From The Mana World
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(replaced the guidelines with the new version we developed under supervision of EJlol)
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A new revision of this page is being developed in [[User:EJlol/Guidelines]]
When you create pixel art for TMW please follow these guidelines. Pixelart which does not follow these guidelines has less chance to get into the game.
== In general ==
*Don't be afraid to show us your unfinished pieces, we are there to guide and help you through the process.
*If possible, hang around the #tmwart channel on irc.freenode.net 24/7.
*When you're available / doing work on tmw related stuff, please contact me on the previously mentioned channel.
*We're soon going to have a centralized repository for all the art related stuff where we're going to archive all of your versions, so you can just start to contribute there without the need to track down a dev. The details on the repository and the preferred version numbering are coming soon. EDIT(20050419): Ask me for details, it's up now.
*Preferred formats: .png and .ogg


== Concerning conceptual art ==
=== General ===
*You can always come up with new ideas to present to the team. Actually that's preferred and we like that.
* All graphics must be released under the GNU General Public License or a compatible license.
*With conceptual art you might want to define important places, capture the generic atmosphere, look, and color scheme of a certain place or define the looks of an important NPC.
* Try to hang around in our art development IRC channel #tmw-art on irc.freenode whenever possible
* Please use our task tracking system [http://mantis.themanaworld.org Mantis] to manage graphical tasks you are doing
* Do not be afraid to show us your pixelart, we are there to guide and help you. Pixelart being worked on (Usually tagged with [WIP], for work in progress) can be posted on the [http://forums.themanaworld.org/viewforum.php?f=8 forums].
* A list of pixelart tutorials can be found [[User:EJlol/Tutorials|here]].
* The following games can be used as inspiration:
**Secret of Mana 2
**Final Fantasy VI (Named Final Fantasy III in North America)
**Chrono Trigger
**Ragnarok Online


== Concerning tiles ==
=== General Guidelines ===
We REALLY need a LOT of these, so if you think you can do ANYTHING, please give it a shot. Especially on these actively seek out our attention so we can assign new tasks to you. The fact that we won't contact you personally every day doesn't mean we don't need your efforts. You can find the technical specifications of tilesets and further tile related guidelines in the article [[Tileset development]].
* Outlines: 1px, Coloured. We use 3 kinds of different outlines:
**Ground level: should have the dullest colors (no outlines everything blends into each other) ([[:Image:Outlines_ground.png|Example]])
**Objects level: stands out from the ground level (with more contrast and maybe even a light outline)
**Beings(players,monsters) and item icons level: stands out the most (heavily saturated with dark outlines)
* Perspective: top-down 45° view angle. ([[:Image:Perspective_Reference.png|Example]])
* Light Direction: South-West ([[:Image:Lightdirection.png|Example]])
** Objects should be fully lit ([[:Image:Lighting fill.png|Example]])
* Wind Direction: From West to East
* Proportions: A character is approximately one tile wide (32px) and two tiles high (64px) ([[:Image:Size.png|Example]])
* Drop Shadows:
**Large objects on outdoor tilesets have a drop shadow to the northeast
**Flying creatures have a drop shadow ([[:Image:Dropshadow.png|Example]])
**Shadows should be pure black (#000000), and have a opacity of 30%, the edges have a opacity of 15%
* Anti Aliasing: Only if it does not look smooth without it
* Blood: May only be used if it spice up certain environments that needs to be extra creepy. ([[:Image:No_blood_new.png|Example]])
 
=== Creatures ===
[[Monsterset development]]
* You may mirror the creature sprites, as long as the lighting is correct
* There is no size restriction, please go berserk
 
=== Icons ===
[[User:EJlol/Guidelines/Icon examples|Icon Development]]
* Use other icons as examples if possible ([[:Image:Icons.png|Example]])
 
=== NPCs ===
* NPC's should be in the same style as the player sprites.
** NPC's do not and should not be constrained by player pose and body shape. For example, the startrek sprites are done in the same style as players, but strike a different pose.
** Shadows should NOT be used for NPCs, shadows are reserved for large objects or flying creatures.
** Some NPCs not in the same style as the player sprites may be accepted if appropriate. (For example, Santa)
 
=== Tilesets ===
[[Tileset development]]
* All tilesets should have the same amount of texture. Use the New Forest Tileset as reference
* Do not use visible outlines
* Do not use vanishing point projection. All objects have to be drawn in zero-point perspective ([[:Image:Vanishing point perspective.png|Example]])
* Use pure black (#000000) for 'here is nothing' indoor or dungeon areas.
* Try to match the brightness and contrast of the reference tileset
** Outdoor: New Forest Tileset
** Indoor: ???
** Dungeons: ???
* All tiles on a single tileset should have the same warm / cold feeling.
* When contributing to a other tileset, try to use the same colours as much as possible to get the same feeling


