AuthorTopic: [OPP] Cave set  (Read 40427 times)

Offline hapiel

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[OPP] Cave set

on: June 09, 2013, 08:04:07 pm
Hey artists!
Over the last two months I have been busy organizing the Open Pixel Platformer. It's goal is to create a free to use CC-BY licensed high quality pixel art tile and spriteset for platform games, possibly for us to create a big community made game with these assets ourselves in the future.

Over at PJ many artist have started working together on a generic jungle set, so far we have something that looks like this:




If you want to see more of this set, have a look over here

Thanks to Ptoing and Crow who helped me create this post and come up with an idea for a theme.

I would like to ask you, the people from pixelation, to join the collaboration and create a cave tile set for the Open Pixel Platformer.

----

The Cave set

Yay, the creation of a cave set has started! We are looking for all kinds of contributions from all kinds of pixel artists!
If you see something you can improve/edit, do so!
If you want to add animations to existing characters, do so!
As long as you license your work CC-BY it can be used. Sketches, line art and other unfinished art as well as it could be finished by others.

Style
To create a consistent set there are some style rules. These have been created by the community and still evolve over time. Most important:
  • Everything uses this palette from Dawnbringer: DB32
  • All the tiles are 32x32. Of course you can create objects that stretch multiple tiles.
  • Tiles, objects, characters, everything has outlines 1px thick
  • Everything is cartoony. Shading is simplified, dithering avoided
  • Framerate for animations is 8/100 seconds per frame (or 12.5 FPS)
  • Characters have big tall eyes, big heads and short legs. Some examples:


You can read the whole style guide here, it gets updated as more things get contributed! You decide where this project goes!

Also important:
Top surface exists of two tiles: One base tile and one tile on top of this for the top edge, about four pixels heigh. This is to allow objects such as shrubs to be merged properly with the tiles. Characters will walk on top of the base tile. Example:


Please note: All artwork in this thread will be licensed CC-BY! Please state somewhere that you agree with this.

For the jungle sets I made some effort to create starting tiles as a base. Here I want to experiment and see what happens if I don't supply these tiles, rather I'd see what you guys come up with! You can use this as a template:


First priorities are getting a tileable base floor tile and a background color for foreground and background. Once we settle on this the possibilities are endless!

- cave tiles
- doors
- ladders
- bats
- spiders
- mushrooms
- crystals
- hidden laboratories
- monsters, characters, objects

You decide what gets into this set!

So, my question to you all:
Could you help me get some base tiles for this cave set, and allow the rest of the world to build upon it?

Join the fun and create some tiles, monsters, objects for the OPP! I am looking forward to your submissions :D

Hapiel

-
Useful links:
General discussion thread
Style guide and style discussion thread
Jungle set thread
Village set thread
« Last Edit: June 09, 2013, 08:09:33 pm by hapiel »
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Offline hapiel

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Re: [OPP] Cave set

Reply #1 on: June 11, 2013, 12:32:38 pm
So far there is:




Feel free to edit, improve or build upon!


This work is licensed under a Creative Commons Attribution 3.0 Unported License.

Currently we are looking for: Lava environment & Monsters!
« Last Edit: July 07, 2013, 11:40:45 am by hapiel »
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Offline Seiseki

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Re: [OPP] Cave set

Reply #2 on: June 12, 2013, 08:12:46 pm
This seems like a really cool activity and I'd love to help out, but right now I'm super busy with stuff..  :yell:

Offline yaomon17

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Re: [OPP] Cave set

Reply #3 on: June 13, 2013, 01:17:25 am

I guess i will try to help out.

Offline Ails

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Re: [OPP] Cave set

Reply #4 on: June 13, 2013, 06:27:37 am
A blue mushroom



Offline hapiel

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Re: [OPP] Cave set

Reply #5 on: June 13, 2013, 09:11:23 am
Great contributions guys! I assume you agree to cc-by license this?

I like the new ground tiles, though the background might have a bit too much contrast and detail. That would make characters a lot harder to read. Example:


The mushroom is great! These kind of submissions add life to the whole!
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Offline PypeBros

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Re: [OPP] Cave set

Reply #6 on: June 13, 2013, 12:03:06 pm
Are there suggestions on what should be found in those caves ? Mining ? Dinosaurs remains? Lost temple ? cakes ?

Offline hapiel

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Re: [OPP] Cave set

Reply #7 on: June 13, 2013, 12:15:31 pm
Suggestions, yes, but it is up to you what gets in eventually!

- cave tiles
- doors
- ladders
- bats
- spiders
- mushrooms
- crystals
- hidden laboratories
- monsters, characters, objects

However, mining, dinosaurs and cakes are very welcome  :)! You should note that the jungle set already has a lost temple...
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Offline Letmethink

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Re: [OPP] Cave set

Reply #8 on: June 13, 2013, 07:31:23 pm
I had a quick although sloppy attempt at a ladder

I can't be bothered to make a signature. Seriously, who has time to write these things? I have stuff to do, games to make, and you expect me to write a big, long signature?  I'm not your slave. You can't tell me what to do, so no, I WON'T write a signature.

Oh, wait...

Offline Grimsane

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Re: [OPP] Cave set

Reply #9 on: June 16, 2013, 04:44:22 pm


attempted to make a more suitable backround tile, and some variants, some could be expanded into foreground rubble and an alternate colour scheme for the tribal looking fellow, the grey skin is ambiguous, but I'm not sure how well it reads when in dark areas or surrounded by grey tones.

Offline hapiel

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Re: [OPP] Cave set

Reply #10 on: June 16, 2013, 07:27:08 pm
Cool colors Grimsane!

Yeah, the tribal guy does not really belong here too much, he just disappears in the darkness.
However, I personally like a lighter background better. The stones still have very high contrast to be in the background as well...

