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TIGSource ForumsDeveloperArt (Moderator: JWK5)The TIGSource Community's Free Placeholder Graphics
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Author Topic: The TIGSource Community's Free Placeholder Graphics  (Read 35058 times)
Thecoolestnerdguy
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« Reply #60 on: February 23, 2013, 05:09:46 PM »


Edit:

Let's see, we've got 16x16 placeholders, and 12x12 placeholders.  So, that means we need...

6x6? Tongue

Yeah, I think we need all kinds of weird resolutions. 7x13, maybe? What kind of prejudice people have against odd resolutions?

Also, Ben made me LOL...
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Sad minecraft didnt copyright squares
VortexCortex
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« Reply #61 on: February 24, 2013, 01:43:52 AM »

Thingy inspired by this thread (not 12x12 because evil npot):

Dev thread.

Cool! I love the wizards and warriors.  Seems there are more tile artists just arting for the sake of art than I had originally thought...

Yeah, I think we need all kinds of weird resolutions. 7x13, maybe? What kind of prejudice people have against odd resolutions?

Actually odd number pixel width/height are nice for sprites (not so much for tiles, makes checkerboard dither hard) -- Sometimes it's nice to have a pixel row or column that's exactly in the center.

I went with 6x6 for the example tileset because it'll be included in a tool, and I wanted it to be clearly not copyright-able (6x6 was the smallest I could make stuff and still be identifiable). 6x6 = 36pixels @ 16 colors = 18 bytes.  One could trademark such a thing (like the Space Invaders' Aliens), but clearly it's fair use / fair dealings for 18 bytes of data...
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happymonster
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« Reply #62 on: February 24, 2013, 05:06:11 AM »

Nice 6 x 6 and 16 x 16 graphics guys! Smiley

People will have a choice of sizes for their games anyway..  Gentleman
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VortexCortex
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« Reply #63 on: February 24, 2013, 01:46:15 PM »

Yeah, I think we need all kinds of weird resolutions. 7x13, maybe?

Sure, here you go! Tongue



Back in the 80's computers came with a language to code in installed (usually BASIC, sometimes Lisp),
but in Windows 2000 Microsoft stopped including QBASIC. Many hobbyists were PO'd that they'd have to buy a compiler. To prove that you could make games with only the default software installed in Win2K (sound recorder, IE, notepad, paint) I made Snack-Man.

I didn't realize the walls were 11x11 until it was too late, so the ghosts and the snacker are 33px...  Everything's way over saturated primary colors because MSPaint, 1-off project, and me being new to pixel art. The dots are cookies and power pellet is a pill -- How else could you "eat ghosts" unless you were heavily medicated?

Why would anyone want to create a Pac-Man clone nowadays?  Well, it's a great project for learning A* path finding, esp. since you already know how the game rules are supposed to work.  Anyway, I had the image laying around for when I ever remake that old game in HTML5 as part of a 'Learn to code via Games' tutorial.
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Impossible
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« Reply #64 on: February 26, 2013, 11:13:46 AM »

I may add stuff that's not as essential (like animation frames)

I'm a huge fan of this style of low res, prototyping sprite sheet, but people rarely do even simple 2-4 frame basic animations for any of the characters monsters.  This is generally ok for turn based games, but it can be hard to make a decent feeling platformer without some basic animation.

TLDR, please include animation frames if you're going to make some!
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namragog
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« Reply #65 on: February 26, 2013, 11:25:41 AM »

Thingy inspired by this thread (not 12x12 because evil npot):

Dev thread.

oh my god this is gorgeous
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surt
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« Reply #66 on: March 02, 2013, 08:03:04 AM »

Not particularly useful, but quite plentiful.
Randum.
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namragog
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« Reply #67 on: March 02, 2013, 06:21:40 PM »

wHAT THE HECK <3

THIS IS AMAZING LOOK AT THE GREEN ONE NEAR THE MIDDLE AAA
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gimymblert
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« Reply #68 on: March 02, 2013, 06:41:44 PM »

This thread should be rename JOY
also nobody took that to make a delver texture pack?
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:^)
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« Reply #69 on: March 02, 2013, 07:28:10 PM »

NEW COMPO
GAMES MADE WITH 10 TILES PER GAME FROM THIS SHEET:

GOD THIS IS SO COOL
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namragog
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« Reply #70 on: March 03, 2013, 09:27:59 AM »

Challenge: IT CANNOT BE A SHMUP

WHATCHA GONNA DO NOW
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eigenbom
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« Reply #71 on: March 03, 2013, 04:27:02 PM »

Challenge: IT CANNOT BE A SHMUP

WHATCHA GONNA DO NOW

MATCH 3?  Evil
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Belimoth
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« Reply #72 on: March 03, 2013, 10:32:44 PM »

Procedurally generated Pokemon. ©Belimoth, 2013
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VortexCortex
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« Reply #73 on: March 05, 2013, 01:19:50 PM »

Procedurally Generated "Memory" Game.

On exit a confirmation message appears:
Really quit the Alzheimer's Simulator?
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VortexCortex
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« Reply #74 on: May 17, 2013, 03:29:39 PM »

I extended some of the 12x12 placeholder tiles to create a placeholder tileset that's compatible with my HTML5 implementation of Marching-Squares.





The template pattern is included so folks can extend the tile gradient.  There's a transparent border to help with placement; Sometimes the similar tiles blend into one another.

I'm writing a blog post that explains the tile layout / tile selection logic.
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happymonster
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« Reply #75 on: May 17, 2013, 11:46:30 PM »

That's really nice!!

Looking forward to the blog post to how you did this..
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VortexCortex
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« Reply #76 on: May 18, 2013, 09:41:39 PM »

That's really nice!!

Thanks!

Quote
Looking forward to the blog post to how you did this..

I posted a link to it in the Tutorials sub-forum, as Marching Squares.  I'm glad to answer any questions there if the explanation doesn't cover it.
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happymonster
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« Reply #77 on: May 19, 2013, 01:34:07 AM »

Excellent, I'll read this later! Thank you.. Smiley
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Cellusious
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« Reply #78 on: May 23, 2013, 01:51:21 PM »

I don't know if this fits to be posted in here, but since I made new art for Echro; feel free to use this for anything you want

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happymonster
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« Reply #79 on: May 24, 2013, 09:06:38 AM »

very generous!  Gentleman
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