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Messages - AdamTierney
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41
General Discussion / Re: Portflio formats- what's good?
« on: April 13, 2007, 04:33:44 pm »
Animated gifs and non-animated gifs work fine for pixel art. Whatever's easy to show off. Here's how a co-worker of mine has his:

http://plebster.com/p_index_files/p_charanim_gba.htm

42
General Discussion / Re: Animation list
« on: April 13, 2007, 04:27:56 pm »
Yeah, that's all that stood out for me. A run cycle should have an even number of frames.

43
General Discussion / Re: Invoicing
« on: April 13, 2007, 04:25:49 pm »
Although I personally prefer per-item pricing, there are plenty of circumstances where hourly works better, particularly when you're sort of developing art longterm for a game. For example, on most games I've assigned artists who do sprites or animations per-piece pricing (one sprite model, one animation, etc). But things like menus, where it's a wide variety of pieces that have to be done, and usually a lot of adjustments and additions, it's easier to hourly the artist instead of constantly having to think out each piece's price.

Per-piece pricing rewards the speedy, but ultimately if you have a comfortable hourly rate going, and you're in a good relationship with a developer that's offering constant work, that's a pretty good spot to be in.

44
Yeah, I basically do what Mia said.

1) Create a duplicate frame.
2) Turn off equal palllettes.
3) In frame 2, copy green over to blue.
4) In frame 1, erase blue.
5) Do single pallette > 1 to 2.
6) Erase frame 1.

The issue is that Pro Motion doesn't see 'colors'. It just sees which pixels pull from which pallette spot. This is  important because most pixel games (GBA, mobile, etc) use palllette rows, so even though I have a 0,0,0 black in multiple rows, different sprites have to use different pallette sprites to ensure a 1-row sprite.

45
General Discussion / Re: Pixelartist salary?
« on: March 31, 2007, 12:55:46 am »
What do you mean "1 character" and "Consist of 15 overall sprites"?

46
General Discussion / Re: HELP ME QUIT MSPAINT!
« on: March 24, 2007, 08:11:45 am »
Pretty much everything you described is in ProMotion. Get it - the best pixel program out there.

- Adam

47
General Discussion / Re: Pixel art with rubiks cubes
« on: March 05, 2007, 05:29:54 am »
This would be a terrifyingly intense puzzle if he were doing it by actually rotating the pieces around, but it looks like he's just taking the stickers off.

No it wouldn't, it only takes a minute or two to get 1 side done.

- Adam

48
General Discussion / Re: ANCIENT HARD-CORE: Atari pixelling
« on: March 03, 2007, 07:38:23 pm »
As far as I've understood it, there was really only one prominent pixel artist in the 2600 scene: Jerome Domurat. His work is pretty cool. Check out this background from E.T.



Given the system limitations, it's at least above par for creativity for that time. Of course, people working in the scene now are coming up with far more impressive art, just because they're coming into it with a far more developed understanding of the fundamentals of pixel art.

- Adam

49
General Discussion / Re: Artists salary
« on: February 25, 2007, 05:37:00 am »
But how do you know, how many hours an artist has spend making the gfx. You have no way to check up on it.

Well that's one reason I always pay per-piece whenever possible. If anything, hourly is more dangerous for the artist because if they're too slow and rack up more hours per piece than expected, they'll probably stop getting work pretty quickly. Personally, I think hourly is just bad for something like pixel art. It rewards the lazy/slow artist and has the potential to cost employers a lot more than they expected.

- Adam

50
General Discussion / Re: Artists salary
« on: February 24, 2007, 04:11:18 am »
I dunno about 30-40 tiles specifically, but in my experience the freelance artist rates are generally:

$10/hour = lowballing or first gig
$15 = low-end
$20 = decent
$25-30 = experienced
$35+ = very pro (fast and worth the cash)

- Adam

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