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Messages - Bad_Syntax
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Job offers / Re: [PAID] Robotech Top Down Art
« on: May 17, 2013, 05:11:56 am »
just checked scales and sizes ; about "weeks", make it "months".  and the 4 into a 5 to add all "bonuses"

I don't mind, but are you really sure to pay months of work for something that could be taken down with a legal notice ?
ok, things could be modified afterwards, but that would add on the top of existing costs

I was going to ask Palladium books about getting permission, but if they say no I would still plan on doing it, just that distribution would be far more limited and have to be "my friends" to comply with fair use.

I can't see how this could take 4 months.  I would think artistic folks could knock out at 150 pixel square grayscale image in a couple hours or less... maybe I'm just not getting it. 

I'll go tinker with this myself, but I know anything I make won't be as good as somebody else, and I'd still be interested in getting some quotes from folks, especially the mecha.

Job offers / Re: [PAID] Robotech Top Down Art
« on: May 15, 2013, 10:31:35 pm »
Here is a list of the units I'd need for the Macross Saga:
 RDF, Destroid Tomahawk
 RDF, Destroid Defender
 RDF, Destroid Phalanx
 RDF, Destroid Spartan
 RDF, Destroid Monster
 RDF, Veritech VF-1 (3 modes, 6 different heads)
 RDF, Armored Veritech VF-1 (1 mode, 6 different heads).  This is really an overlay for the previous mesh as it can be jettisoned.
 RDF, Super VF-1 Veritech (3 modes, 6 different heads).  This is really an overlay for the previous mesh as it can be jettisoned.
 RDF, F-203 Dragon II
 RDF, MiM-31 Karyovin
 RDF, S-12 Avenger
 RDF, AH-68 Commanchero
 RDF, SH-62 Sea Sergeant
 RDF, LH-2000 Snoop
 RDF, ES-11 Cat's Eye
 RDF, EC-33B Tiger's Eye
 RDF, VC-27 Tunny
 RDF, VC-33 Mom's Kitchen
 RDF, SF-3A Lancer II
 RDF, QF-3000 Ghost
 RDF, SHC-08 Star Goose
 RDF, EVRP-1 Spiderbug
 Zentraedi, Regult
 Zentraedi, Gluuhaug-Regult
 Zentraedi, Serauhaug-Regult
 Zentraedi, Quel-Regult
 Zentraedi, Glaug
 Zentraedi, Glaug-Eldare
 Zentraedi, Nousjadeul-Ger
 Zentraedi, Queadlunn-Rau
 Zentraedi, Gnerl
 Zentraedi, Heavy Infantry
 Zentraedi, Light Infantry
 Zentraedi, Quel-Gulnau Recovery Pod
 Zentraedi, Quel-Quallie Cyclops

 RDF, Oberth
 RDF, Daedalus (part of SDF-1, but want unique as well)
 RDF, Prometheus (part of SDF-1, but want unique as well)
 Zentraedi, Liewneuatzs Shuttle
 Zentraedi, Frandlar-Tiluvo Reentry Pod
 Zentraedi, Tou-Redir Scout
 Zentraedi, Thuverl-Salan Destroyer
 Zentraedi, Quiltra-Quelamitz Destroyer
 Zentraedi, Quiltra-Queleual Landing Ship
 Zentraedi, Queadol-Magdomilla Command Ship (2 parts that unite)
 Zentraedi, Nupetiet-Vergnits Flagship (4km long, biggest starship)

Some bonuses in this:
- Animation, even if just 2D, of the veritechs transforming between each mode, Daedalus opening, armored armor jettison, etc
- Damage textures for the units
- Support for various color schemes
- Listing of pixels that are "fire points".  Basically x/y coordinates on the image where a particular beam/gun/missile is created from
- Any animations, like blinky lights, idle animations, afterburners, explosions, etc

Job offers / Re: [PAID] Robotech Top Down Art
« on: May 15, 2013, 09:38:21 pm »
i kind of disagree with the "it isn't that much. " as sounds like a two-weeks task, at the very least, unless you have a four figure budget, that is.

Well I wasn't looking at getting it done in a day.  A month or more would be fine.  And a four figure budget would be acceptable depending on quality and quantity.

Job offers / [PAID] Robotech Top Down Art
« on: May 15, 2013, 03:56:50 pm »
I am spending way too much money on the Robotech kickstarter, but want to do a computer game for it (not commercial).  However, I simply *must* have top down graphics of stuff in order to do this, and even though Robotech has been around 25 years there is very very little in the way of new graphics for it.