From this image below my favorites are BG nr1 and BG n4
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Offline DawnBringer

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Re: [OPP] Cave set

Reply #11 on: June 16, 2013, 08:08:36 pm
How about exploring some other color-schemes to make the caves a bit more different from the Jungle.

Offline Conzeit

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Re: [OPP] Cave set

Reply #12 on: June 16, 2013, 09:10:59 pm
I like the purple one (surprise surprise)

Offline Numberplay

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Re: [OPP] Cave set

Reply #13 on: June 18, 2013, 02:20:46 am
I think this background could work very well with only 3 colors.

Offline Diggyspiff

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Re: [OPP] Cave set

Reply #14 on: June 18, 2013, 03:53:13 am
Newbie to the forums here. I haven't done a whole lot of spriting but I've recently started getting into indie dev stuff with some old co-workers and it rekindled my love for old 8-bit to 16bit graphics. This seems like a good project to practice and help on a project that this forum really needs.

Great work by everyone so far. I like the other tilesets too.

Soo I made a top of cave/ bottom of platform section. Hope you can find it useful! Feel free to edit as you like.




Update: Made a wooden door/post. again, feel free to edit.



Preview:


Take care,

Diggy
« Last Edit: June 18, 2013, 06:28:09 am by Diggyspiff »

Offline PypeBros

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Re: [OPP] Cave set

Reply #15 on: June 19, 2013, 01:19:34 pm
back arm for those characters is already very blue-ish and desaturated. It's almost a challenge to make them stand out against anything!

Offline Grimsane

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Re: [OPP] Cave set

Reply #16 on: June 19, 2013, 09:40:50 pm
cool cool :)

@Numberplay's post, I agree 3 colours works quite effectively.

some pretty rough ruin pieces, wasn't sure if you'd even want this kind of thing in a cave set, but in case you do can keep running with it.

Offline PypeBros

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Re: [OPP] Cave set

Reply #17 on: July 03, 2013, 12:23:14 pm

Tried another background style. I get the feeling that it makes the character more readable, although it's even ore readable if we have a "shadow" sprite inserted over the background as in the rightmost clip.

Oh. It would need more AAs or other ways to avoid those jaggy lines: it originally was designed with another palette that had much less contrast.

Offline Mr. Fahrenheit

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Re: [OPP] Cave set

Reply #18 on: July 03, 2013, 01:40:30 pm
@ Pype Bros

Cave story right?

Offline PypeBros

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Re: [OPP] Cave set

Reply #19 on: July 03, 2013, 03:30:19 pm
That was an attempt to understand the way Cave Story 'grasslands' worked, yes. Of course, I'd understand it makes it less suited to a project like OPP, but imho, it also shows that larger rocks interfere less with the characters style.

Offline hapiel

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Re: [OPP] Cave set

Reply #20 on: July 03, 2013, 04:08:49 pm
That background tile is much nicer indeed! I tried to base my original (can't find it anymore) cave background also on Cave Story, but this is much better! Perhaps the dark lines need to go though!

In other news, the OPP has a wiki now! You can find all the latest versions of all artwork there too (the cave stuff not yet, I will change that soon!)
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Offline hapiel

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Re: [OPP] Cave set

Reply #21 on: July 07, 2013, 09:18:03 am
I modified your cave background tile to be less harsh. Also some alt color palettes.
How do you guys like these?




Also I finally uploaded all the tiles to the WIKI
Let's get this set to look like this one soon!

@Grimsane: Sorry, I did not include your ruins, they do not match the style guide so well. Ruins would be welcome though!

To get some life in here, is anybody up for drawing some lava? Also I would be interested to see some monsters in cave land! There is a monster that could use some animation here:



EDIT:

I made some mockup with the BG, and although it looks nice it is also a bit distracting. What do you guys think? Should there be a background image or a flat color?
« Last Edit: July 07, 2013, 11:42:18 am by hapiel »
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Offline PypeBros

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Re: [OPP] Cave set

Reply #22 on: July 10, 2013, 01:49:05 pm
Quote
I made some mockup with the BG, and although it looks nice it is also a bit distracting. What do you guys think? Should there be a background image or a flat color?

Well, Imho, a flat background wouldn't be very exciting in a game. Now, given the palette restriction it seems like we don't have the proper colours around to provide convincing, readable background anyway. But the same happened somehow with the "jungle" set, where there's a placeholder blue screen. I guess the best approach might be to consider the background as "out of the scope of the OPP", and let people working on game X using OPP pick their own background picture with the palette they want.

Offline Crow

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Re: [OPP] Cave set

Reply #23 on: July 10, 2013, 03:04:43 pm
Terribly sloppy edit. Taking some contrast out of the background. Not sure if it works well, though.

Offline hapiel

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Re: [OPP] Cave set

Reply #24 on: July 10, 2013, 06:02:08 pm

. But the same happened somehow with the "jungle" set, where there's a placeholder blue screen.

Actually I think the blue screen works very well as 'sky', there is some talk about clouds which could be floating in the background and I specifically hope that there will be many tree elements to fill up a lot of space with! Such as for example the leaf background.
Also, to save effort we are leaving the inner tiles a solid color. It might even look weird to have a background in some parts but a solid color on the foreground ;)

However, I think it is all solved if we go with the tile in Crow's edit! It looks nice and allows sprites to still be readable!

Of course, should some external programmer use these tiles he/she is free to disregard our BG's and pop up one of their own ;)
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Offline Nmb910

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Re: [OPP] Cave set

Reply #25 on: July 16, 2013, 09:01:13 am
I made some stone/rock walls, probably too noticeable for a background, but whatever. :P

Background/Darker version:

EDIT: So everyone ignores my addition and then subtly doesn't include my tiles in the release. :P
Hurtful, gentlemen.
« Last Edit: January 05, 2014, 05:14:35 pm by Nmb910 »

Offline DDR

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Re: [OPP] Cave set

Reply #26 on: August 01, 2013, 08:38:42 pm
Hapiel: I've implemented your mockup. See the engine post on pixeljoint for the download.

