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Messages - eishiya
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211
General Discussion / Re: question about the price ( it's only a question)
« on: December 02, 2018, 03:24:50 am »
The two biggest savings are to reduce the sprite size and to reduce the frame rate. Figure out the smallest that your sprites can be while still communicating the important information, and aim for that.

You can also reuse animations (for example, have only one "action" animation per character, but have different particle effects for different spells and attacks), and reuse entire animation sets (for example, some characters can just be recolours of other characters).

If money is very tight, you can forego animation entirely, and instead have a small number of still sprites that move slightly programmatically (e.g. move back a bit when hit, move forward when casting, etc). Many older games, including classics like the NES/SNES Final Fantasy games did this, most of the characters in those had only a few frames of animation.

Since this is your first project, I highly recommend scaling your animation wishlist way down. Do only enough to make the game playable and easy to understand. This isn't your magnum opus, and chances are, very few people will see the final result anyway. Focus on learning the skills you want to learn, not on making a beautiful product. If you're not using this project to teach yourself to animate, then don't animate it more than you have to.

212
General Discussion / Re: question about the price ( it's only a question)
« on: December 01, 2018, 07:06:01 pm »
Smaller sprites typically don't need higher framerates, but if you want something sized similarly to Cyangmou's 25FPS example, you can expect to pay around US $100-200 or more per animation, that stuff takes a while and requires a good amount of animation skill to look passable.

213
General Discussion / Re: question about the price ( it's only a question)
« on: November 30, 2018, 10:55:54 pm »
How big would the sprites be, in pixels? With pixel art, unlike most other media, the size affects the time (and therefore also cost) a lot. 32x32 pixels is 4x the size (in terms of pixels to edit) of 16x16, so the cost increases accordingly.

Cyangmou did a great write-up on pricing here, I highly recommend you read it. If nothing else, it'll give you an idea of what kind of information an artist will need to know before they can give you a quote.

214
General Discussion / Re: question about the price ( it's only a question)
« on: November 30, 2018, 09:45:57 pm »
The price depends on the style of the sprite, size of the palette, size of the frames, the smoothness of the animation, etc. It's impossible to give even a ballpark answer without knowing what sort of art you want, because even something like a walk cycle can range from a few USD to hundreds of USD depending on these factors and on the skill of the artist. Do you have an example of what sort of look you want, or at least a description.

215
The corridor seems too narrow to me, if anything xP

The corridor tiles are blinding and distracting, I think the colours need to have way less contrast.

I think the tops of the wall might look better being dark. As a midtone, they blend into their surroundings, and are thus weaker in their job of visually separating rooms. A plain "black" wall-top might look more plain, but I think it would be much more effective.

The textureless walls feel a little out of place with how detailed the floors are. I think the floors should be simplified in general.
If you really want a high-detail look, it's usually better to have the detail in the walls and keep the floors simple, since characters will usually be overlapping the floors and need to be easy to see, while the walls are usually not overlapped as often and thus don't hinder legibility as much.

You can create more visual interest and help erase the pixel grid by having floor patterns that are diagonal or otherwise avoid straight horizontal/vertical lines. Even in real architecture, floor tiles/panels/parquet are usually laid in such a way that they're not parallel with the walls, to make them look less boring (bathrooms seem to be the most common exception to this, perhaps because there the tilework is purely functional).

Try to avoid having all your props be perfectly parallel to the tile grid, as well. Rotate stuff slightly within the confines of its tiles, it'll look way more real and organic. Doing this to all the props would look messy, but doing it to some should really help.

Lastly, don't forget about worldbuilding. Don't place props just where there's space. Think about how the room is used, and by whom. Would they really want the couch to be perfectly parallel to the wall? Would they really put that statue there, where neither the person at the desk not on the couch can see it? Would they put the filing cabinet there, and not somewhere a little closer to the desk but further away from the patients? The statue says something about the user of the room, but that something is not reinforced or clarified by any other props, surely you can do more with that.

216
Pixel Art / Re: Critique my animation
« on: November 25, 2018, 08:16:50 pm »
The character is moving very slowly, which doesn't match the large movement of their hat. I think the animation should either play faster, or have fewer frames.

I am having trouble following the character's legs. How many steps are there per animation loop? It seems like the front leg cycles twice for every cycle of the back leg.

217
Pixel Art / Re: Critique my animation
« on: November 25, 2018, 06:05:51 pm »
Your image embed doesn't work. Dropbox isn't nice about hotlinking, I recommend using a dedicated image host such as imgur instead.

218
Pixel Art / Re: [C+C] Anatomy(?) / Shading
« on: November 22, 2018, 11:34:32 pm »
Both.

If you can, I recommend putting the character in the environment(s) they'll be seen, so that you can implement more specific tweaks. For example, if they're typically in a dark environment, you may want to lighten them, that sort of thing.

219
Pixel Art / Re: [C+C] Anatomy(?) / Shading
« on: November 22, 2018, 06:48:10 pm »
Here's a quick edit, I moved the head and front arm further left, and increased the contrast slightly. The character's really hard to read because of the low contrast, even in my edit.

220
Pixel Art / Re: [C+C] Anatomy(?) / Shading
« on: November 22, 2018, 01:34:13 pm »
Try moving the front arm more in front of the torso, and the back arm more behind the torso. We shouldn't see both shoulder-spheres so fully. The head should be further to the right.

If you struggle with visualising in 3D, try making a similar form in 3D, such as by balling up some bread and using that to sculpt. It might help you see how the different parts relate, and how their appearance changes depending on the angle.

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