Liberated Pixel Cup Art Contest Launches
Liberated Pixel Cup is an ambitious project backed by the FSF, Creative Commons, the Mozilla Foundation, and OpenGameArt to "program a bunch of free software games"; before the programming can get properly underway, though, they're looking for art that the game logic can manipulate, and they're using a contest to organize collecting it. Now, writes new submitter paroneayea, "Liberated Pixel Cup has announced that the art contest phase has just started. Several other bits have been announced as part of the post, including prize amounts, and a style guide, asset directory, and interactive demo section. Let the liberated pixeling commence!"
Can I be the first one to say "WTF?"
I know there is a big selection bias involved in being an artist, where a lack of realistic expectations is kind of a given, but seriously... I can't even read this summary it's so optimistically cavalier about the scale of the task described my eyes just glaze over. Doing difficult things without purpose isn't art. It's just foolish.
Similar to the TIGSource Assemblee Competition. I think I might actually enter this one, though. It really is a fantastic idea for artistically-deficient programmers like myself who otherwise wouldn't be able to create something at a passable level.
Note that despite the emphasis on art in the description, this phase refers to the creation of music and sound effects as well as graphics.
Probably not.
Quality game design is extremely complex and takes a lot of "man-hours" to arrive at something playable. Those with the skills to do it generally want to be paid...
If you want news from today, you have to come back tomorrow.
I'm a programmer. I love games. I just finished my first HTML5 game: http://magigames.org/runestone_defense.html I used some OpenGameArt.org art in there, even.
I am SO looking forward to entering this contest as a programmer. Solo - HTML5. Oh yeah.
I wonder about the library rules. I used Jawsjs http://jawsjs.com/ in my last game, and it is open source, but I was looking at ImpactJS, (NOT open source) for my next game.
Anyway, more open art for people like me to use = good stuff in my book. Look for my entry when the programming phase opens.
I wish someone embarks on enhancing awesome classic console epics like hack, greed, etc Am not a heavy games player, but once in a while when plugged into a remote ssh session on a cloud, I open a session of a cli bsd-game to kill "darkspace" stress :-)
Is it just me, or does OGA have the absolute worst interface imaginable for the task at hand?
http://bipixel.net/
Is there a good sprite editor for Linux? Or do people just zoom way in with Gimp and use a 1x1 pen tool?
Give me Classic Slashdot or give me death!
My god. How many times have I seen that same sentence over and over and over again.
About as many times as we've seen a reply equating art with science. Also as has been pointed out about open source, they're not against making money, although the pressure from the "everything must be free" group makes that doubly hard. You all want free, then you accept the limitations that go with it? Uneven quality, on a time scale that's not yours.
"Phase one of the competition is to build a set of artwork that's dual licensed under CC BY-SA 3.0 and GPLv3 and stylistically consistent."
ugh, I cant wait for phase 2 where they dictate what game we should write for them as well in the name of "liberation", oh wait, they have 16 bit style RPG, creative ...
I'll third the Neat Game comment!
The first x levels are easy. The first hard one is the one with the racing skeletons.
My first Journal Entry ever, in 8 years! http://slashdot.org/journal/365947/aphelion-scifi-fantasy-horror-poetry-webzine
Thanks to you and everyone else for your kind (and even the not-so-kind) words. Lots of people are playing the game today. I've been a Slashdot reader since 1999, so I guess I should not be surprised the affect even a link in the comments can have on traffic.
The racing skeleton level is one of my favorites. :)
Heh X hours later, I did manage to beat it! (I won't say how, in case other gamers out there want to still try it.)
But having spent a nice weekend getting through nearly all the game, what is your opinion on a level index? I wouldn't want to go through the whole level set just to try out one level!
And in fact that level turned out to be the hardest one of all for me. It stumped me all last night! For the rest, a few good patterns seemed to work, and I only lost he 2nd to last level by what feels like a lack of finesse - by that time I began to lose interest.
I found the arrows useless by the way - the power curve feels wrong because they're too weak on lower levels and it takes too long to get to level 5. Then one good wave of legionaries and you're sunk. Same with the bomb - cute idea, but it seemed rather slow and expensive to both build and operate.
My first Journal Entry ever, in 8 years! http://slashdot.org/journal/365947/aphelion-scifi-fantasy-horror-poetry-webzine