I'm afraid I don't have the desaturated background image Crow made yet, though.

Offline Jim16

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Re: [OPP] Cave set

Reply #27 on: August 04, 2013, 01:12:32 pm
I meant to post this a couple of days ago, but the website was down at 1 in the morning  :sry:



I'll try to finish some of the missing details in this tileset, I would of done it yesterday but was preoccupied all day with a wedding.
« Last Edit: August 04, 2013, 03:51:28 pm by Jim16 »

Offline Mathias

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Re: [OPP] Cave set

Reply #28 on: August 04, 2013, 07:14:06 pm
Not bad.
I see you've created obvious perspective platforms - the top, walkable surface of the platforms is visible, as if the camera is slightly tilted down. So far though, all walkable tiles are pretty much straight-on profile platforms.
If these tiles are all meant to be used together, should they all be one or the other, and not a mixture?

When I see those bg tiles, I immediately think Cave Story. If they're not lifted directly, they look like it, to me.

Offline CakeDrake

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Re: [OPP] Cave set

Reply #29 on: August 04, 2013, 08:44:37 pm
(first post on forum  :) )

I made a wip lava tile, well 2 I should probably turn down the details.

btw I really like the smileys here :)
« Last Edit: August 04, 2013, 08:50:49 pm by CakeDrake »

Offline Jim16

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Re: [OPP] Cave set

Reply #30 on: August 04, 2013, 08:57:23 pm
Not bad.
I see you've created obvious perspective platforms - the top, walkable surface of the platforms is visible, as if the camera is slightly tilted down. So far though, all walkable tiles are pretty much straight-on profile platforms.
If these tiles are all meant to be used together, should they all be one or the other, and not a mixture?

When I see those bg tiles, I immediately think Cave Story. If they're not lifted directly, they look like it, to me.



I've pretty much used the image above by A3um, as the reference. Over at pixel joint forums, A3um's grass tile ended up being adopted , which as you can see above suggests more of a perspective. Those tiles do use a flat colour at the top, which I'll try to incorporate into the next iteration.

As for the background image, I've just had a look and I think we're OK. Similar idea, but different.

Edit:
Something like this maybe?
« Last Edit: August 04, 2013, 09:19:07 pm by Jim16 »

Offline Jim16

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Re: [OPP] Cave set

Reply #31 on: August 06, 2013, 04:54:20 pm
update:


I have the full tileset above in the works to, which will probably be done in about a day or two.

Offline DDR

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Re: [OPP] Cave set

Reply #32 on: August 07, 2013, 06:29:36 am
Oh man, that looks nice. I'll hold off for the final cut, though, if it's OK... I just don't like moving the rectangle definitions if things move in the picture. :P

Is the red spider for carrying the player?

Offline Jim16

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Re: [OPP] Cave set

Reply #33 on: August 07, 2013, 09:34:38 am
Is the red spider for carrying the player?
Yeah it is, I figure that once a lava tileset is made, we could use that spider as a moving platform on lava. I'm still working on the design though, and putting off animating it (so many legs!).

Edit:

Some lazy tile flipping at the bottom, which I'll get to fixing at some point. A lot of the rock formations could use some care and attention, but at the least the tiles tile seamlessly (or at least the combinations I've tried) and you'll have something to play around with in the game engine .
« Last Edit: August 07, 2013, 11:50:29 am by Jim16 »

Offline pistachio

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Re: [OPP] Cave set

Reply #34 on: August 12, 2013, 03:49:15 pm
Break from the tiles, but this helps:


Did character edits of the player guy and tribesman, the latter a bit rushed. Added more depth to both, via major stance and shading tweaks, but hopefully it still conforms to the style if I get it right.

Traveler: emphasis on big cranium, small jaw construction. Features and shading based around that. Outfit didn't make sense, gave him more explorer-y aviator goggles and gloves which should be easier to animate. Less awkward stance. Reduced the color scheme and colors.

Tribesman: head structure was influenced by moai but that was mostly destroyed in the end. Looked to this thread for pointers on shading skin, hence the gray. Again unifying colors, dark brown, grays and dark yellow, pink ears and nose on head draw attention.

Both have more specular control. That is, see the top of the traveler guy's hat? Mostly a flat color. Start with 2 shades and keep the highlights small. You want the colors to read as much as than the lighting. But you also want the materials to read, so in non-mattes, metals and the like this rule can be broken. Look up reference and think about how to simplify it is the big rule of thumb here, and in general with these new sprites.

Outlines are not a 1px line all around, usually darker line in shadow, lighter line around the light, then no line/minimal selout where the light hits. Compare the wildcat to the donkey sprite.

In the meantime here's a weapons cargo donkey. With tweaking, could be a horse.


Does not conform as well to the style, bit complex/odd in shadows and handling of perspective, but it looks solid and has direction construction-wise. Other test sprites are in the works, foremost NPC trader and villagers.

What I've done is evidently a bit harder to reach. I'll be happy to edit other contributions though, or edit mine so we can break even. Will be making a few more assets too, hopefully cave related, definitely background tiles.
« Last Edit: August 15, 2013, 12:00:39 am by pistachio »

Offline Jim16

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Re: [OPP] Cave set

Reply #35 on: August 12, 2013, 10:30:04 pm
Pistachio, those are awesome. I'll wait to see what the other guys are saying, but I'm in support of the increase in standard. I think it's what we need, like a kick in the backside.


Was Kinda in the middle of that, but my wacom tablet seems be going crazy, and is really pissing me off  :ouch: But hey ho, tomorrows another day.

Offline guima1901

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Re: [OPP] Cave set

Reply #36 on: August 13, 2013, 07:04:29 am
Jim i hope you don't mind me completing a sprite of your... you can ignore my version if you want i just wanted to test if i could mimic this new style.
« Last Edit: August 13, 2013, 07:11:55 am by guima1901 »

Offline Jim16

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Re: [OPP] Cave set

Reply #37 on: August 13, 2013, 08:03:23 am
Dude, you should know by now I don't ;) This is a process of elimination, make as many edits on anyone's art as you want. It's a great start, some of the head I think could use a bit more of work. I might dive into that later today.

