Artwork

Game development with Board Game Arena Studio
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apollo1001
Posts: 191
Joined: 21 July 2015, 10:41

Artwork

Post by apollo1001 »

I am about to embark upon a new implementation (I won't post the game name here as it's public, but check out the studio projects if you are curious).

This game's existing project is currently in the 'stopped' phase and it seems the developer has not been on in a couple of months hence why I am hoping to get the ball rolling on it again (I have most of August free to work on it). That said, it would save time to use any existing artwork that we already have from the publishers, so could someone confirm if we have any stored somewhere (or whether I can get access to that of the existing stopped project).

Thanks in advance
Apollo
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pikiou
Posts: 389
Joined: 03 October 2011, 05:36

Re: Artwork

Post by pikiou »

The game you're talking about has had many failed attemps at being adapted for BGA so admins will be very pleased to read that you're giving it interest!
BGA has the visuals, there are lots of them (100+ tiles) and I can help you shrink them down to a size of 3MB, as requested by admins for all games. Ask me at the start of the project if you need my help, as it has consequences on how to manipulate sprites.

If you have any technical question about the platform, about how to design the game, don't hesitate to ask.
Have fun!
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Coin-coin le Canapin
Posts: 163
Joined: 31 January 2013, 19:00

Re: Artwork

Post by Coin-coin le Canapin »

I don't know anything about your visuals but if you need sprites with transparency or if they don't have a lot of colors it may be interesting to have a look at this https://pngquant.org ( https://tinypng.com/ that's quite the same thing, but online). It's very efficient.
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pikiou
Posts: 389
Joined: 03 October 2011, 05:36

Re: Artwork

Post by pikiou »

Thanks Canapin!
I was using pngnq but pngquant is much better! In quality as well as compression.
After pngquant I use optipng with the fastest level of optimisation to remove about 0.15% more bytes. In LoX I use 23 PNGs so it adds up to 3.5% ^^

Make sure the sprites you put together in a PNG need less than ~240 colors (+~16 levels of transparency) so that pngquant doesn't make a mess of some small sprites with important colors or details.
A part of my tool takes care of that by spreading sprites into different PNG files, but it took 15h to process all LoX sprites :/
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