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121
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Jobs / Collaborations / Re: Nearly Finished iPad Puzzle Game. Need Environment Artists
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on: April 28, 2013, 10:37:11 PM
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no the style is fine, but your artist should probably fine tune the color schemes & create a consistent style...it feels a bit hodge podge at the moment. But I really like the game!
Seconding this, it's a good look already but would need some jazzing up. Thank god you posted this shot in addition to the base version, because this kinda makes it clear that the workload required from the artist isn't going to be as high as the demo would suggest. Can I ask how many levels are planned? And are there levels solvable only with 10+ turns or more?
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124
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Community / DevLogs / Re: Full Moon Rising
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on: April 07, 2013, 10:20:50 PM
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I like it a lot! Two things though, which may or may not be related to individual stupidity or that really horrible rig I have.
1. While the dialogue is easily among the best things in this game, the display speed is O k a m i l e v e l s o f s l o w... Also while boxes are skippable, there doesn't seem to be a double-press system going on, with the first press showing the complete text and the second one actually starting the next box. While the wakka-wakka voices are really fun to listen to, I don't think it would hurt anyone to speed up the display and/or have the first button press display the full box content instead of just skipping.
2. The thing - you know, the thing - is completely off-timing on my old, pre-war era PC (Pentium 4, 2,6 GHz, 2GB, XP). I'm guessing that's just due to minimum specs not reached, right? Or is that something still being worked on?
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125
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Community / DevLogs / Re: Full Moon Rising
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on: March 26, 2013, 02:20:40 AM
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They are big, but the low contrast makes things look subtle and classy. Personally I'd say it's fine because everything is big and chunky, on the screen and in the game. Also you're an starry-eyed garage group of indie developers, you have any right to put your name in there big.  If you're really worried about it, just make a few of your sprites run back and forth in front of the logo, like an old-school coin-op demo. It adds life and instantly changes that space from a boring logo to a fun, charming extra.
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128
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Developer / Business / Re: How much are pixel artists generally paid?
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on: March 17, 2013, 10:18:49 AM
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It also depends on your schedule. Basic scenario - if you have a super-urgent thing to be done, you need to find someone to work full-time. Which, if my impression is correct, is not the rule for pixel artists. If you do pixel art on the side, then you can afford to ask a bit less and work more relaxed. But as soon as you go full-time, then your livelihood depends on it, and prices will necessarily go up.
So I'd expect full-time freelancers to be priced higher than evening artists.
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129
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Community / Jams & Events / Re: Looking for prototype games for JV with dev (guarantee success).
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on: March 15, 2013, 03:21:24 AM
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I apologize to admin and mods if this is posted in the wrong area of the forum, I am new to the boards, please move it to the correct area if this is so.
Not a mod, but I think the Business subforums would be a more appropriate place for your hypothetical world first viral P2W facebook modern social marketing pyramid forced matrix payment primary revshare success garanteed income setup opportunity.
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130
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Community / DevLogs / Re: Icebound - a Dark Fantasy VN (Preorders open)
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on: March 10, 2013, 07:34:31 AM
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damn this game looks good. keep me posted :O
P.S. I had forgotten to give credit to Miguelito (Michael Hussinger) for the initial concept design of Zoltan. Thanks for allowing me to use it in the game.  It's been a while, huh? Good to see the old thing is being put to good use. Good luck with your project!
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131
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Community / DevLogs / Re: Full Moon Rising
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on: March 08, 2013, 12:52:56 AM
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That looks far too elegant and stylish. Just have him turn into a mess of fangs, fur, spittle and sawblades when he does these dashes. I'd appreciate it if there were pillars of smoke rising from the remaining carcasses too.  Looks very good though!
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133
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Community / DevLogs / Re: Full Moon Rising
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on: February 27, 2013, 07:24:22 AM
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Will there be tinkling? This is a relevant question.
Seriously though, this is definitely one of the greatest looking player sprites I've ever seen.
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134
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Community / DevLogs / Re: Dungeon Dashers - Multiplayer Co-op Dungeon Crawling
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on: February 27, 2013, 05:32:23 AM
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Well grey is a good color and would definitely suit the logo. Maybe it's just the comparison that makes people go for the more "colorful" ones instinctively, like you'd grab a more colorful fruit because it looks appetizing. The hue changes in the top logo are very subtle and effective, and it looks far from boring. I feel though that the second-to-last logo (E) uses a similar approach but manages to look bolder. It might just be my Bitmap Brothers nostalgia speaking though. But honestly, we should wait until everything is completed and then you should ignore us for whatever your artist says. 
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136
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Community / DevLogs / Re: Aeon of Sands: Pyramid (a classic first person Dungeon Crawler)
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on: February 26, 2013, 10:23:06 AM
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Those stairs have no business looking that good.  Are you going to tone down the contrast on the deco background though? At the moment there's more light-dark variation around the game area than inside of it, it's probably just a tad distracting. (Nothing though that couldn't be fixed with just a few curve tweaks.)
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140
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Jobs / Offering Paid Work / Re: Artist Needed for Platform-Action-RPG
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on: February 16, 2013, 01:17:49 PM
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My point is that even though there is no contract the money is pretty much guaranteed.
But since you'll have to take my word for it I can understand your side of the story, it does look like an unnecessary risk for someone looking for a stable income.
Emphasis mine. So your guarantee for the project being released and making money, and you actually parting with half the cash despite no contract is precisely what? To be clear, people here are just trying to explain to you how this is a collaboration instead of Paid Work, nothing more.
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