Offline hapiel

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Re: [OPP] Cave set

Reply #38 on: August 13, 2013, 08:57:30 am

Did character edits of the player guy and tribesman, the latter a bit rushed. Added more depth to both, via major stance and shading tweaks, but hopefully it still conforms to the style if I get it right. Messed with/normalized some proportions and the shading was redone around that. Gotta edit this post tomorrow to talk about either one in any significant detail.

In the meantime here's a weapons cargo donkey. With tweaking, could be a horse.


Does not conform as well to the style, bit complex/odd in shadows and handling of perspective, but it looks solid and has direction construction-wise. Other test sprites are in the works, foremost NPC trader and villagers.

What I've done is evidently a bit harder to reach. I'll be happy to edit other contributions though, or edit mine so we can break even. Will be making a few more assets too, hopefully cave related, definitely background tiles.

Awesome work Pistachio!
They look amazing and I'd immediately wish for everything to look great like this. But I am not sure if it would be a good idea to change...
I find it both important that the quality of the project stays reasonably high and that many people will be able to opt in and create tiles and sprites without decreasing the quality.
On top of that we already have some animations for both.

Speaking of which, DDR was talking about how cool it would be if our black hero had some attacks. Fist, magic fireball, swords or guns I don't know but it is up to you to choose! Also a lack of black heroes in games is a good reason to have this guy in our project :)


So back on the style question: What do you guys think about the style? How can the project stay accessible best?
I think the donkey would definitely fit in as it is btw :)
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Offline guima1901

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Re: [OPP] Cave set

Reply #39 on: August 13, 2013, 01:35:18 pm
I think that this new style adds a lot of appeal to the game and that it is probably worth trying to pursue it.

As for the black hero being the hero I am not against as long as the sprite fits the role of hero. I don't think that the old sprite fit as it was, but I can imagine playing with this improved version.
It is just a pity that we aren't using the traveler, maybe we could have some co-op between those characters and the player would switch during diferent situations to use another kind of skillset.

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Re: [OPP] Cave set

Reply #40 on: August 13, 2013, 02:14:47 pm
Quote
I think that this new style adds a lot of appeal to the game and that it is probably worth trying to pursue it.
Agreed, plus as I mentioned to Noburo, we're still at a relatively early stage of development, this change won't hurt us that badly, in fact if anything it will become a strength knowing that we're working to a good standard.

Quote
It is just a pity that we aren't using the traveler, maybe we could have some co-op between those characters and the player would switch during diferent situations to use another kind of skillset.
Or we could introduce the characters separately, play a few scenarios as each character, until there lives intertwine and they have to work together. I have a few ideas down on paper story wise, that I might put forward as an idea. I'm actually interested in what ideas you guys are coming up with too. We'll have to make a thread over at PixelJoint at some point. I'm relaxed about it, but having a rough premise rather than a full on story, might help with the art process.

Quote
They look amazing and I'd immediately wish for everything to look great like this. But I am not sure if it would be a good idea to change...
Daniel, relax. You worry to much  :P

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Re: [OPP] Cave set

Reply #41 on: August 13, 2013, 05:56:03 pm


Guima, I changed the proportions of his face, I have no idea why I designed him without a chin. Oh and gave him a spear.

And below is Noburo's last character edit over at pixeljoint.

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Re: [OPP] Cave set

Reply #42 on: August 13, 2013, 06:51:27 pm
Thanks for the props guys!

They look amazing and I'd immediately wish for everything to look great like this. But I am not sure if it would be a good idea to change...
I find it both important that the quality of the project stays reasonably high and that many people will be able to opt in and create tiles and sprites without decreasing the quality.

I'd call what I did reasonably high. The new attempts to follow this made by Jim and guima (and Noburo over at PJ) are pretty good and have character which sprites made in the original style might have lacked, and good cluster work.

I think if you set higher examples with a clear aesthetic, competent artists will reach higher. If that aesthetic is simple, they'll more probably succeed if even superficially. Maybe they'll start picking up on stuff they didn't (or did) notice automatically improves the work: here, addition of eye speculars, variance in stance, more controlled shading and more form among other things. It does go deeper than that, depending largely on competence and a grasp of fundamental stuff though. Easier to render stuff like Kenneth Fejer than Fool, examples close at hand, but not easy to get either just right. So like Jim said (at PJ) it's a good challenge.

But the next, more important step is to edit that post and make it clear what I did and why to the sprites. Expect short delay...
« Last Edit: August 13, 2013, 09:07:02 pm by pistachio »

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Re: [OPP] Cave set

Reply #43 on: August 13, 2013, 07:10:30 pm
I will probably wait to see the edit that pistachio is going to do on his previous post before I try creating a sprite from the scratch.
And I think we should probably create a topic or just bring the characters that we had done before this change in style here since the wiki is out at the moment.

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Re: [OPP] Cave set

Reply #44 on: August 13, 2013, 10:20:07 pm
I thought some kind of stone idol could be cool to have, and so spent the evening making this:



It's not complete, but I'm done with it for this evening. Thought I'd share in case someone else might feel like picking up on improving it anyway.

Ideas for possible improvements:
Better ears! Using som reference/experience to make them look more like ears actually look. :lol:
Trade the stone eyeballs for active torches or similar. It would look really cool with some smooth fire animation and active lighting effects.
Add decorative details to forehead, and/or elsewhere.
Stack it with other idols, or add a "body".
General refinement, use more vivid/interesting colours, etc.

