Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - 2dgamers
Pages: [1] 2 3 4

1
Looking for one or two experienced 2D animators. These will be contract positions and unfortunately well below "big game company" pay rates. But it's more lucrative, and much more fun, than your average fast food or warehouse store job. You will get to work with our outstanding art director, Terry Robinson, and our other talented character artists. Here is Terry's job description:

The main thing we need is a 2D animator who can animate existing concept sketches. 3D experience is good but the look we are going for is traditional 2D similar to Disney's more realistic style. The ability to draw great monster and human concept sketches is a big plus, although we have most of our concepts done. What we really need is someone who can refine those and animate them in 2D – primarily walking animation in our unique low-camera isometric view and combat animation.
We need samples of their work that can be shown through animated gifs or a demo reel.
If you are interested and well-qualified, please send an email with your resume (CV) and a link to your animation samples to "jobs (at) hero-u (dot) net". Lori and I will scan them and forward the best candidates to Terry for evaluation.

http://hero-u.net/

2
General Discussion / Re: Game Developement
« on: January 24, 2013, 06:46:39 pm »
Don't forget the infamous Adventure Game Studio (AGS)
http://www.adventuregamestudio.co.uk/

3
Pixel Art / Re: SkullgirlS fan sprites
« on: January 22, 2007, 04:41:48 am »
Very nice! I love the cartoony look and the variations in the outfits. The step-thrus make it look so simple. :)

4
Pixel Art / Re: EGA doll (retina-burning colors ahead)
« on: January 22, 2007, 04:39:10 am »
Oh how I love it when someone can use an EGA palette all soooo good! Very nice pose too. Superb!!!

5
General Discussion / Re: New Triannual Game Design Competition Has Begun
« on: January 10, 2007, 05:48:30 pm »
Quote from: Panda
Well, while I think the set resolution is a tad big, there should be no reason for people to be whining about it and indirectly trying to convince for a change.
If you dont like the rules and guidelines of it, simply don't participate. Just as easy as that.
So, enough comments about the size.

But good luck to whoever is taking part in it.
Pandas' right. The restrictions must stay as they are. (I'm sure those that have already started would be very angry knowing that their game is void because of a restriction change.)
Quote from: Feron
Who said we were whining / wanting a change.  I was merely giving my opinion to perhaps help him get more interest.

Besides, im no coder and wouldnt be able to participate anyway  :'(
You don't necessarily have to be a coder to make a game. You may need to know what questions to ask, but there are communities around that can help. If you can articulate your idea well, the actual coding would be you just implementing it into your game. Adventure Game Studio, Multimedia Fusion, The Games Factory, Click-n-Create, Klick & Play, Game Maker, SCI Studio, RPG Maker, Flash... are some very awsome authoring packages that you don't need a lot of knowledge to make something simple with. Here is a link to my downloads area if you don't have the necessary apps to make a game: Click Here

6
General Discussion / Re: New Triannual Game Design Competition Has Begun
« on: January 10, 2007, 01:08:21 am »
Sorry everyone... It will be a challenge to make 4 rooms/scenes in 640 x 480, that was the point. But you do have 4 months to make the game so it shouldn't be too rough? The game that inspired this size was Monkey Island 3.  :lol:

I hope many of you decide to join anyway to take on this huge endeavor?

7
General Discussion / Re: New Triannual Game Design Competition Has Begun
« on: January 09, 2007, 07:04:34 am »
Well the 640 x 480 res. was a restriction I thought would be a challenge. Most people like to make the traditional 320 x 240 res., so I bumped it up. I really didn't put too much thought into the rules, really just threw them together and called it good.  ;)

Besides, 640 x 480 isn't that bad is it? We are talking about viewable res., not actual. So if you are making a huge platform scene, you can use a much larger background, just so long as 640 x 480 is the only size showing.  Does that make more sense? :P 

8
General Discussion / New Triannual Game Design Competition Has Begun
« on: January 08, 2007, 01:34:03 pm »
Over at 2dgamers.zapto.org I am having a game design competition 3 times a year. This gives the designer 4 months to complete his/her entry. I feel this much time is necessary to make a good entry. If anyone here is interested in making a game and entering the competition, you are welcome to do so.

The rules are as follows:

Theme: True Love

Playing window size: [Full Screen or an option to do Full Screen] 640 x 480 (unlimited colors)

File size restriction: Less than 10MB

Levels or Rooms required: Must have at least 4

Teams: No teams! (Must be done by yourself... to keep things fair.)

Ripped Backgrounds: No
Ripped Sprites: No
Ripped Animation: No
Ripped Music: Yes (If you want to.)

Awarded to the Winner:
- Choice of how the next competition is setup on MAY 1st
- Added to the main page as a headline success story.
- And a surprise....  ;)

So get started everyone, you only have 4 months!!!

9
Pixel Art Feature Chest / Re: Mermaid!
« on: November 22, 2006, 07:07:10 am »
The final version ROCKS! Mirre, you did so well I can't even give you enough praise... that you haven't received already. WOW! The colors were great, but your final version was better than the first. You took everyones edits and made it into something greater.  :y:

10
Pixel Art / Re: Josephin
« on: November 22, 2006, 06:59:04 am »
A very nice rendition of the original reference. Did you choose the palette from the ref.? What about tracing the contour of the ref.? Either way you did well with the pixel placement. Good job!

Pages: [1] 2 3 4