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dbaumgart

Member Since 03 Sep 2007
Offline Last Active Dec 16 2011 01:09 PM

Topics I've Started

Logo design feedback

09 November 2009 - 08:33 AM

I'm posting this here as a favor for someone who would like feedback on their game's logo. He's a good fellow and I'm happy to do so ;) I'd like to know what indie gamers think of this game logo. It would be most helpful to me if you answered the questions BEFORE looking at other peoples' answers: 1) What does the logo say? 2) How fast were you able to read it?

Free 2d/3d art assets '09!

11 August 2009 - 07:51 AM

aka Sprites, sprites, and more sprites! redux. This is a list of free graphics for games. These aren't just restricted to sprites and 2d graphics, 3d is great too (I just don't know of very much). Know of any more good sites? I'll add in suggestions! And frankly I need suggestions, because this list could be much better. [Do note that I'm not especially comfortable with linking to sprites ripped from commercial games that have not been specifically released by their creator(s); I'm looking at you, Megaman sprites.]

 

Reiner's Tilesets

Free sprites, tiles, 3d models, etc. http://www.reinerstilesets.de/

 

Lost Garden

Free graphics from Danc/Lost Garden (very nice stuff!):

background tiles for "a 2D Zelda-like RPG" : http://lostgarden.com/2006/07/more-free-game-graphics.html

sprites for a space game, "a Sinistar clone" : http://lostgarden.com/2005/03/download-complete-set-of-sweet-8-bit.html

"Danc's Miraculously Flexible Game Prototyping Tiles" : http://lostgarden.com/2007/05/dancs-miraculously-flexible-game.html

"Danc's Miraculously Flexible Game Prototyping Graphics for Small Worlds" : http://lostgarden.com/2009/03/dancs-miraculously-flexible-game.html

"Free game graphics: Tyrian ships and tiles" : http://lostgarden.com/labels/Tyrian.html

"250 free handdrawn textures" : http://lostgarden.com/2006/02/250-free-handdrawn-textures.html

"Game Post Mortem: Hard Vacuum" (includes a zip of all game graphics at the end): http://lostgarden.com/2005/03/game-post-mortem-hard-vacuum.html

 

Molotov.nu

Various 2d game sprites & related links : http://www.molotov.nu/?page=graphics

 

SpriteLib GPL

"SpriteLib GPL a collection of static and animated graphic objects ... created to provide hobbyist game developers with an assortment of images to use in their creations." : http://www.flyingyogi.com/fun/spritelib.html

 

Yoyo Games (Game Maker)

list of resources, tutorials, tools : http://www.yoyogames.com/make/resources

 

First Seed Material

" complete set of graphics for low-resolution games. It was originally designed for RPG Maker 2000 ... site is mostly in Japanese, but all important stuff (the graphic descriptions, the license, etc.) are available in English." http://www.tekepon.net/fsm/ (thanks Bearhugger)

 

Free Airplane Sprite Pack

"This free .ZIP contains sprites of various aircraft, including fighter jets, bombers, and cargo planes" by Free Airplane Sprite Pack (double thanks to Prinz Eugn for drawing these and then letting people use them)

 

DAZ 3D Forums -- Free Stuff

forums for posting free 3d models/textures Note, from the forum description: "No items in the Freepozitory can be redistributed in any way without the explicit permission from the creator of the freebie." http://forum.daz3d.com/index.php?c=13 (thanks legalize)

 

OpenGameArt.org

"Free, legal art for open source game projects" (You'll likely want to pay close attention to their licensing, depending on your project goals.) http://opengameart.org/ (thanks lmelior)

 

AI War 2.0 Graphics Library: Free To Use For Indie Developers

"This library contains the graphics for the indie space RTS AI War: Fleet Command, as of version 2.0 of that game. ... you're free to use the graphics in this library for whatever purposes you want. Don't sell these graphics by themselves, but you can include them in your game, your pictures, whatever, and then you can sell your work with this art intact. You can modify them as much as you need for your purposes, as well. ... Just please be sure that you attribute the art to the artist(s) that created it." http://christophermpark.blogspot.com/2009/10/free-graphics-for-indie-developers.html (thanks Lorenzo Gatti)

