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Topics - Polioliolio
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Hey guys,

Looking for a little help/tips/advice, in the way of how to charge for artwork in general... (in this case, I'm doing album artwork)

I'm looking for an opportunity to quit my lousy grocery store job, or go to part time to cover living expenses, and spend the rest of my work time doing digital illustration work.
I've got a few jobs lined up for some friends, and now that I've finished one of them, I'd really like to be able to talk with him about payment, and be confident.

He's not being pushy, and neither of us really know what the payment ought to be, so I said I'd do some research and get back to him.


So, what do you think is fair?
I probably spent 30 or so hours working on this painting, but I admit I'm not particularly quick at my work, so I don't know if I'd want to charge an hourly rate.
At the same time, the amount of time I worked on it, I feel a flat fee of a hundred bucks or so wouldn't really be enough to cover my expenses..  Part of the reason is that I have another friend who does art like crazy, but charges very low prices.. makes me feel like I need to be competitive or that I'm valuing my work at too high a level..  I really don't know what I ought to be charging, and thought I should ask some of you in here, who have had some experience in selling their work, or at least may know more about it.

This may be unusual, I don't know, but what's a normal residual percentage for a product? I'd be more willing to accept a low, or even nonexistent upfront payment if I could get a percentage based residual income on it.  3 percent per album sold?  5 percent?  10 percent or more?  I don't want to charge too much.


What do you guys charge?  Are there any basic legal matters I should consider?

Anything else you could add would be appreciated.  Thanks for any input you have!   :)


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Pixel Art / Looking for tips/advice for Platformer tileset
« on: September 13, 2013, 04:34:25 pm »
First I'd like to say I've been lurking at this community for a month or so. It's a brilliant congregation of wonderfully skilled people and the great resources and tutorials they've brought with them.
I've made a lot of bookmarks already for my reference. Great stuff, guys.

I'm currently in the ideas/planning stage of developing my first game (also will be my first pixel art project).
I've got the basic gameplay features and controls locked down in my mind and on paper, and something I'd like to start doing, for my programmer's sake, is give him a basic tileset to plug into the 2D tutorials he's been working on in Unity. I'm planning on using PyxelEdit -> http://pyxeledit.com/learn.php to do some tilework.

I've searched for info regarding tiles, here, but most of it is more applicable to overhead 2D RPGs. Here's a particularly helpful page, and I was wondering if someone did a similar break down for a platforming or Side-view game:  http://wayofthepixel.net/index.php?topic=9865.msg107117#msg107117

Anyway, any and all advice is greatly appreciated.

Visually, I'm going for something achievable on SNES, with similarly sized character and tile sprites.

Gameplay wise, I'm drawing inspiration from these games:

Spelunker:


Joe and Mac Returns:


Snow Bros:


It'll be a single screen, Bubble Bobble-style arcade platforming game, so I don't think platform types need to be very complex, though it won't always look as simple as a Snow Bros level, for example.
As in Spelunker, the player will be jumping, climbing, generally moving about in this way, so I think I'd like to achieve everything spelunker does with its tiles, though it won't be so congested.

Visually, I like how this game does things:



So yes, I'm just looking for your words of advice on working with tiles in a 2D platforming game.

Some general questions I hope can be answered and expanded upon:
- How large should a typical tile be, and can those then be combined with other sized tiles?  We're talking multiples of 8, right?
- How many tiles, minimum, would I have in a tile set of a single terrain type? (I imagine, top of platform, edge top, edge, inside, underside, etc)
- How do you tile slopes?
- Are 'distant' background layer tiles typically larger?


I think that's all I have for now.  Thanks for all your input! I'm looking forward to hearing about your experiences and suggestions.
Right now I'm still working with pencil and paper, but I'll definitely be posting my work as it comes along.

Oh, wanted to say I found this very helpful, so thank you vierbit for posting it  :) :
 
..  and will definitely be using these techniques for variation tiles.


edit:   Also, any tips on palette choices would be great. I'm going to try to keep it simple.
I find most SNES sprites have about 6 main colors or so, but how many different colors should be on a single screen?  I guess I'm wondering what the size of a palette should be for an entire SNES style game, or perhaps just on the screen at once..   I adore this palette http://androidarts.com/palette/16pal.htm palette, but wish the 32 or 64 color palette was complete.. Is the artist still working on that? I'd love to see it  ;D

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