== How to get your content in to the game ==
== How to get your content in to the game ==
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*Start a thread in the [http://forums.themanaworld.org/viewforum.php?f=18 forum], with a subject line beginning [WIP] (work in progress).
*Start a thread in the [http://forums.themanaworld.org/viewforum.php?f=18 forum], with a subject line beginning [WIP] (work in progress).
*Discuss it and edit it a few times until it's ready.
*Discuss it and edit it a few times until it's ready.
*Change the [WIP] thread's title to [FND] (finished), and make it clear which is the final version.
*Change the [WIP] thread's title to [WIP]>[FND] (finished), and make it clear which is the final version.
*Create a new report in [http://mantis.themanaworld.org/ Mantis] to request that it be included in the game.
*Create a new report in [http://mantis.themanaworld.org/ Mantis] to request that it be included in the game.



Revision as of 20:20, 5 December 2009

This article is for reference purpose

The features described in this article are already implemented in the game. The article should describe how a certain aspect of the game currently works. You may of course edit this article to improve the description of the circumstances. Your opinions or improvement suggestions about the described aspects themself are of course appreciated, too. But please put these on the discussion page of this article to keep facts and fiction separated.

When you create pixel art for TMW please follow these guidelines. Pixelart which does not follow these guidelines has less chance to get into the game.

General

  • All graphics must be released under the GNU General Public License or a compatible license.
  • Try to hang around in our art development IRC channel #tmw-art on irc.freenode whenever possible
  • Please use our task tracking system Mantis to manage graphical tasks you are doing
  • Do not be afraid to show us your pixelart, we are there to guide and help you. Pixelart being worked on (Usually tagged with [WIP], for work in progress) can be posted on the forums.
  • A list of pixelart tutorials can be found here.
  • The following games can be used as inspiration:
    • Secret of Mana 2
    • Final Fantasy VI (Named Final Fantasy III in North America)
    • Chrono Trigger
    • Ragnarok Online

General Guidelines

  • Outlines: 1px, Coloured. We use 3 kinds of different outlines:
    • Ground level: should have the dullest colors (no outlines everything blends into each other) (Example)
    • Objects level: stands out from the ground level (with more contrast and maybe even a light outline)
    • Beings(players,monsters) and item icons level: stands out the most (heavily saturated with dark outlines)
  • Perspective: top-down 45° view angle. (Example)
  • Light Direction: South-West (Example)
    • Objects should be fully lit (Example)
  • Wind Direction: From West to East
  • Proportions: A character is approximately one tile wide (32px) and two tiles high (64px) (Example)
  • Drop Shadows:
    • Large objects on outdoor tilesets have a drop shadow to the northeast
    • Flying creatures have a drop shadow (Example)
    • Shadows should be pure black (#000000), and have a opacity of 30%, the edges have a opacity of 15%
  • Anti Aliasing: Only if it does not look smooth without it
  • Blood: May only be used if it spice up certain environments that needs to be extra creepy. (Example)

Creatures

Monsterset development

  • You may mirror the creature sprites, as long as the lighting is correct
  • There is no size restriction, please go berserk

Icons

Icon Development

  • Use other icons as examples if possible (Example)

NPCs

  • NPC's should be in the same style as the player sprites.
    • NPC's do not and should not be constrained by player pose and body shape. For example, the startrek sprites are done in the same style as players, but strike a different pose.
    • Shadows should NOT be used for NPCs, shadows are reserved for large objects or flying creatures.
    • Some NPCs not in the same style as the player sprites may be accepted if appropriate. (For example, Santa)

Tilesets

Tileset development

  • All tilesets should have the same amount of texture. Use the New Forest Tileset as reference
  • Do not use visible outlines
  • Do not use vanishing point projection. All objects have to be drawn in zero-point perspective (Example)
  • Use pure black (#000000) for 'here is nothing' indoor or dungeon areas.
  • Try to match the brightness and contrast of the reference tileset
    • Outdoor: New Forest Tileset
    • Indoor: ???
    • Dungeons: ???
  • All tiles on a single tileset should have the same warm / cold feeling.
  • When contributing to a other tileset, try to use the same colours as much as possible to get the same feeling

How to get your content in to the game

The best way to do this is yet to be decided, but this should work:

  • Start a thread in the forum, with a subject line beginning [WIP] (work in progress).
  • Discuss it and edit it a few times until it's ready.
  • Change the [WIP] thread's title to [WIP]>[FND] (finished), and make it clear which is the final version.
  • Create a new report in Mantis to request that it be included in the game.

Tutorials

When you are not very experienced at creating pixel art, you should take a look at the following tutorials. You can learn many interesting tricks from them.