Last detail, although i don't think that in this age is a problem, (if it was, it would be on the F.A.Q.) You might want to convert your file to 256 colors format.
This will make sure that pixels in the figure gets associated with a color in the palette. This action is called "indexing"
It's just a tiny detail, like when a waiter pours the content of a bottle in customer's glass, it is something most developer can do personally in a fingersnap, but is the last step to do, in order to provide a sprite that's really "ready to be coded in any project"
Now, this axe is rather simple, but in more complex design, you might want to make sure the computer understands what belongs to the blade, what belongs to the handle, and what belongs to the coating. (the most common example for this might be the white in the eyes, if a character is wearing a white T-shirt, you must specify that the white of the eyes and the white in the T-shirt are 2 different colors, so when someone decides to turn the T-shirt blue, the white of the eyes doesn't turn blue along.)
With 4 cels might be a quick job, but if a sprite has 50 or more cels, and the things sharing the same colors are more (A blade and the shoes, a holster and the belt, etc. etc.) It is a good idea to make sure that changing the color of an element doesn't change another element that's not supposed to change.
Now, i un-indexed an image made by me to explain the concept. When i ask to the computer to apply the palette, the computer thinks the white in the eyes is part of the jacket, and when i index it and decide i like more a green jacket, the white of the eyes becomes... well, green.
had it be a spritesheet with 400 cels, indexing, it would have required to re-paint the white of the eyes.
i'm using Aseprite, wich costs 15$, a free alternative is GIMP, i don't know it very well, but i have been assured it has got palette control. i'll look into Gimp how to control the palette.
The first file is indexed with a set of colors for the blade, and another for the handle.
The second file represent a possible palette applied to the first file.
The third file is an attempt to change the colors in your file. I choosed absurd colors in order to show how the same slot is shared by both areas.(
You may notice also that an indexed file weights less than a true color file, by the way) If you change a color in the blade, it will change in the handle too.
The fourth file shows that different ramps can be used to represent the exact same material, and also it should give an idea about what is a ramp.
If you mean sprites Edited from his sprites, there is none.
"If you used models or graphics of any kind from his game to make the sprites"
I didn't use any model or graphic of any kind from his game to make the sprites i'm publishing on OGA.
Edit-None of my cels published in OGA has been realized using any cels from Daniel Remar's "Iji" -edit
Edit- some of the background files in DA contain posters from the original game.
I'll remove the posters in the backgrounds to port the files on OGA.
---
By an abstract definition of derivative work, those 4 might raise discussion,the first one because it looks awfully similar to the 1up in the original game, the other 3 because of the combination rocket launcher & shield-claw,
Perhaps i should have linked the non commercial versions of said files, but since OGA doesn't have commercial licenses perhaps those files should be removed.
If you decide so, let me know and i'll link to the discussion on GameFaqs examples with non-commercial license.
When i'll have time i'll change the shield with a claw.
By the way, am i allowed to link my account on DeviantArt, if i clearly explain that The files i'm talking about haven't been uploaded on OGA because i can't provide a common domain license on them ?
Should this array of weapons be considered derivative work,
I intend to remove from the mustermenschen collection all the dubious material and give a link to the collection of non-commercial files on Deviantart, warning that while the files on OGA are common domain, the files that don't appear on OGA have non-commercial licenses, like: "on DA there are more files, but they have a different license."
Excellent job.
Last detail, although i don't think that in this age is a problem, (if it was, it would be on the F.A.Q.) You might want to convert your file to 256 colors format.
This will make sure that pixels in the figure gets associated with a color in the palette. This action is called "indexing"
It's just a tiny detail, like when a waiter pours the content of a bottle in customer's glass, it is something most developer can do personally in a fingersnap, but is the last step to do, in order to provide a sprite that's really "ready to be coded in any project"
Now, this axe is rather simple, but in more complex design, you might want to make sure the computer understands what belongs to the blade, what belongs to the handle, and what belongs to the coating. (the most common example for this might be the white in the eyes, if a character is wearing a white T-shirt, you must specify that the white of the eyes and the white in the T-shirt are 2 different colors, so when someone decides to turn the T-shirt blue, the white of the eyes doesn't turn blue along.)
With 4 cels might be a quick job, but if a sprite has 50 or more cels, and the things sharing the same colors are more (A blade and the shoes, a holster and the belt, etc. etc.) It is a good idea to make sure that changing the color of an element doesn't change another element that's not supposed to change.
Now, i un-indexed an image made by me to explain the concept. When i ask to the computer to apply the palette, the computer thinks the white in the eyes is part of the jacket, and when i index it and decide i like more a green jacket, the white of the eyes becomes... well, green.
had it be a spritesheet with 400 cels, indexing, it would have required to re-paint the white of the eyes.
I'm sure you'll learn this in very short time.
i'm using Aseprite, wich costs 15$, a free alternative is GIMP, i don't know it very well, but i have been assured it has got palette control. i'll look into Gimp how to control the palette.
Great piece.
The first file is indexed with a set of colors for the blade, and another for the handle.
The second file represent a possible palette applied to the first file.
The third file is an attempt to change the colors in your file. I choosed absurd colors in order to show how the same slot is shared by both areas.(
You may notice also that an indexed file weights less than a true color file, by the way) If you change a color in the blade, it will change in the handle too.
The fourth file shows that different ramps can be used to represent the exact same material, and also it should give an idea about what is a ramp.
Well, in a post apocalyptic setting, someone should be carry one.
i'll use it as prop to enhance the storytelling.
Really well done.
Let me see...
If you mean sprites Edited from his sprites, there is none.
"If you used models or graphics of any kind from his game to make the sprites"
I didn't use any model or graphic of any kind from his game to make the sprites i'm publishing on OGA.
Edit-None of my cels published in OGA has been realized using any cels from Daniel Remar's "Iji" -edit
Edit- some of the background files in DA contain posters from the original game.
I'll remove the posters in the backgrounds to port the files on OGA.
---
By an abstract definition of derivative work, those 4 might raise discussion,the first one because it looks awfully similar to the 1up in the original game, the other 3 because of the combination rocket launcher & shield-claw,
https://opengameart.org/content/human-nano-cyborg-for-rpg-maker-mv
https://opengameart.org/content/tasen-soldiers-for-mugen-mk-style-male-a...
https://opengameart.org/content/tasen-commander-for-rpg-maker-mv
And some content in this collection.
https://opengameart.org/content/musternenschen-v1-complete-collection
Everything else (On OGA) comes from convergent inspiration.
I took the liberty of informing him about this very conversation.
Perhaps he'll take the time to give a definitive answer.
Here the open ticket.
https://gamefaqs.gamespot.com/boards/604978-iji/77791312
Perhaps i should have linked the non commercial versions of said files, but since OGA doesn't have commercial licenses perhaps those files should be removed.
If you decide so, let me know and i'll link to the discussion on GameFaqs examples with non-commercial license.
When i'll have time i'll change the shield with a claw.
By the way, am i allowed to link my account on DeviantArt, if i clearly explain that The files i'm talking about haven't been uploaded on OGA because i can't provide a common domain license on them ?
Should this array of weapons be considered derivative work,
I intend to remove from the mustermenschen collection all the dubious material and give a link to the collection of non-commercial files on Deviantart, warning that while the files on OGA are common domain, the files that don't appear on OGA have non-commercial licenses, like: "on DA there are more files, but they have a different license."
I'll have to create some backgrounds, i don't know how to notify if or when i'll use it, but i'll try.
I will use it for sure in a comic i'm working on.
Looks very dangerous.
Edit:
Perfect also for a warning sign.
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