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Prinz Eugn

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

#5162821 Legal stuff when using free art / models in an own game

Posted by on 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.

#5153384 Quantity over quality in a game when it comes to art - thoughts?

Posted by on 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.

#5152974 Total noob question about starting out creating 2D graphics.

Posted by on 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!

#5149231 Weapon system (opinions welcome)

Posted by on 24 April 2014 - 04:01 PM

If you are looking for a way to make weapons have different types of aesthetic indications as to their characteristics, there are multiples ways of doing that besides just the color, though the methods would take a bit more work. 1) Have the weapons actually portray a distinct texture unique to the class, type, or element. 2) Have visual effects accompany the weapon based on its element, but let the colors all be the same as the foreground color, i.e. an ice sword has black snowflakes radiate off of it before vanishing.


Shameless plug, this might help with these ideas: http://www.gamedev.net/page/resources/_/creative/visual-arts/the-total-beginner%E2%80%99s-guide-to-better-2d-game-art-r2959


I think it would be interesting if you each element had it's own weapon type associated with it, so swords are fire weapons, scythes are shadow weapons, axes are earth weapons, etc. So between that and the effects it would be pretty obvious what kind of weapon you had.


In terms of shape like SwiftCoder was talking about, historically hand weapons have an enormous variety that fiction hasn't really tapped into:









#5149228 Do Giant Eyeballs with Tentacles Appear Too Much?

Posted by on 24 April 2014 - 03:42 PM

Eh, it would probably be fine, but I would try to think of something a little more creative. Giant eyes and tentacles I think are overplayed monster elements, unless you had a unique spin.

#5147206 Story vs Gameplay...

Posted by on 15 April 2014 - 03:50 PM

I don't think a strong story is strictly necessary, but it can add a lot depending on the game. A good story isn't necessarily a complicated one, either. You could easily have have chunks of expository dialog (spoken or even text) during a mission combined with mission briefings or tasks, if that.


The original Unreal I think only had an opening and closing cutscene ("you crashed on a planet" and "yaaay you escaped the planet"), everything else story wise was delivered within the game itself, as either things you have to do or text fragments you find.

#5146088 Games in Google Earth discussion/challenge.

Posted by on 10 April 2014 - 03:23 PM

Neat idea! I'm a Geospatial Analyst and there's rarely a day that I don't open Google Earth. I have to get but to work, so here's an incomplete list of random ideas:


Find as many x as possible within a time limit. Multiple categories would add complexity, like a timed scavenger hunt.


Find as many x as possible within a spatial extent.


Navigate from point A to B with some restriction (or get as close as possible):

  • Only on water ways
  • Only on streets below a certain size
  • Without crossing railroad tracks
  • Can only use even number highways
  • Can only turn one direction
  • Can only go through towns/cities that start with a vowel (or, can't go through places that start with some set of letters)

Hmm.. You start at a location, and must spell some word (ex: G-E-O-G-R-A-P-H-Y) using the places you go without double back or crossing your path (stick to roads). First person to do so, wins. Or, the person with the shortest total path.


Find some unique geometry: "Find all the places you can go south from Mexico and cross into the United States"

#5141318 Books on pixel art?

Posted by on 22 March 2014 - 05:32 PM

I have not heard of a book specifically on pixel art, but there is this book: Drawing Basics and Video Game Art which I thought was very interesting (it's focuses a lot on figures in particular.). I would say in my experience (gallery link so you know where I'm coming from) that getting better at pixel art is really just getting better at drawing in general; that is, understanding shape, lighting, color, perspective, etc and then applying it to the particular medium of pixel art. Getting involved with online communities would help, too, like http://www.pixeljoint.com/, since having another set of eyes looking at your work really helps in identifying where you can improve. But- I have to say that you have to be aware that those communities tend to evolve their own preferences that may or may not be relevant to what you want to do (for example, a ton of work on pixel joint has way overdone hue-shifted shading in my opinion).