I'll try and make these improvements myself eventually, but if anyone wants to take a crack at it right away, please go ahead!
Det skulle vara lätt för mig att säga att jag inte gillar dig, men det gör jag; tror jag

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Re: [OPP] Cave set

Reply #45 on: August 14, 2013, 05:53:58 am
I'd like to get the traveller into the next version.

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Re: [OPP] Cave set

Reply #46 on: August 14, 2013, 07:37:52 pm
I made a quick edit on the guys. I am myself not fond of the grey on the natives and I tried to simplify a few shades, change lines, minor edits to get more into a single style... What do you guys think about the skin color?



I must say, I found it super hard to edit! I was planning to do some animations or something but did not really know where to start, and I would also be scared of making any new characters myself now as I can not deliver this kind of amazingness (yet) ;)

I think I will give animation a go again, perhaps a walk for the sceptre guy. See if it is possible for me.

Oh and I tried to give this guy a throne, I thought he looked like he could be the head of the clan but I don't know what to do with his sceptre....
Just ideas


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Re: [OPP] Cave set

Reply #47 on: August 14, 2013, 10:08:39 pm
 :crazy:
Break from the tiles, but this helps:


Did character edits of the player guy and tribesman, the latter a bit rushed. Added more depth to both, via major stance and shading tweaks, but hopefully it still conforms to the style if I get it right. Messed with/normalized some proportions and the shading was redone around that. Gotta edit this post tomorrow to talk about either one in any significant detail.

Traveler: emphasis on big cranium, small jaw construction. Features and shading based around that. Outfit didn't make sense, gave him more explorer-y aviator goggles and gloves which should be easier to animate. Less awkward stance. Reduced the color scheme and colors.

Tribesman: head structure was influenced by moai but that was mostly destroyed in the end. Looked to this thread for pointers on shading skin, hence the gray. Again unifying colors, dark brown, grays and dark yellow, pink ears and nose on head draw attention.

Both have more specular control. That is, see the top of the traveler guy's hat? Mostly a flat color. Start with 2 shades and keep the highlights small. You want the colors to read as much as than the lighting. But you also want the materials to read, so in non-mattes, metals and the like this rule can be broken. Look up reference and think about how to simplify it is the big rule of thumb here, and in general with these new sprites.

Outlines are not a 1px line all around, usually darker line in shadow, lighter line around the light, then no line/minimal selout where the light hits. Compare the wildcat to the donkey sprite.

In the meantime here's a weapons cargo donkey. With tweaking, could be a horse.


Does not conform as well to the style, bit complex/odd in shadows and handling of perspective, but it looks solid and has direction construction-wise. Other test sprites are in the works, foremost NPC trader and villagers.

What I've done is evidently a bit harder to reach. I'll be happy to edit other contributions though, or edit mine so we can break even. Will be making a few more assets too, hopefully cave related, definitely background tiles.

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Re: [OPP] Cave set

Reply #48 on: August 20, 2013, 07:31:56 am
Apparently I'm not allowed to state my opinion on an edit of a sprite (the original human-player character) I made. I'll rephrase it then even though I didn't go against the forum rules.

Man I suck,  :'( your edit blew my original design out of the water.

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Re: [OPP] Cave set

Reply #49 on: August 20, 2013, 08:45:54 pm
Apparently I'm not allowed to state my opinion on an edit of a sprite (the original human-player character) I made. I'll rephrase it then even though I didn't go against the forum rules.

Man I suck,  :'( your edit blew my original design out of the water.
I learned that one liners that are off topic are not welcome as well. What matters is that we learn from our mistakes :]
Don't worry about it, we are all about improving our art. Both the tiles I drew have already been replaced as well  :blind:
Just observe what was changed and apply the same concepts to your own art

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Re: [OPP] Cave set

Reply #50 on: August 20, 2013, 09:10:55 pm
Your works have formed important foundations for the rest of the development. Especially with the traveler guy, there is no way he would exist without the original design!
Come check out the OpenPixelProject!

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Re: [OPP] Cave set

Reply #51 on: August 21, 2013, 02:06:53 am
hay guys I made some character art

I kiind of went off style a bit, but I was thinking of proposing widening the style a bit....not all faces can be done with just a big dot for an eye, but that doesnt have to make us lose a style
http://shawn-dickinson.blogspot.com/
Shawn Dickinson often uses that big black dot eye style for the eyes but when necessary he does normal eyes too...I think we could follow an old timey style like Shawn's.


first 3 are web celebs I like, please tell me who you think they are. dont know? look at the botton of this post

The others are ideas for alt player characters (maybe the girl turned out a bit too villanous..) if you guys are really considering making a black player character like a revolutionary thing he'd better not be a tribesman :p
Kinda based it on the idea posted here of the tribesmen starting out looking like eastern island statues. Made him lighter than the others because honestly I cant distinguish their faces at 100% size. Not sure about his clothing tho



I also edited a few things on the two animals
The donkey got a facelift and a little radiosity (reflected light shading)
The puma got a clearer sillouethe and a little less busy design. Removed the claws because the only felines that walk with them drawn out are the Cheetahs.

3 celebs are supposed to be Regina Spektor , Reggie Watts, and Keith Apicary btw
« Last Edit: August 22, 2013, 12:03:52 am by Conceit »

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Re: [OPP] Cave set

Reply #52 on: August 21, 2013, 09:20:27 am
Best stuff, Conceit. Have to scrap all my conservative sprite entries and start following that, heh... But now even I think almost no one's gonna catch up with that proposed style as it is right away.

Another reason, when it has to be animated, individualized faces work best with individualized walk cycles, think DoTT (which that really reminds me of), Earthworm Jim, etc. Expert cartoony animation expressed through few frames, on top of the sprites. Then again, the heads are big so you can take another approach.

Still, worth trying out as an exercise later. Maybe we can refine this into something that can be used in a generic project but still look really good.

More entries will be at the end of this post ASAP.

