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Prinz Eugn

Member Since 22 Jul 2005
Offline Last Active Today, 12:39 PM

Posts I've Made

In Topic: Legal stuff when using free art / models in an own game

25 June 2014 - 12:30 PM

Is there any contact info in the readme? I would contact the person if possible to simply ask permission. Worst case is they say no.


I think it's likely from what they wrote that they were simply worried about someone taking their art and claiming it as their own (shoving it into their own art pack), rather than someone actually using it as intended as a game sprite (or they wouldn't have released it in such a format). This is coming from someone who has slapped together sprite packs and handed them out like candy. I simply ask for a credit somewhere, and I'm afraid I didn't bend over backwards researching the licenses when I made mine so I can imagine there might be a gap between their intention and strictest interpretation of their wording.


Of course, their intention may have also been to release the resources for use in non-commercial games only, so I would really just see if you could their permission directly.


And if it really is Micky Mouse, you have a bigger problem to worry about, as Frob pointed out.

In Topic: So no one was impressed with E3?

10 June 2014 - 11:52 PM

I'm plugged into the Halo fan community, nice to see some love for the Collection outside of it.

In Topic: naming my game

15 May 2014 - 01:39 PM

To me it looks like it needs one of those one-word titles. It's a shame "Myst" is taken.... maybe "Mirk" or an old English derivative like "Myrke"? The Gloom? Dim?


Or that could be the main character, although to me it would make sense for his name to be some synonym for light, like something based off of luminous, like Lumino or Lume. Or flourescent, phosophorescent, lantern ("Lant"), etc. Torch is good, too. Having a "Y" at the end makes names sound more childish.

In Topic: Quantity over quality in a game when it comes to art - thoughts?

13 May 2014 - 02:01 PM

Simply put, the first screenshot looks like it comes from a game I would pay money for, the second one doesn't.


I think if you can't find the money/time to make your assets look acceptable in a project, you need to consider going a different route because honestly it drags the whole thing down. Two ways of doing that are by limiting yourself to existing royalty free art or cutting down the number of assets you need to a level where you can afford to buy them or polish them yourself. You could always try to find a useable easy style (ala South Park or the like). It doesn't matter so much if you're just doing this to practice, but if you're going to try to put it on the market it really matters.

In Topic: Total noob question about starting out creating 2D graphics.

11 May 2014 - 08:10 PM

Well, you're going to have to practice a lot to get even remotely close to that level... physical sketching plus digital work is probably the best way to go, pencil's a pretty forgiving medium and free software was already mentioned.


Actually, I wrote an article that hopefully you'll find helpful. It's for people who aren't artists, but want to start creating good 2D assets: http://www.gamedev.net/page/resources/_/creative/visual-arts/the-total-beginner%E2%80%99s-guide-to-better-2d-game-art-r2959


Good luck!