Hideous
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« Reply #100 on: October 29, 2009, 06:33:24 AM » |
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Hopefully more people will make 3D assets, so I can use it as an opportunity to learn Unity better.
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Thrasher
Level 0
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« Reply #101 on: October 29, 2009, 11:46:59 AM » |
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I haven't seen this answered anywhere: is it ok to take sprite sheets and, say, change the death pink to an alpha channel, or a different transparency color?
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Melly
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« Reply #102 on: October 29, 2009, 11:51:53 AM » |
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I believe that's perfectly fine. Or else how would you use them?
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Thrasher
Level 0
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« Reply #103 on: October 29, 2009, 12:32:20 PM » |
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Just wanted to make sure! Also, I needed an excuse to post something.
Edit: ...since the original post says you are not to modify assets at all.
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Melly
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« Reply #104 on: October 29, 2009, 01:06:23 PM » |
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I doubt Derek meant going so far as not removing bright pink. It wouldn't make sense.
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jjs
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« Reply #105 on: October 29, 2009, 05:02:34 PM » |
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I doubt Derek meant going so far as not removing bright pink. It wouldn't make sense.
If you look at the announcement, the "no changes" rule has the exception "unless it's done during runtime." So it would be perfectly permissible to load your image, alphify, mangle, texture-map, rotate, shear, warp, melt, merge, morph, recolor, etc., etc., etc. any asset as long as your program is doing it at runtime, and the assets on disk are unchanged.
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Carefree games
Guest
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« Reply #106 on: October 29, 2009, 05:07:24 PM » |
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Phantasmal idea. I'll be joining part two for sure. Also, I welcome myself back to the site.
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moi
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« Reply #107 on: October 29, 2009, 07:26:44 PM » |
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When the compo's over All the assets should be available as smileys
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subsystems subsystems subsystems
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dbb
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« Reply #108 on: October 30, 2009, 04:07:40 AM » |
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All the assets should be available as smileys
The only one we really need is that one of Derek's head surrounded by giant rotating genitalia. Everything else would be kind of redundant.
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Draknek
Level 6
"Alan Hazelden" for short
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« Reply #109 on: October 30, 2009, 04:16:59 AM » |
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I doubt Derek meant going so far as not removing bright pink. It wouldn't make sense.
If you look at the announcement, the "no changes" rule has the exception "unless it's done during runtime." So it would be perfectly permissible to load your image, alphify, mangle, texture-map, rotate, shear, warp, melt, merge, morph, recolor, etc., etc., etc. any asset as long as your program is doing it at runtime, and the assets on disk are unchanged. But the question is whether you can do basic stuff like converting pink to transparency before runtime. I don't feel that's against the spirit of the competition: you're still using the same assets and nobody playing the game would be able to tell the difference. And it's significantly more convenient than writing half a dozen different image loading routines.
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easynam
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« Reply #110 on: October 30, 2009, 04:20:07 AM » |
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Also, I would assume that with MMF2 I can take a spritesheet and put the frames into an active object, or split a tileset into a series of backdrop objects.
As long as you dont change the presentation of the assets anything should be fine I think.
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Dook
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« Reply #111 on: October 30, 2009, 04:56:09 AM » |
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http://forums.tigsource.com/index.php?topic=8752.0 In the README thread Derek said he thought it was okay to change the format of the assets. I know I'd rather spend my time making games than learning how to edit every frame of every image at runtime just to get it on the screen properly
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Melly
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« Reply #112 on: October 30, 2009, 08:08:28 AM » |
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Yeah, no need to be so strict with the rules. Some things are just common sense.
And besides, who'd know the difference?
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Don Andy
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« Reply #113 on: November 02, 2009, 01:29:02 AM » |
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I personally plan on using ALL assets.
I was thinking (just thinking, nothing's set!) about something similar, but I don't think I'd manage to incorporate the 3D assets.
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Kornel Kisielewicz
The Black Knight
Level 1
Madman for hire
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« Reply #114 on: November 02, 2009, 04:54:52 AM » |
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I assume that unless a set of assets is more or less complete it's useless?
P.S. It'd be cool to have a separate topic logo for 3d and 2d assets.
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« Last Edit: November 02, 2009, 05:29:00 AM by Kornel Kisielewicz »
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Don Andy
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« Reply #115 on: November 02, 2009, 05:33:53 AM » |
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Good god, every single Art thread gives me a new idea for a game.
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jjs
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« Reply #116 on: November 02, 2009, 06:28:46 AM » |
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I assume that unless a set of assets is more or less complete it's useless?
I assume no such thing! :handknifeR:
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dbb
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« Reply #117 on: November 02, 2009, 07:29:53 AM » |
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I assume that unless a set of assets is more or less complete it's useless?
No, because you can use assets from as many different contributors as you like; backgrounds from one, player-character sprites from another, enemies from a third, etc... Of course, if someone's uploaded a bunch of nice sprites but doesn't do any animations for them or anything (for example), they're less likely to get used, but I'm expecting (hoping) that the programmers in the second phase will be using the available assets as creatively as possible to get the most out of them. Yeah, it's going to make for some pretty fuggly mash-ups, but I think that's kind of the point.
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Endurion
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« Reply #118 on: November 02, 2009, 07:50:55 AM » |
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The idea for this compo sounds soo awesome that I had to register. I'll see that I can produce something playable
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Kornel Kisielewicz
The Black Knight
Level 1
Madman for hire
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« Reply #119 on: November 02, 2009, 11:00:04 AM » |
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No, because you can use assets from as many different contributors as you like; backgrounds from one, player-character sprites from another, enemies from a third, etc...
Of course, if someone's uploaded a bunch of nice sprites but doesn't do any animations for them or anything (for example), they're less likely to get used, but I'm expecting (hoping) that the programmers in the second phase will be using the available assets as creatively as possible to get the most out of them. Yeah, it's going to make for some pretty fuggly mash-ups, but I think that's kind of the point.
Well, okay, but this is doomed to look fugly :/...
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