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Re: [OPP] Cave set

Reply #53 on: August 21, 2013, 06:11:11 pm
well, yeah I just kinda wanted to pixel some people caricature and also do something for this so I did what I did. I know they're a little too complex, I didnt even follow my own advice :p I didnt stick to something ShawnDickish/ 40's cartoons-ish, but I feel that would be a really good aim.

They were supposed to be Regina Spektor, Reggie Watts and Keith Apicary btw :p the other two are idealized versions of ppl I know. Regina I think looks nothing like her, partly because I pixeled it in a screen that was stretched sideways =/

Funny, never had an amiga, never played DoTT. conservative amount of frames could work, though I'm not sure I'd call EarthWormJim conservative in that sense :p I wonder what it would look like if we tried anime-ish keyframe focused animation with 40-ish visual style

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Re: [OPP] Cave set

Reply #54 on: September 26, 2013, 12:41:47 pm
BUMP-APES



Few more rough tests. More on these later, but sooner than 30 days tho. :yell:

If anyone wants to animate that yeti feel free to give it a shot.

Working on run and jump animations ATM for the explorer dude.
« Last Edit: September 27, 2013, 11:51:46 pm by pistachio »

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Re: [OPP] Cave set

Reply #55 on: October 13, 2013, 01:58:49 am

Agh I hope it fits the style okay. Might make more of these soon. Use it for whatever you'd like.  :y:
« Last Edit: October 13, 2013, 04:30:27 am by nickthem »

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Re: [OPP] Cave set

Reply #56 on: November 09, 2013, 11:41:31 am
Sorry for the inactivity on my side, and thanks for the super awesome monsters! I think they fit very very well!

I am not able to manage this project at the moment, but I was able to revive the wiki to some extend. You can find all the files, upload your own or create new pages at opp.opengameart.org!
Come check out the OpenPixelProject!

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Re: [OPP] Cave set

Reply #57 on: December 19, 2013, 01:34:57 pm
I try to do a simple one, ;D. Cave bats.

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Re: [OPP] Cave set

Reply #58 on: January 04, 2014, 04:04:59 pm
Come check out the OpenPixelProject!

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OPP REVIVAL

Reply #59 on: January 11, 2015, 02:37:44 pm
After a long hiatus, we picked up the project again!

One of the apes by Pistachio is now being finished in the jungle characters thread, and we are working hard on finishing and refining the jungle tiles!

Finally, we have a working updated wiki again, so all we need to get started is there!

You guys are still very much invited to take part, any contribution is welcome. I will be focussing on the jungle set, but cave or other stuff is cool too of course. Sketches, mockups, finished animations, edits, comments and all the inbetween are very useful!!

Happy new year :)
Daniel
« Last Edit: January 11, 2015, 08:42:21 pm by hapiel »
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Re: [OPP] Cave set

Reply #60 on: May 23, 2015, 12:06:55 pm
One last notice, and then I'll leave this thread alone:

From now on, the OPP project is in the public domain!

I have tried to contact all of you for permission to move the contributions. About 95% of the project has been successfully been put into the public domain, the assets of people I have not been able to reach or who preferred not to release the rights to their work have been stored here.

For more information about why we chose to change the license, read the original announcement.

As always, contributions are very welcome, join us at the PJ forums!

Thank you Pixelation for giving us a platform to attract contributions! I think this activity thread can be locked now :).

-Hapiel
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Re: [OPP] Cave set

Reply #61 on: June 04, 2015, 04:46:38 pm
Here are some new cave objects.

Bigger mushrooms, based on the 32x32 mushrooms by Ails.


Animated a bounce to use as a trampoline of sorts. Recolored mushroom animations to come.



Stalactite tiles work with existing ground tiles.

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Re: [OPP] Cave set

Reply #62 on: July 17, 2015, 05:41:07 am
8)
















... :yell:

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Re: [OPP] Cave set

Reply #63 on: July 17, 2015, 02:39:05 pm
pistachio: Are you going to finish these eskimo's or can/should other people? Looks like a fun project to finish a few of these up.

Also, what's your theory when you make a set of those? I love your spread of archetypes, that can't be coincidence?

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Re: [OPP] Cave set

Reply #64 on: July 19, 2015, 02:07:42 am
To answer the last question each one kind of contrasts from the last, shapewise.
Here I actually put the numbers down first as the starting point, that gives me a good idea of height.
If the heights contrast, the shapes contrast and it all describes a character I stick with it.
Then I fall back on reference to get ideas for specific variations.

pistachio: Are you going to finish these eskimo's or can/should other people?

That's a cool idea.
I'm thinking of finishing 1 or 2 of them as samples and letting you guys do the rest if the thread picks up any speed. Speaking of speed, that's coming soon, fo real this time...
« Last Edit: October 11, 2015, 01:03:48 am by pistachio »

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Re: [OPP] Cave set

Reply #65 on: July 19, 2015, 11:26:53 pm
I would love a go at the fat one or one of the old geezers, nice sketching style man, I dig it.

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Re: [OPP] Cave set

Reply #66 on: July 20, 2015, 05:08:28 am
Nice to hear man :y:



You can follow this? (Colors get compressed by all the image hosts so you have to index it back)

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Re: [OPP] Cave set

Reply #67 on: July 20, 2015, 02:05:13 pm
Cool, I'll have a look tomorrow, I want to try out PyxelEdit anyway (just bought it).

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Re: [OPP] Cave set

Reply #68 on: July 21, 2015, 03:12:39 pm


Not the best job, got stuck here and there, so you'll have to touch up a few parts. Had fun doing it though, and PyxelEdit is pretty cool. Finally a replacement for GraphicsGale.

Gave him a christmas sweater, because yes!

EDIT: oh, and I agree with whatever license this thread is currently at :)

EDIT2: Fixed some of the obvious mistakes, I think this is better:
« Last Edit: July 21, 2015, 09:00:06 pm by Gil »

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Re: [OPP] Cave set

Reply #69 on: July 29, 2015, 05:58:42 pm
Pistachio, Gil, you guys are awesome. The character designs, tilesets and animations are just great.  :y:

I thought I'd follow suit and do an edit of girl 1.