Soooo, I'll pay money for art of Robotech stuff, top down views, in a few different color schemes (I may be able to change colors if they are grayscale, like

A few things:
2 scales:
Mecha Scale:  Perhaps 15 pixels per meter or so, must be able to draw a human next to a 15m tall mecha. 
Starship Scale:  The smallest is maybe 50m wide, the largest 6000m or so long

The macross saga will be part 1, followed by the other sagas.

There is tons of resources online for this.

It'd be a freebie game of my own making, I know I could make Harmony Gold upset, but I'd still do this even if I'm the only one who could enjoy them.

I don't think there are 20 starships total, maybe 50 mecha total, but I'm guessing... it isn't that much.  I can get more details if you require and can list stuff out and give art.

I'm also open, especially for starships, to custom designs that still fit within the theme.  Damaged versions are a plus, as are any animations for things like wings folding back, weapons fire, missile trails, and transformations.  I'd also consider some isometric art, obviously thats quite a bit harder though.

These need to be non-anti-aliased pixel art.

Shoot me an email/PM with prices per mecha and per starship averages, or if you need more detail but would still be interested.

If the price is ok, we could move on this today.  I'd need to see some demo art and I am amiable to any sort of payment arrangements.

Bad_Syntax at

Job offers / [Paid] Top Down Terrain Artist
« on: April 25, 2013, 07:52:13 pm »
I need somebody to make 10km x 10km, accurate to 10m (so 1000x1000 pixels) terrain maps. 

Each pixel would use the RGB bytes individually.  The R byte would be the altitude, from -127 to +127.  The G byte would be the terrain type, 0 to 255 corresponding to a list of things like woods/grass/sand/water, and the B byte would correspond to the level of the water on the map.  If you wanted to make each of these individually, I can write a quick app to merge the 3 into a single image.

The terrain would look something like this (but 10x the size), obviously quite simple:

Fractal patterns are very helpful, as if you look at real height maps on Earth you can see how fractals are very common.

Now, the super tricky part.  Any tile can be rotated any direction when rendered, to avoid excessive redundancy, and tiles must be able to transition between each other.  The transition part isn't too bad, as 1 generic transition tile can be made that I can programatically generation the tiles on each side, but I would need those transitions for the maps.

Phase 1 for the project could get by with 10-100 pixels maps instead of the final 1000, and they wouldn't need to be nearly as good.  The code on my end will be the same, so the map size doesn't matter until final release.  However, I'll need the 15 or 16 tiles for perhaps 8 terrain types.  Coast, light woods, heavy woods, clear, rough, mountains, swamps, and hills.  Unique tiles could be created occasionally, for say a town, or specific kind of terrain feature, but most would be pretty generic.

So in many ways, this would resemble so many tiled games out there, but my tiles are MUCH bigger, and FAR less detailed.

Some neato things that could be done:
- Change height maps for a terrain map, instant hills or plains!
- Add water to an existing map, without needing to modify the height map
- Any terrain type can be changed to any other, so that heavy forest could become an underwater kelp garden without changing the map imagery
- Even underwater will be mapped out

This will be a long project, but if a few dozen of the smaller phase 1 maps could be knocked out quickly, it would remove the production stall I have now.  I may not buy 1000 of the 10km maps in a month, but I may by 1000 over a couple years at a steady rate.

So, anybody want to send me a quote for:
- Phase 1 maps, pick a size between 10 and 100, even please, and let me know how much per map based on my criteria.  Plus, an ETA on how quickly you could knock these out.
- Phase 2 maps, the 1000x1000 maps, same cost/rate of production.
- Optionally, some world maps, about 4000x2000 pixels, where each pixel represents one of these maps, or a group of them (like pick randomly between all these clear maps in this folder).  This would be an entire planet, and done in the same way as the 10km regional maps.
- Phase 3.  Make lots, and I mean lots, of 10 meter wide hexagon textures, probably 100 pixels or so in size, representing every type of terrain with lots of variety.  This is a way down the road though.

Bonus if you can do anything with algorithms, like what fractal terrains pro creates.

This is a personal project.  I want to create a system to create worlds, map them out to 10m, and allow games to be run across entire planets.  Damage will be tracked for each 10m cell.  Weather will be tracked, day/night, seasons, etc, etc.

As realistic looking as possible, not so much stuff like zelda.

It'll be used as a back end mapping system for 2D/ISO real time, 2D/ISO turn based, and if I can get some models and terrain 3D games.  All done using XNA. 

I'll probably never sell this for money, and just give it away when its done, just a heads up.

Everything you produce for me will be released under some creative license, for anybody to use.  You will get the credit however.

If you have any questions feel free to email me at bad_syntax at with any questions, it is a wacky request that may have confused some :)

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