 

Artwork for the Assemblee Competition

"Artwork and Music by The TIGForums Community Compiled by Derek Yu January 20th, 2010 The artwork and music on this page was created for part one of TIGSource's Assemblee Competition. The goal of this part of the competition was to provide assets for people to make games with in part two. These assets are now provided to the public through the generosity of these talented creators. You may use them for your own non-commercial projects, so long as you credit the creators. All of the assets contained on this page are licensed under this Creative Commons license." http://www.derekyu.com/tigs/assemblee/

 

[Edited by - dbaumgart on January 20, 2010 3:59:37 PM]


Character: Animated or Customizable?

23 October 2008 - 11:32 AM

I have a visual design question to ask of the world: Say you were playing - or making - a cheap 2d rpg dungeon-crawling monster-bashing game. The player's character can be smoothly animated OR it could show what sort of items the player is using (robe vs. platemail, staff vs. axe). CHOOSE! Which do you choose and why? And can you even get away with making this sort of design choice nowadays?

"Political Capital" in a turn-based grand strategy game

14 December 2007 - 06:51 AM

The idea is this: You're playing a Civilization/Europa Universalis-like turn-based strategy game. To influence your country/nation/state (I'll call it "polity" from now on) you have to spend "political capital" in the form of what I'm now going to call "command points" because I don't like the phrase "political capital". Or maybe it should be "Executive Actions". For example: I need stronger armies so I click an option which passes a law which requires peasants to train at archery on Sundays at the cost of, say, 1 command point out of the 3 I generated in the last turn. Then I use my other command points to raise the import tax on liquor and re-route my Grand Armee to raid the hinterlands of some worthless neighboring duchy. But it'd possibly suck if this was all the player could do in a turn when there were other pressing issues to attend to, so: Once the player runs out of command points (CPs), they can still make executive decisions -- but they these actions start pissing people off (more?). So the amount of CPs a player has represents how much politicking they're able to accomplish to push through their decisions in the period of time a turn represents, then after that it starts to cost the player in the form of creating rebellion, corruption, inefficiency, etc. An example that prompted this idea comes from Paradox's "Victoria": The Russian Empire is always overpowered in the hands of a human player because it's huge, populous, and the player is given free reign to enact liberal reforms. Historically Russia was terribly backwards because the established aristocracy wanted to maintain their feudal rule by keeping the peasants ignorant and bound to the land. Meanwhile, in-game, the player wants to get as much power as possible by educating the peasants and sending them to work in factories to build weapons and cheap furniture with no regard for the wishes of the aristocrats. If a Czar had actually attempted such sweeping modernization and reforms they'd have run into enormous opposition by the classes which actually controlled the wealth and power of Russia -- if reforms happened, they would happen slowly, and there'd be a lot of resistence, corruption, and unrest. And as it turns out there actually were a few revolutions in Russia. So I want to introduce a mechanic to encourage the player to pander to the ruling class or suffer the consequences -- things the ruling class likes cost less CPs and cause less unrest when out of CPs, doing things the establishment doesn't like costs more CPs and causes more unrest when out of CPs, and pandering to their whims increases CP regeneration. So this limits the player's power over their own polity but hopefully it does so in terms of the game's fiction (rather than as a heavy-handed abstract mechanic). In other words the player is role-playing the leader of their polity and must act within the restraints a leader would have on them. Would this all be too annoying? I read that a similar system was going to be used in Master of Orion 3 but it was scrapped because it didn't work out for some reason. Then again the whole game didn't "work out", so who knows. Do you have any suggestions for modifying this system? Should they be called "command points", "executive actions", or something else? Any other ideas? I want to implement such a system in the strategy game I'm making (see my journal if you like, though I haven't started building gameplay yet) and I want it to be simple, straightforward, and central to gameplay, so like Command Points should be the primary "resource" because this is a game of political rule.

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