--I also made an edit of one of Pistachio's apes a while ago. Needs a bit more work, but it fits the theme :)
« Last Edit: July 29, 2015, 06:14:44 pm by Jim16 »

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Re: [OPP] Cave set

Reply #70 on: July 30, 2015, 12:33:55 am
That ape is really cool. I was also thinking that all of this stuff fits in really well with the snowy tiles:
http://pixeljoint.com/forum/forum_posts.asp?TID=23359


Maybe we should make it so there's some variation tiles that tie into the jungle and some variations that tie into the snowy tiles? Glue it all together.

Anyway, for the girl, I liked how she looked a bit younger in Pistachio's concept, so I made a small alteration. Better, worse?

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Re: [OPP] Cave set

Reply #71 on: July 30, 2015, 06:23:40 am
Yes, better! I made another edit, cleaned up a few pixels here and there and also removed the puffy cheeks which I think also make her look older?

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Re: [OPP] Cave set

Reply #72 on: July 30, 2015, 01:40:50 pm
Yup, that looks good  :y:

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Re: [OPP] Cave set

Reply #73 on: July 31, 2015, 04:22:13 pm
Awesome stuff, guys! I really like these Eskimos!

@ Pistachio - Do you plan on doing any more animations for the traveler character? I had made a walking animation for him a while back, but yours is certainly better. If you don't plan on doing anymore with him, I'd like to add on to what you've done so far. Jump, crawl, idle, and some other basic interaction type animations.


Here is some more work I've been doing with the mushrooms.
Explode:
Wall Mushrooms:

And here some are gems that are used with the cave tileset. I'm not too happy with them as they are, so I will likely revisit them later on.
« Last Edit: July 31, 2015, 04:29:21 pm by Gabriel »

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Re: [OPP] Cave set

Reply #74 on: August 03, 2015, 07:16:24 pm
Gabe, that exploding mushroom  :D  The wall mushrooms seem a bit odd to me, just a bit squished horizontally, they might look fine when in a mock up though :/

Had a bit of time so attempted to finish Child 1.

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Re: [OPP] Cave set

Reply #75 on: August 04, 2015, 05:09:26 am
1 up'd Gabriel on the cave assets, new rocks



Fixed characters (6/7 done, damn I love you guys :y:)



WIP basic talking frames for the first guy (will be randomized, variations can be made, trying to keep these to a minimum but suggestions welcome)



Raptors



That's all the time I've got today. More good stuff later this week.

@Gabriel, I've got his idle animation almost done, there's also a jump animation I made a year ago but it doesn't fit to the frames standard so it's being reworked.

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Re: [OPP] Cave set

Reply #76 on: August 04, 2015, 10:19:53 am
pistachio <3

Oooh, this is coming along great! I'm thinking I want to try my hand at a hero sprite for this tribe too. I'll try to find some time.

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Re: [OPP] Cave set

Reply #77 on: August 05, 2015, 05:00:16 pm
Loving the bioluminescent mushrooms Pistachio, as well as the other rock assets. The rocks really do look great, I'm taking that they're for the background. We'll have to make an equally interesting tileset to tie them in. Looking forward to it. Also, I guess looking at those assets now, I see we made the mistake of trying to keep similar values across all tileset without thinking about light theory in terms of indoors vs outdoors.

The animated faces are such a great idea, no need for portraits now! Btw, I haven't had much time on my hands which is why I've resorted to edits recently, but I might, like Gil, have a go at creating some character designs of my own. Also, looking forward to seeing that last one done. Btw, The raptors are cool too.

I haven't done a lot over the last couple days, but I did have a go at animating my OPP-atar in preparation for maybe animating some other characters. I haven't done to many animations in the past, so excuse any mistakes I've made. I don't think its looks too bad mind you. Edit: Also a WIP Walk, and a WIP Idle animation.



I'll finish a walk and then a slide animation for my avatar hopefully by tomorrow sometime and then I'll move on do doing some character design sketches.
« Last Edit: August 06, 2015, 09:57:35 pm by Jim16 »

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Re: [OPP] Cave set

Reply #78 on: August 06, 2015, 09:52:44 pm
Did some character sketches. I started to get to work on the one, wasn't sure how I'd do his head. We're a bit lacking on the ladies side, so I'll have a go at doing a few females tomorrow.


Working on other stuff too that might come later in the week.

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Re: [OPP] Cave set

Reply #79 on: August 11, 2015, 01:36:02 am











« Last Edit: August 25, 2015, 12:37:52 am by pistachio »

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Re: [OPP] Cave set

Reply #80 on: August 13, 2015, 03:53:04 pm
Well I sure don't mind getting 1 up'd. All of this stuff is fantastic! I am curious to know what that broken image in your last post is supposed to be.... I've been working on some misc. special effect animations lately, but I'm nowhere near as fast as you are. I hope to have a progress report to post this weekend.

Edit: Played with the idle animation during my lunch break, seemed a little jumpy to me.
« Last Edit: August 13, 2015, 04:48:06 pm by Gabriel »

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Re: [OPP] Cave set

Reply #81 on: August 29, 2015, 10:10:09 am
Jump



Slide (WIP)



New cave BG tiles + alt palette swap



What killed the dinosaurs?



Man-eating plants



Logo, WIP rescale



Heavy workload lately. @Gabe, AFAIK there is no broken image, sorted the link out anyway.
« Last Edit: August 29, 2015, 10:16:06 am by pistachio »

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Re: [OPP] Cave set

Reply #82 on: August 30, 2015, 08:53:09 pm
Oh pistachio you make me smile so much!!!!  :D :D :D :D
Come check out the OpenPixelProject!