Here's my obligatory link to my general art article that I made specifically to put a bunch of basic art ideas in one place that you might enjoy glancing over: http://www.gamedev.net/page/resources/_/creative/visual-arts/the-total-beginner%E2%80%99s-guide-to-better-2d-game-art-r2959


It looks like there are a couple pixel-art specific books on Amazon, but I don't know much about them, sorry.

#5137988 Can anybody recommend some books?

Posted by on 10 March 2014 - 06:36 PM

So just reference drawing for models? Honestly, lots of practice and good reference images will probably get you most of the way to where you want to go. It doesn't sound like you want to do full scenes, which gets considerably more complicated. You will definitely want to look at anatomy and human/animal proportions if you're talking about characters (and consider getting a mannequin like Sunandshadow suggested). Tracing is okay but don't let it become a crutch.


As for a book, this is a good one with many game examples: http://www.amazon.com/Drawing-Basics-Video-Game-Art/dp/0823098478


I also wrote an article which will at least give you some vocabulary so you can narrow your search for resources: 


#5129391 Pixel Art Editor with Realtime Symmetry Editing

Posted by on 06 February 2014 - 02:11 PM

It's not as common a feature as you would think... most artists (including myself) have just gotten used to copy and pasting. Here's a link of how to do it in Photoshop (sort of): http://alexdukal.blogspot.com/2013/06/real-time-symmetry-in-photoshop-cs6.html. That post mentions a couple software suites that could also look into if you want, like http://al.chemy.org/

#5124516 Making 2d sprites in Adobe After Effect

Posted by on 17 January 2014 - 04:11 PM

When creating sprites, I create them as Photoshop layers then depending on the engine used, I export the frames. After Effects has a lot of animation tools but I never personally used it as I think it's not that effective for sprite creation. I think you're better off with Flash if it's a 2D game to keep things simple.


Yeah, I think After Effects is probably too bloated for sprite animation work, and that there's undoubtedly better software out there. Most raster and vector image programs have animation functionality too nowadays anyway. I mean, there isn't really a right or wrong way to do it (as long as the result is good), there are just faster or more efficient ways.

#5122751 Making 2d sprites in Adobe After Effect

Posted by on 10 January 2014 - 05:46 PM

I've never used After Effects but I would think it would be a easier to use purpose-built software like Photoshop or Illustrator. Does After Effects have some built in animation stuff that you're using?

#5114379 How to draw Pixel Arts efficiently with MS Paint?

Posted by on 04 December 2013 - 02:07 PM

I would consider looking into slightly more capable software, like Paint.net or GraphicsGale (both free downloads).  For example, here's a GraphicsGale tutorial (not necessarily the best one): http://www.youtube.com/watch?v=mtuxBMRrfVY


As for tricks, I'm not sure there really are any, Paint's pretty simple. You can hold Shift to draw straight lines with the pencil tool, if that's what you're referring to. The color picker and eraser don't have shortcuts as far as I know. Here's some more info about paint: http://www.drububu.com/tutorial/mspaint.html


Here are some generic pixel/art tutorials that you should look at, too:





And of course my more generic article about game art in general:



Just remember to practice, practice, practice. That's 99.9% of becoming a better artist.

#5113541 FPS Game Gamemode Ideas?

Posted by on 01 December 2013 - 02:22 PM

Gun Game- Players all start with the same weapon, and get a new weapon every time they kill an enemy player, and cannot switch or pick up weapons. The weapon progression is the same for everyone, and the player to get a kill with the last gun wins. Essentially FFA deathmatch with a twist.


Steal the Prototype- Instead of capturing a flag, teams must capture the opposing teams "prototype" to win. The prototype could either be a vehicle or a power-up (similar to Juggernaut, but only in effect while the prototype is being carried), but regardless the point is it makes the carrying player more powerful rather than less powerful like objective carriers in games like Halo. I've always wanted to try it since I loathe being the objective carrier in Halo; it's just not that much fun to hold a flag while everyone else has guns.

#5106847 Military Jet Copyrights

Posted by on 03 November 2013 - 10:09 PM

Even EA had to settle, according to this article (regarding helicopters): http://kotaku.com/ea-ends-first-amendment-claim-to-use-real-world-helicop-1159651214