1
2
Mar 7 2012, 12:39 pm
|
|
Not to mention the RotMG base is easy to work with, if that's what you're looking for.
|
I know that Rotmg artwork is currently an evolution of past graphics but I can assure you it's not made of totally free art. Try backing up your statements with evidence before making a fool of yourself.
|
Stating that the final boss is free art is not proof that the game is made entirely of free art. Please just stop, this is embarrassing.
|
I did some research and found a 2009 sprite sheet :
http://forums.tigsource.com/index.php?topic=8970.0 These were free at the time but Rotmg has been copyrighted since 2010, not to mention there are far more graphics in the game now than in these sheets. If you can show me where I can download all their current icons for free I'll take it back, but till then it sounds like your speaking from your ass. |
Also, for the record oryx says :
"Sure you can use it, for non-commercial stuff" He has a commercial deal with the creators of Rotmg. |
Free is free, not to mention that edits of his icons are not covered by that. That is the only decent 8bit base, and Oryx knows it. When RotMg took rights over the art USED IN THEIR GAME (which is edited using a java program), they could make money off of it, regardless.
|
Keep it clean, folks, this is dangerously close to becoming an argument, and if it does I'll have to lock it. =/
|
If you want a bit of advice, I suggest googling (Yes, I just used Google as a verb.) pixel art tutorials. Like all other art mediums, though, there's no right way to do it. All art is correct (Unless your art is to mimic another art form, in which then it can be incorrect). But it can help you establish a good set of skills that you can use to create your own pixel art style that looks the best possible. Things like learning proper line placement, shading, positioning, turning sprite views, ect. Subtle things like that can really bring out your art. Just compare my art style on the left, to a crude recreation of newb art on the right.
32x48 I used 3 shades of tan for the entire body, outline and all, black for the iris', and a very subtle hint of medium grey below the eyebrows on the white sclera. It's almost completely unnoticeable but really smooths out the face in general. The depth is nice and, in my opinion, it's a very well done sprite. What do you think about the sprites? The most important factor is that my sprite looks comfortable and in a very natural standing position. That's what you want. The more natural something feels and the less it clashes with the surroundings, the smoother the effect your game's art will have. One of the best pieces of advice from a friend who does game artwork was, "The best art is the art that goes unnoticed." At first I was confused, but now I understand. When the art of your game is totally smooth and fits together so well, everything fades into the background. Nothing pops out unnaturally. Things are distinctly defined and are easy to spot, but discrete and fade into the background when you're in the middle of playing. The art seems natural, therefore nothing attracts unwanted attention from the eye. |
1
2