3 Most software has a logo and I have decided that based on the name it would be
4 an animal. The art of the mascot would have to remain simple but good enough
5 so that it looks excellent on various platforms from low resolution black and
6 white LCDs to ultra-fine high resolution CRT displays.
10 Due the the previously mentioned broad scope of usage, the following picture
11 requirements are needed. When downscaling, fine details may easily be lost and
12 dithering is potentially a very high possibility.
14 ## Freely Licensed (As In Freedom)
16 Since SquirrelJME is licensed under the GNU General Public License
17 version 3, the mascot would have to be under a compatible in spirit license
18 such as the CC-BY-SA 4.0 Commercial. Commercial is required because it is
19 against the spirit of open source to discriminate against certain fields of
20 endeaver. Such an image would be freely modifiable and accept derivatives
21 provided attribution remains in place. Share-alike enables others to copy the
22 mascot and grant others the ability to copy it. Generally for legal purposes
23 a real name and contact (e-mail) should be associated with the copyright,
24 however it is possible that an image creator may wish to remain anonymous or
25 under a pseudonym. I would ask that in that specific case that it not be
26 inappropriate (violence, sex, _strong_ words, etc.) or be associated with
27 trademarked or branded materials (thus the real name of a **portable monster**
28 **in the form of a electrified yellow rodent with brown zig-zags** would not be
29 appropriate for example).
31 So in retrospect, the image should be in the spirit of what the
32 <http://www.fsf.org/> would expect.
34 ## High Resolution, But Not Pixel Art
36 Pixel art generally does not scale up without complex algorithms being used
37 (such as _n_xSAI). The image should be in its original high resolution form as
38 if it were to be printed on a poster. High resolution would be images that are
39 above 1024x1024 pixels.
43 The style of art I am not looking for are cartoons or overly realistic imagry
44 (due to technical limitations).
46 ## Thick Solid Borders
48 Borders should be thick enough so that they are well defined and so that there
49 is room for the thickness to be adjusted when downscaling. For example, a
50 border should be thick on high resolution displays (not a single pixel width)
51 while when it is scaled down and adjusted it becomes a single pixel border.
52 Thicker borders are easier to work with when downscaling. Borders are not
53 required to be black, but they should be dark to seperate adjacent areas.
54 Borders can be stroked, however they should be solid in their stroke, borders
55 which appear similar to a crayon drawn on construction paper in high resolution
56 but color lacking environments would dither and appear speckled.
60 On low color devices (for example the NES or old VGA displays), there might not
61 be enough colors available. This does not mean that only a specific palette
62 must be followed (such as VGA 16-colors, NES, web safe, etc.). This
63 means that there must not be any gradients, conversion to simpler color spaces
64 would be complicated because there might not even have the entire set of
65 available colors to have a complete gradient. Any choice of color can be used,
66 however it should be noted that colors that ideally could be erased to another
67 color are not placed next to each other if they are in important detail. As an
68 example, pink may be erased to white rather than be converted to red since pink
69 is much lighter than red. If a given important feature is pink and is placed on
70 white, it may disappear causing much confusion as to the blank spot
73 ## Bright "Cheerful" Colors
75 The colors used should be happy light colors. Neon colors generally appear too
76 deep. Darker areas can be used as normal.
80 Backgrounds are not acceptable, the background must be fully transparent.
82 ## Opaque Image Areas Only
84 All pixels of the image should be either fully opaque or fully transparent.
85 This means that if for example sun-glasses were to be placed in a way where
86 part of the lens does not cover the character or the glasses support themselves
87 then it cannot be transparent. It should be dark colored. In the opposite end
88 for glasses, they should be fully transparent.
90 ## Watermarks/Signatures Not Permitted
92 Watermarks and signatures in any form are not permitted. Copyright and the
93 appropriate licensing information would be placed in the documentation.
95 ## No Truncation Or Cropping
97 Images should not be truncated or cropped.
101 Thus in retrospect, it would be a shame if such a mascot which looks nice
102 would end up being completely destroyed when displayed on a graphing calculator
109 The species of the mascot, since this software is called `SquirrelJME` would be
110 a squirrel. The variant of the squirrel would be the eastern gray squirrel. The
111 mascot would have albinism.
115 The squirrel would be male.
117 ## Anthropromorphidness
119 The mascot would not completely be an animal, but would have some qualities of
120 that of a human as appropriate. That is, it would have the head of a squirrel
121 and stand on its hind legs.
125 Although with albinism the fur would be white, this does not have to be the
126 complete case. Since a solid white fur when colored may look flat and odd,
127 simple shading using the appropriate light colors can be used to remove the
128 blandedness. It would be acceptable for a very light pink color (that is close
129 to white but not quite) to be mostly used with a white edge on the side where
132 ## Hair (On Top Of The Head)
134 There should be hair on the top of the head. A large amount of hair with a
135 slight curl/curve. The hair is not straight but it is also not curly. Since
136 the mascot has albinism the hair would be white. The hair length is not short
137 but it is also not long. The hair on the front should be long enough to reach
138 and potentially surpass the eyes in certain cases, while in the back be long
139 down to the back of the next.
143 The tail is not to be neatly folded like a sheet nor extremely and chaotically
148 The arms would be more human like and squirrel like, with extremely short
149 arms it would be impossible to easily type on keyboards and use tools
154 The hands should be clawed and shaped like a squirrel's claws.
158 The ears are those of a squirrel and placed as such.
162 The eyes would be human like rather than squirrel like, so there should be
163 an iris, pupils, and white. The iris/pupils should
164 be more oval rather than round (thinner width with the same height). Since the
165 squirrel has albinism the color of the iris should be red colored. The shape
166 of the eyes themselves is not spherical but where the eyelids are closed to
167 meet that how in general the eyes of a human would look. However, the eyes
168 should be open enough to fit most of the pupil but not closed.
172 There must be no inappropriate personal areas such as nipples, belly buttons,
173 genitalia, or "buldges".
177 Previous ideas for a mascot in older projects were a reference to
178 _The Legend of Zelda: A Link To The Past_, so I shall keep the reference. So
179 this means the mascot is wearing a green tunic. There should be matching
180 V or triangular shaped slits. This would be so that the tail can slip through
181 that on the back side without requiring it unrealistically be placed through
186 I would prefer that the mascot looks straight ahead but not at the viewer, so
187 likely slightly turned away so the side of the body may be seen and not just
188 the front. Arms should be straight down and to the side and the mascot standing
189 tall, but looking straight ahead.