corrected at some point.
Have you considered just using the first one directly? You'd need to make sure, but if it's produced by NASA they're public domain. There are probably more pictures in that vein available from their site.
Not to mention games like Iron Plague and Tyrian whose graphical contents have been largely open-sourced by Dan Cook (aka that one really awesome guy). I should probably add an addendum to those three pieces of information I mentioned in my first post
4: tell us why currently existing FOSS assets aren't suitable for your project.
Don't get me wrong; they often aren't, and that's OK. But it's also important for you to come in having done your research so you really know precisely what you want.
I've never heard of the game; generally, if you want a certain style you need to at least post reference pictures. Make it easy for contributors to tell if this is something that they 1) can help you with, and 2) would like to help you with. Don't make potential artists do the research themselves, most people won't bother. On a subtler note, it also generally gives a bad impression of your project; the more information you can concisely convey in your request, the more focused you look, and the more chance people feel that your project has of succeeding. Not everyone is going to know your history, and again most people won't bother to do the research.
Ooh, this looks like a really good challenge. I will make a game effort to get a good entry together for this.
I have enjoyed this quite a bit! The huge increase in content was great, of course, and overall the game just keeps getting better and better.
One thing I found was that it was relatively easy (though not a 100% shot) to abuse corners. I could hide behind them and strike at lured monsters while not being able to be hit. This is the only way I could beat the brothers, for instance, though it felt kind of cheap. Pretty useful for skeletal snipers, though; if you get two of those on your case they are terrifyingly deadly.
I assume you mean it's outdated for some previews. I think it's obvious that .gif is by far the best choice for, say, animated pixel art.
Hello. I might be interested in this; should I drop you an email?
I think that there is a system for that separation (based on completeness, quality and game-readiness or somesuch) planned for the future, though it's been a while since I heard Bartk talk about it.
Is there any chance you could post some non-resized, non-jpg screenshots? As it is, I can't really see enough to even really tell what the style is.
Part of it is an artifact from the beginning of the site when a bunch of older assets were being put up, mostly from Dan Cook's Lost Garden site by Bart, the admin. It made sense at the time to get things started, but I agree that it's become unwieldy. That should probably be corrected at some point.
Have you considered just using the first one directly? You'd need to make sure, but if it's produced by NASA they're public domain. There are probably more pictures in that vein available from their site.
Not to mention games like Iron Plague and Tyrian whose graphical contents have been largely open-sourced by Dan Cook (aka that one really awesome guy). I should probably add an addendum to those three pieces of information I mentioned in my first post
4: tell us why currently existing FOSS assets aren't suitable for your project.
Don't get me wrong; they often aren't, and that's OK. But it's also important for you to come in having done your research so you really know precisely what you want.
I've never heard of the game; generally, if you want a certain style you need to at least post reference pictures. Make it easy for contributors to tell if this is something that they 1) can help you with, and 2) would like to help you with. Don't make potential artists do the research themselves, most people won't bother. On a subtler note, it also generally gives a bad impression of your project; the more information you can concisely convey in your request, the more focused you look, and the more chance people feel that your project has of succeeding. Not everyone is going to know your history, and again most people won't bother to do the research.
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