Really needs some light effects now I think... similar to the light aura that was always around the player in Diablo, anf the rest of the level is darker.
Agreed! Core SDL 1.2 doesn't come with a way to do that (unless I reimplement in 3D using their OpenGL hooks). If I can find an SDL sub-library that offers fast blitting at variable lightness levels then I can definitely do simple auras and shadows.
One thing about platformers and pixel art (and this may be a style choice) is that not everything has to have a black outline. E.g. sometimes background elements don't have outlines at all, and foreground elements might only have distinct outlines to to hint at where collision happens.
If those pipes are supposed to be, say, chrome-like, use a greater range of grays (darker and lighter) and maybe a splash of the sky color for that level. Google Image Search for "chrome pipe" and you'll see that chrome has bands of reflected colors and isn't just smooth shaded.
I want to give a shout-out to Thorbjørn over at Tiled ( http://www.mapeditor.org/ ). With the latest release users can create import/export plugins. This means a game developer can make a plugin for Tiled to read/write a game's native map format. It's a good tool that gets the fundamentals right.
DeviantArt also puts its best foot forward. The two ways to sort art there are Popular (default) and Newest.
Maybe the front page could use some algorithm to show popular art. Something like this: popularity = (num_favorites / age_in_days) as opposed to showing only new art, or only featured art.
Really needs some light effects now I think... similar to the light aura that was always around the player in Diablo, anf the rest of the level is darker.
Agreed! Core SDL 1.2 doesn't come with a way to do that (unless I reimplement in 3D using their OpenGL hooks). If I can find an SDL sub-library that offers fast blitting at variable lightness levels then I can definitely do simple auras and shadows.
Your request gave me the idea to make this week's Weekly Challenge theme "Modern City".
http://opengameart.org/forumtopic/weekly-challenge-modern-city-due-sept-6th
Question, are you doing that overhead 3D perspective that GTA 1 and 2 did? As in, do you need a city tileset that is modular parts for 3D buildings
Voting Time! http://opengameart.org/category/art-tags/treasure
(note: "Fantay Items Set" and "Take from the rich" are older entries with the tag "treasure" so don't count to this challenge)
Bart, the Blender files on this entry should have what you need.
Roflknief. looks pretty fun so far!
One thing about platformers and pixel art (and this may be a style choice) is that not everything has to have a black outline. E.g. sometimes background elements don't have outlines at all, and foreground elements might only have distinct outlines to to hint at where collision happens.
If those pipes are supposed to be, say, chrome-like, use a greater range of grays (darker and lighter) and maybe a splash of the sky color for that level. Google Image Search for "chrome pipe" and you'll see that chrome has bands of reflected colors and isn't just smooth shaded.
I want to give a shout-out to Thorbjørn over at Tiled ( http://www.mapeditor.org/ ). With the latest release users can create import/export plugins. This means a game developer can make a plugin for Tiled to read/write a game's native map format. It's a good tool that gets the fundamentals right.
DeviantArt also puts its best foot forward. The two ways to sort art there are Popular (default) and Newest.
Maybe the front page could use some algorithm to show popular art. Something like this: popularity = (num_favorites / age_in_days) as opposed to showing only new art, or only featured art.
16x16 is tricky; excellent work!
Neat! These might be very useful for OSARE, especially if I decide to do a D2 style rune system.
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