As a result of the Userbase Survey, additions to the SMW Graphics submission guidelines were promised through my TO-DO list, and now they have been fulfilled. A few things pointed out that should've been in the guidelines, but weren't, have also been added. The guidelines have already been updated in the section and you can also find them below, with all the changes marked in yellow:
I would like to clarify that, despite the addition of a Core Values section to the guidelines, the current minimum quality standards have not been raised or lowered, and there aren't any plans for them to be.
I would also like to take the opportunity of an announcement thread to ask for possible new tags for our list, as well tags you're dissatisfied with and would like to be changed.
First of all, thank you so much for this re-organization and additions to the Rules/Guidelines.
Regarding tags, I 'd like to suggest two "Misc." tags, mostly related to backgrounds and its scrolling settings (applies mostly to rips though): no-scroll and no-loop. Also, a tag stolen from the hacks section: holiday. And finally two minor suggestions as oriental and redrawn.
Why no-scroll? Because there are backgrounds that were made to fit SNES's resolution (256x224) well, but due to limitations (or intentional too) they are static and doesn't scroll. Usually this is warned in the submission's description, but having a tag to properly indicate this wouldn't be bad.
(Examples: 1, 2, 3)
Why no-loop? Because there are backgrounds that doesn't loop but they can still be used with scroll. I know this one may be a bit ambiguous (specially considering all graphics with the "no-scroll" tag would have mandatorily this tag too), but there are cases where the background works well with scroll (usually when it's set to Slow) even when not looping, but also there are cases where they can be scrollable even when it's not supposed to loop (see, hundred of backgrounds with a Moon in them, or special cases like my third example).
(Examples: 1, 2, 3) Sorry for being narcissistic, I didn't find better examples.
(Sorry if the explanation of those two tags aren't very understandable, I don't have the technical vocabulary to exaplain them better.)
The holiday tag is probably more understandable, it applies to Halloweeen, Christmas, etc... Usually there are cases where you can relate another tag to festivities (like "haunted" for Halloween, or "snow" to Chrstmas) but there are cases where not. An example of this can be this submission, that even when related to Christmas, it's not strictly related to "snow" or "ice" (though it can be related to "house"...).
The second is to depreciate "mecha" into "industrial" and "laboratory" bc mecha isn't what I think when I search for these kinds of things. I think of the stuff seen in Gundam and Evangelion.
For "Industrial", it is basically can be used for docking bays, hangars, factory, warehouse, power plant, junkyard, smithy, treatment plant, and clockwork settings.
"laboratory" would be like for research laboratories, terrariums, nuclear facilities and biohazard places.
-------------------- On Pixel Art Requests: I generally do not accept work unless I either have the time, if I see your project worth my time to contribute towards, and that is usually me doing the approaching to you on that.
-I also do not accept speculative work as I do have various art I made on-hand with me.
-I am more receptive to equivalent exchange of resources in which case, you can DM me wherever I have an active presence on for the details.
-Other times I'm availible for your project is C3 request threads I may run.
You know, I also saw the "mecha" tag when I was helping preview these updates and wondered if we could use something different to signal factory style levels, but I couldn't think of anything at the time so I never mentioned it. But I'd agree with StrikeForcer that splitting it into terms like "industrial" and "laboratory" would probably work better. I went to look for a factory tag in the first place only to find it under mecha.
I'd also like to suggest a block needed tag as well, as a kind of similar tag to patch needed. This tag, obviously, only would apply to foregrounds (or some misc. graphics).
There are a lot of tilesets that, either due to their nature or the game where they're ripped needs one or more custom block to make some of their tiles works. The best examples of this are giant tilesets (examples: 1, 2, 3), where their collectable blocks or another objects can't be replicated with the vanilla map16. Another good examples are quicksands (several desert/swamp tilesets), frame-based blocks (like SMB3 Airship), one-Way blocks (examples: 1, 2) or direct instant dropoff from slopes (example).
Sorry for the "doble" post, but didn't want this one got unnoticed.
Thank you for the answers so far, many of the tags and points raised will be useful for the next steps in improving the SMW Graphics section!
I'd also like to bring to attention that General Submission Guideline number 7 was updated. The change is marked in yellow:
Originally posted by General Submission Guideline #7
Please use the palette space wisely. Do not overwrite colors unused by your submission itself. Avoid overwriting important palettes used by SMW without clear intent and reasoning behind it. Do not copy over SMW's original colors to different indices (indexes) if you can use them in their original ones. This diagram shows which colors are preferred for each kind of submission.
The following General Submission Guideline has been added:
Originally posted by General Submission Guideline #10
Do not submit content generated from automatic ripping tools, such as Ultimate Background Ripping Tool or SnesGFX that has not been optimized and/or fixed for usage. Make sure the output files have been adjusted to follow all submission guidelines.
That has always been enforced, but for the sake of making things more clear, it's there now!
The following General Submission Guideline has been updated, with the more important change marked in yellow:
Originally posted by General Submission Guideline #13
Make sure your Map16 page screenshots are clean from clutter and junk tiles. Remember to use the PrintScreen feature (Alt+PrtSc) when taking a screenshot of your Map16 page for easier image editing and saving.
Hey, it's me again. Just wanted to say something curious I found about the abstract tag: it says it refers to "something specifically 'weird' and unnatural" but this is not strictly true, as the tag is also used for graphics like these: 1, 2, 3, 4, which aren't actually weird or unnatural. So in the end I'm assuming it's also used when none of the tags fits 100% with the graphic itself.
That said, clearing the tag's description would be good (or either cleaning the tag from the graphics where it doesn't belong).
Also, I think the tag title screen shouldn't really be limited to only Fonts, as it can apply to Backgrounds and Layer 3.
I'd argue this is pretty abstract, since it's not common you see a tileset with just white outlines for both decor and the foreground. Plus with the weird reflecting patterns, that's definitely "something specifically 'weird' and unnatural".
-------------------- Want progress on 100 Rooms of Enemies: The Nightmare Edition? Go here to see.
Are you a sample porter and wanna help with 100 Rooms of Enemies: The Nightmare Edition? Private Message me or Mellonpizza for details. Expect trading "resources" in exchange. 4 more left.