You'd probably get better answers if you ask some pixel-art community out there then me.
That being said: I'd be happy to help. Feel free to email me or ask questions here.
There was an idea to create a card game out of this tileset but it went nowhere:
If i understand it's a physical game, right? I'd buy an english copy if the shipping costs won't be too crazy.
Good luck with your project, looking forward to see it.
Thanks, I'm glad you like it.
Firstly, I don't feel like it's that good; people seam to like it for some reason; I'm really not sure why. I mean I see I'm improving but I'm nowhere near people who draw professionally (most likely never will be). Makes sense I guess, they spend orders of magnitude more time on drawing, probably since childhood or something.
As for your question: I recommend* 3 things (assuming you're a beginner) that work for me:
1. steal** palette from some pixelart you like (the less colours the better, 4 is nice number but anything from 2 to 8 should be good to start with)
2. use a small sprite size: 8x8 or 16x16.
3. if you're unhappy/tired of something just save it on your hard drive (or wherever), forget about it, discover few months later and release with some tweaks as "not that bad after all" - this might be a terrible advice, but this is what I do (might be the reason why I never finish anything) :)
* - also I guess asking an actual artist might be better idea - I'm just a programmer who sometimes draws;
** - stealing is good (don't quote me on that :D), also: https://lospec.com/palette-list
no but you can use imagemagick:
convert a08040205030200.png -crop 16x24 pdm-%02d.png
convert pdm-2[1-7].png -loop 0 -page +0+0 -set dispose previous a08040205030200_running.gif
works like a charm.
It's CC0. You can use the art however you want, also in commercial projects. Giving credit is appreciated but not required. If your game makes you a millionaire only better and I'll be happy for you :) please share.
I'll take a look when I'm back home.
Nice idea but I cannot understand that.
Provided blc interpreters are minified beyond recognition and lambda-calculus definitions doesn't tell me much.
As for Iota, huh, I feel stupid. I'd have to reimplement it differently because js does not support tail recursion; their implementation simply doesn't work. tbh I have no idea how approach this.
Adding an additional esoteric languages is a sound idea and I might do just that; but lc is not my cup of tea.
edit: Are you aware of any js implementation of any of those languages that works? or non-js that is written in readable code?
As for scrollbars - chrome fix is not difficult but every other browser sucks; I dislike js solutions for this issue :/ I need to consider hiding them entirely maybe, not sure yet.
The first button in editor panel ([ ]) toggles fast mode ([ ]/[F]). I'll add super fast. Not as fast as you wish I guess though. Need to optimise drawing code first; I guess it'll be super-super fast in the future :)
tldr: Doable, but the best is to just port the whole thing into your game. Drop me an email if you wanna help.
This would generate GBs of data; some of the files would be identical as other ones (e.g. when eyes are covered their colour is not relevant) but checking that would be quite time consuming (O(n²), although if you spend some time on it it could actually be a bunch of ifs so maybe not).
The problem (not a big one) is the platform really. In a browser I cannot cause it to export without your interaction (click - it's made that way so a random website you visit don't push data to your Downloads directory). So I'd have to generate all of them in memory and then push to you but it would require a lot of memory (even more then the output files) - your browser would crash sooner then it's finished. This could be done in batches I guess, I imagine it's not perfect.
I could go with Electron. It would let me to avoid browsers' safety rules (afaik, not 100% sure). Tbh I just don't feel like touching this stuff atm :/; The code that is uploaded right now is minified but the variable names are not shorten (and it's not like there was much comments anyway) so you can unminify it and give it a try. There shouldn't be much changes needed; but it would require learning about Electron.
Finally there is an option to just create a command line version of the tool (I find them easier to include them into your pipeline). Shouldn't take much time but I don't really know if this is what you'd like to use; nor if it'd be useful for anyone else.
That being said: are you sure that you want to ship your game with such an amount of data? If your use-case is "I want a few millions of different characters" than I'd suggest porting the generator to you game and just spawn enemies as you need them during runtime. Your game would be way (WAAAAY) smaller and you'll gain flexibility (removing/adding elements, changing probability of some of them, changing/adding colour-scheme, removing this stupid pirate hat you don't like, making blue-skin enemies resistant to ice-gun, generating procedurally names of the enemies, etc, etc...) and it's not like it's difficult (also fun imo). I'm happy to walk you through or answer any questions about the code over the email or skype if you'd like that - you can drop me an email.
Also, addressing your willingness to pay me money - while appreciated, I'd be happier if you make a fine game.
huh, so much typing, sorry for that XD
What browser do you use, what version?
It definitely works this way or another with chrome, firefox and safari.
It's possible you have some setting on for blocking new windows being open?
If this is an internet explorer issue it might take me a bit longer to fix; but I'd take a look over the weekend.
Well, the export button should work already; do you have a problem with that or you mean something else?
As for windows version: not planning right now; but it is doable if people wants it.
Not sure why they would though - what is your usecase?
Wow, looks very nice! I'll definitely try it out over the weekend (looks like I might need more time for this one :)).
As for colour changes: Of course I don't mind. I'm happy with people modifying the assets so it suits their game better.
As for credit: thank you; much appreciated.