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Hidden / Unpaid Work / Re: [WANTED] [PROFIT-SHARE] Pixel Art Animator
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on: February 26, 2013, 09:51:20 AM
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Well you do say something like FEZ's animation, which is really nice & fluid. I guess that's where my traditional animation knowledge is clashing with the pixel art, as it's tough for me to get fluidity at 16x16 pixels. I'll take another crack at it, but I have a feeling that you're gonna find someone here who is really gonna nail it!
Yeah, I edited the post to say that.  Anyway, you can try making the player 16x32 (Or 16x24) if that'll help. He doesn't need to be 16x16, but I don't want him to be very tall either.
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224
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Hidden / Unpaid Work / [WANTED] [PROFIT-SHARE] Pixel Art Animator
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on: February 25, 2013, 08:40:14 PM
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Hello everyone! I'm looking for a pixel art animator for my current project, Traversia. You can find the game here: http://forums.tigsource.com/index.php?topic=30360.0For now, I've been doing all of the graphics myself, and while I'm relatively good at tilesets and other graphic design IMO, I'm not good at pixel art animation. This is where you come in. I'm mainly looking for someone who can do animations for the player, as well as other creatures (Butterflies, frogs, birds, etc.), and possibly tilesets (Waving grass, trees shaking in the wind, etc.). I don't want extremely fluid animations, but I don't want "lifeless" animations either. Somewhere in between (Like FEZ's animation) would be perfect. If you'd like to apply, create a walk cycle for the main character (Sprite can be found here: http://i.imgur.com/8YL3pjd.png). It can either be submitted as a .gif, or a horizontal, frame-by-frame strip. For now, the work will be unpaid, but since I plan on selling the game when it is completed, you will get a share of the profit. I'd prefer working with someone who isn't just in it for money, and truly wants to work on a project. I can't guarantee that the game will be a success, so I'd rather you be in it for the experience and whatnot. You can contact me through any of these methods: Twitter: @ForstrideE-mail: [email protected]Skype: tdwp-ftw
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228
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Community / DevLogs / Re: Gunbox
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on: February 21, 2013, 06:32:46 PM
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The parallax background looks weird, since the foreground doesn't actually move at all.
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229
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Community / DevLogs / Re: Traversia - Puzzle/Adventure Platformer
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on: February 20, 2013, 12:38:02 PM
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Yes, as you can see, the name has been changed. I've been meaning to change it for a while now, but never really bothered until now.
See, Meadow (Or rather, Traversia now) was originally going to be a mini-game type thing, rather than a full game. I decided to change it into a puzzle/adventure platformer, with a lot of other places that you'll explore in the game.
Since it's not longer only in the meadow, it wouldn't really make sense for the name to be Meadow. I've used the name Traversia for other things in the past (Granted, ones I've never finished), and I've always liked it as the name for an adventure game.
I've also updated the screenshots in the opening post, with the new title screen. It's a work-in-progress, but the general idea for it is there.
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230
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Community / DevLogs / Re: Meadow - Puzzle/Adventure Platformer
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on: February 19, 2013, 03:59:55 PM
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Everything looks great so far! I'd love to cover this in an Indie Preview Video on my YouTube channel, www.YouTube.com/WeiseGuy91. Maybe we can discuss this via PM? I think it's a bit too early for that kind of thing, IMO. I still need to polish the tiles and backgrounds more, as I'm not happy with them just yet. ---------- EDIT: Wanted to know what you guys think of the changes I made:  I basically made it so the back two foreground layers don't have the sunset fog fading thing to them, and just used the normal ground tileset. It doesn't look as pretty IMO, but it didn't really look as nice before, though.
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231
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Community / DevLogs / Re: Meadow - Puzzle/Adventure Platformer
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on: February 19, 2013, 08:42:13 AM
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The little guy blends too much with the grass. Otherwise looks great  Yeah, I'm actually working on fixing that right now. I never really noticed how much he blended in too much until now. I need to work on decreasing the contrast of the background as well, as it's a bit too busy now that I look at it.
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235
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Community / DevLogs / Re: Gunbox
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on: February 15, 2013, 06:58:59 AM
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The HUD looks a bit off IMO. The "big pixel" sprites/tiles, combined with regular scale HUD text/icons doesn't look that nice.
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238
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Community / DevLogs / Re: Meadow - Puzzle/Adventure Platformer
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on: January 23, 2013, 10:44:44 PM
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Made a few changes to the title screen:  Just some changes to the ground tiles at the bottom (So it looks like it's getting dark as it goes down), and of course, the redone pond with the little water stream.
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239
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Community / DevLogs / Re: Meadow - Puzzle/Adventure Platformer
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on: January 22, 2013, 02:46:44 PM
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Decided to pick this back up again, after taking a long break to focus on my Minecraft mod. I've mainly just been working on aesthetics and whatnot...  Changed the grass/foliage palette up a bit, added a vignette, and changed up the terrain for the title screen a bit (It's going to be the first area in the game).
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