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879800 Posts in 33006 Topics- by 24380 Members - Latest Member: hirokoae46

May 25, 2013, 01:28:19 AM
TIGSource ForumsCommunityCompetitionsAssemblee: Part 2!
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Slash - Santiago Zapata
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« Reply #60 on: December 07, 2009, 02:56:40 PM »

Is it allowed to take a single frame of a character, unmodified, and map it on to rectangles for each of a character's limbs for skeletal animation if they dont give enough animations?

I think so...

I think most things are ok, aa long as you dont create new assets
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Pencerkoff
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« Reply #61 on: December 07, 2009, 03:53:34 PM »

Hello this is Pencerkoff

Is it allowed to take a single frame of a character, unmodified, and map it on to rectangles for each of a character's limbs for skeletal animation if they dont give enough animations?

I think so...

I think most things are ok, aa long as you dont create new assets

That would be great.  DO IT.

-PENCERKOFF
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moi
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« Reply #62 on: December 07, 2009, 04:54:41 PM »

Yeah who cares if it is allowed? that would be so great Tears of Joy
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lelebæcülo
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« Reply #63 on: December 08, 2009, 01:22:33 PM »

Go right ahead. Seems like an awesome way to use the assets.
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« Reply #64 on: December 09, 2009, 06:45:14 AM »

So, even though there's only a very small chance I'd make anything for this competition (I never finish my own games, so I should probably keep working on my current project instead...), I'm slightly interested.  I browsed through the Part 1 stuff, and I couldn't find any decently organized archive of all the assets.  When it's too much work just to find all of the assets, entering is out of the question for me. 

So my question is did anybody zip all of the assets? I saw the browser, I saw the organizer (with the black background), but it didn't organize them into a usable fashion for me.  A big zip would be so much more helpful, cause I'd rather browse by file type.

Oh, and first post on TigSource ^_^  Been reading the site for a long time.
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Sos
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« Reply #65 on: December 09, 2009, 08:57:21 AM »

So, even though there's only a very small chance I'd make anything for this competition (I never finish my own games, so I should probably keep working on my current project instead...), I'm slightly interested.

DO IT, compos are like, only chances for many ppl to make a finished game. Be it yours as well
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zacaj
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« Reply #66 on: December 09, 2009, 09:41:22 AM »

Levirules: http://www.mediafire.com/file/yzj5y2wdyeh/Assemblee%20Art%20Assets.zip
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MindEraser
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« Reply #67 on: December 09, 2009, 06:54:16 PM »

So, even though there's only a very small chance I'd make anything for this competition (I never finish my own games, so I should probably keep working on my current project instead...), I'm slightly interested.

DO IT, compos are like, only chances for many ppl to make a finished game. Be it yours as well
Yeah, without any kind of deadline (even from prizeless competitions), I won't get a thing done.
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Levirules
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« Reply #68 on: December 11, 2009, 03:59:21 PM »


tytyt!!1

And, maybe I'll give it a shot, though it'll probably be a low-fi shmup or something unoriginal  XD
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Wilson Saunders
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« Reply #69 on: December 12, 2009, 12:34:17 PM »

A question for the organizers:

Can we fix aliasing issues at the file level? Some assets from part 1 were rendered with magic pink aliased in to the sprite area, resulting in a pink halo for people using non alpha layer rendering.

I think most of us will do this anyway, but an official thumbs up would be nice.

I can probably fix this programatically, but it would be a lot of trial and error with thresholds and pixel analysis.
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« Reply #70 on: December 12, 2009, 08:23:57 PM »

Can we fix aliasing issues at the file level? Some assets from part 1 were rendered with magic pink aliased in to the sprite area, resulting in a pink halo for people using non alpha layer rendering.

Quote from Melly's edit/rules:
- It's perfectly fine to do these changes to assets:

* Adding a transparency layer or changing the background of a sheet to magic pink or whatever other color your engine uses for transparency. Do this ONLY on parts of the sheets that are obviously meant to be transparent.

* Converting files in ways that do not alter the visual quality of the assets. You can, for example, change GIF's to PNG's, but you cannot do stuff like changing a true-color PNG to a 256-color GIF as that would visibly change the colors and quality of the asset. Same goes for audio assets and 3D file formats. You can also transform font images provided into TTF's or another font format of your choice.
Hope this answers your question.
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« Reply #71 on: December 14, 2009, 07:38:56 AM »

I'm pretty sure the general rule of thumb is:

As long as it doesn't alter the artist's idea of the asset it's OK to do it. Just have fun and don't be an ass about the compo and all is good.
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necromian
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« Reply #72 on: December 19, 2009, 07:57:25 AM »

I have two questions.
- Am I allowed to use fonts not made for this contest, but are similar or identical to the ones made for this contest? (The fonts I'm currently using that were made for the contest become extremely blurry when scaled).

- Can I use images that were not made for this contest (such as a very low res still sprite) if I generate it during runtime by drawing rectangles?
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J. R. Hill
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« Reply #73 on: December 19, 2009, 12:33:59 PM »

I have two questions.
- Am I allowed to use fonts not made for this contest, but are similar or identical to the ones made for this contest? (The fonts I'm currently using that were made for the contest become extremely blurry when scaled).

- Can I use images that were not made for this contest (such as a very low res still sprite) if I generate it during runtime by drawing rectangles?
As far as fonts I think we're stuck with either what was made for the compo, or standard system fonts.

Anything graphically generated during runtime is fine.
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Sos
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« Reply #74 on: December 19, 2009, 01:04:49 PM »

Anything graphically generated during runtime is fine.
But it's cheating Tongue You could make a game like that using no assets at all...
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