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Jobs / Collaborations / Gitumm.com looking for more programmers equity share ahead of launch
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on: November 24, 2014, 10:55:53 PM
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Gitsumm.com currently looking for unity game developers. We have a kickstarter project that isn’t complete that needs hours of programming and a bunch of other custom art work and templates that need creating. If you’re the person to do this contact us now @ Facebook.com/GitsummInc . All pay will be in equity share ( profit sharing with bonus towards royalties on other projects)
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Jobs / Offering Paid Work / Programmers Wanted
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on: April 10, 2014, 09:54:06 PM
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on trial basis for full time job 20 hour paid trial period all programmers must do tutorials be competent of unity hierarchy able to work in group via google hang outs clock in clock out via hub staff higher pay available for advanced a.i. completed programs but with out $8 trial period contact me Skype sizzlinbetta and be ready to do a video call/interview
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Community / Townhall / Re: The Obligatory Introduce Yourself Thread
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on: February 16, 2014, 10:01:40 PM
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Always loved games as a kid and though poker is different than making I've always considered myself like a gamer...really noob when it comes to all this stuff love pixel art etc...learning pretty much everything I can...modeling, pixel art, unity, slight scripting etc etc...
My fav games are :resident evil, super mario 3, maddens, altered beast and sonic
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Developer / Workshop / Re: pixel pokemans help
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on: February 13, 2014, 12:59:15 AM
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first of all took me quite sometime to find something to even critique but on the trees in your map I think the fact they're so uniformly put out, the base is a lil thick, and the shadow is bland. Maybe messing with the shape of the shadow would detract from your project, but I think moving around the trees some would make that map look better. Ps. I love your toucan
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Developer / Workshop / Re: Pixel Art Critique
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on: February 13, 2014, 12:49:18 AM
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+1 and you did an awesome on the changes you made
Stuff I changed: - Shape: You can see that on the corners, I used the old 1-1-2-4 pixels to make a rounder shape - Less colors: You used too many colors. 4 shades is enough for a piece this size, and I made sure they had enough contrast between them, so no colors are too close - Lighting: Over time you'll get used to imagining what's the shape of the object and how light would realistically hit it and create shadows and highlights. By doing this the shape of the object is more clear - Removed AA: anti-alias is supposed to hide the jaggies in the lines. What you did just added some kind of fog to the edges. When making "perfect" shapes like these (straight lines and clean curves) AA is hardly needed
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Jobs / Offering Paid Work / Blender Sculptor wanted for group tutoring
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on: February 10, 2014, 11:11:22 PM
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needs to be semi flexible...it's ok if you work full time but you need to be available a handful of nights so its poss for us to set up times for the training. Please pm me and give me any links to any high poly sculpting you've done. Thanks to anyone to applies
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Developer / Design / Re: Survival Horror discussion
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on: February 07, 2014, 05:50:23 PM
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I feel I haven't played a survival horror in ever...I went thru this spot where I was let down by them in a row...but R.E. was an amazing game...the part that really made it work was a smooth mix of surprises, puzzles, and actual game play.
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Developer / Art / Re: pixel art inconsistecies
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on: February 07, 2014, 01:13:05 AM
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I guess it's unanimous that the pixel art inconsistency with the sky and sun flares isn't a bad one, (I'm not even sure anyone noticed)
It's still pixelated, and there don't seem to be any heavy color restrictions on the rest of the graphics, so it actually does look consistent. yea I agree and I actually really like this work here a lot more than the previous one I commented on
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