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Re: [OPP] Cave set

Reply #83 on: August 31, 2015, 10:49:54 am
All in a day's work ;)


I envision this one going forward a coupla tiles, kicking up the dirt/grass particles behind it. Wish I could program that... WIP, missing transition frame back to idle.





Any chance of updating the wiki?

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Re: [OPP] Cave set

Reply #84 on: August 31, 2015, 11:51:10 am
Any chance of updating the wiki?
Wikis are very bad places to keep stuff up-to-date. Maybe something like git would be better. Basically, you have a canonical repository of all the files and people can clone that on their PC. If they edit or add something, they submit a "pull request" to the main repository. You can even submit pull requests that aren't done yet, so they'd be WIP. Github also hosts all of these files for free, forever and you can roll back to any version. Nothing gets lost, ever. Everything is always up-to-date.

I think you can do most of the things on the Github website too, by uploading images, etc, for those that don't feel like reading a guide to submitting the art properly.
« Last Edit: August 31, 2015, 11:52:58 am by Gil »

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Re: [OPP] Cave set

Reply #85 on: August 31, 2015, 10:49:58 pm
Wow, Pistachio, how are you so productive!

Quote
Any chance of updating the wiki?
The wiki is kindly hosted by Open Game Art at the moment, but unfortunately I believe we're lacking permissions to update things like the OPP logo, that is until we get a response from Bart the website owner. I will have however have a word with Hapiel and Gabe tomorrow about the wiki, and bring up the question of alternative solutions following what Gil has mentioned. Any other possible solutions you guys can think of would be great to :)

Added a few more WIP characters. I'll try and finish these soon and then move other opp things.

« Last Edit: August 31, 2015, 10:56:13 pm by Jim16 »

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Re: [OPP] Cave set

Reply #86 on: September 02, 2015, 10:45:17 am
Cool work Jim. I kinda want to do some more art, but I'm not sure if what we're doing here is still the cave set or a separate snow set. Maybe I should try doing some proper cavemen? I also have a cool idea for a snow hero, but I tried and couldn't quite get the style to work yet.

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Re: [OPP] Cave set

Reply #87 on: September 06, 2015, 12:29:26 pm
Kinda drained of tiles ATM, but will be doing the lava cave set next.
Here is some character stuff.

Revised Conceit's


Proper cavemen (and cavewomen)


Wiki does seem a pretty weird choice for hosting images exclusively. I thought that was some restriction of OGA hosting. All things considered, probably not. An actual file repo looks like the way to go, let's see what Hapiel has to say on it.

@Gil, did you get some rough sketches or specific ideas for your snow hero? I could probably work off of that.
« Last Edit: September 06, 2015, 12:38:01 pm by pistachio »

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Re: [OPP] Cave set

Reply #88 on: September 07, 2015, 09:15:11 am
@Gil, did you get some rough sketches or specific ideas for your snow hero? I could probably work off of that.
I was trying to think in terms of archetypes for people that want to include multiple heroes in their games. If the default hero is more of a Mario type and the tribal hero is more of a Luigi type, I was thinking we could use a "strong man" type. So, big, bulky snow hero, which made me think of something like Avatar Kuruk, a strong hero with animal pelts for clothes?

The new cavemen could provide a female hero. Something like Ayla from Chrono Trigger maybe? Strong, female protagonist type?

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Re: [OPP] Cave set

Reply #89 on: September 09, 2015, 08:24:23 pm
Hi guys, just want to let you guys know that we're working on a solution for managing the OPP content (I really want that new logo to be used  :crazy:). Not going to go into the details right now as its still in discussion, but hopefully implementation will begin soonish.

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Re: [OPP] Cave set

Reply #90 on: September 10, 2015, 01:09:22 am
I'm a bit scared you're going to put a lot of work into a custom solution, when the rest of the world has pretty much agreed on github.

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Re: [OPP] Cave set

Reply #91 on: September 10, 2015, 05:14:22 pm
Well, hopefully not so scary at all. We're planning on implementing something with a simple user interface with the bare minimum features we need. We'll try it behind closed doors and see if its something we can use, otherwise chances are we'll be going with something like Git. The point is that we're not rushing into anything, and we're trying to be mindful of the people that may be using it :)

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Re: [OPP] Cave set

Reply #92 on: September 15, 2015, 09:45:55 am
Quick ones.

Not-Kuruk


Not-Ayla


Any news on the filing system stuff Jim?

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Re: [OPP] Cave set

Reply #93 on: September 15, 2015, 02:13:41 pm
Those are pretty awesome Pistachio! I'll try to find some time to animate them, at the very least some keyframes, so anyone can jump in and finish.

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Re: [OPP] Cave set

Reply #94 on: October 16, 2015, 08:55:48 am
















Couldn't leave this hanging on my HDD. Plane at top will be animated.
If anyone wants to edit, what I think I need is the moss tiles to be brought down to 32x32 chunks while keeping the visual theme. Should be the easiest to do out of the other WIPs I have here (animation?!), but I'm out of time right now.
« Last Edit: October 16, 2015, 09:51:25 am by pistachio »

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Re: [OPP] Cave set

Reply #95 on: October 16, 2015, 09:28:32 am
Wow - really really love that foliage.  :y:

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Re: [OPP] Cave set

Reply #96 on: November 14, 2015, 04:50:36 pm
Sweet sweet stuff Pistachio! I hadn't seen all of that until today!

File system is still coming, we (gabriel and I) are working on something but Jim16 had to pass on his plans for the OPP because of his busy life.

Come check out the OpenPixelProject!

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Re: [OPP] Cave set

Reply #97 on: March 08, 2017, 11:40:59 pm
For those who've been interested in this project:

In the last two months we've kicked stuff back in action! However we try to end this thread here, for ease of organization sake.
Pistachio for example has been posting a lot of new sprites at the forums
Nowadays we have a website OpenPixelProject.com
And we're actively using Discord chat

I hope to see you around one of those places sometimes :)
Come check out the OpenPixelProject!