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Messages - drakus2011
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Thank you, artists are no longer needed at this time.

Unpaid Work / [Unpaid] Finished Game Needs Art
« on: April 16, 2013, 07:34:20 am »
Hello, I have finished my first Android game and I'm soon to be releasing it on the Google Play Store.  I'll be selling the game for $1 and will be offering optional in-app purchases.  This is an aquarium game that I've programmed over the last four months and have created basic art for.  I would like to find an artist or multiple artists that can work with me with no up-front pay.  I can offer profit sharing as long as your art assets are being used in the game.

I am looking for art assets in the following categories and for each category I have specific specifications to work with.

1 ) a Font

2 ) User Interface Components
    a) buttons
    b) window backgrounds
    c) achievement icons
    d) menu icons
    e) app launcher icons
    f) a Google Play Store icon

3 ) Animated Fish

4 ) Animated Plants

5 ) Aquarium Frames and Aquarium Water

6 ) Aquarium Decorations

7 ) Aquarium Substrate

8 ) Fish Food

9 ) Aquarium Equipment

10 ) Aquarium Backdrops

If you would like to discuss this more please contact me or reply to this message.

Unpaid Work / Re: MMORPG Seeking Pixel Artist(s)
« on: February 08, 2013, 02:15:08 am »
You can now contact me via Skype if you would prefer.
My contact name is     valignus13

Unpaid Work / Re: MMORPG Seeking Pixel Artist(s)
« on: February 07, 2013, 07:36:07 pm »
I thought I'd post more about the current state of the project.

Each map is slightly less than one screen in size.  800w x  480h.

When you get to the edge of the map and walk further you switch maps.

The world is a bunch of connected maps, there is no teleporting to maps located in far-away areas of the game world.  When you go into a dungeon you go down one layer in the world, directly under the entrance to the dungeon.

Under normal conditions you cannot pass through other players or monsters.  If for some reason your character overlaps another player or monster you will be able to walk through them temporarily.  Such as entering a new map and a monster is directly under where you entered the map.

You can fight very basic monsters.  There are two different rulesets for monsters.  One is that the monsters on a map can either grow over their lifetime or be forced to increase in power as you kill them and they are replaced.

There is very basic player versus player combat.  You can attack another player anywhere in the game world.

The player can equip armor and have their graphic in the world change to show what they are wearing.  Which other people in the game can see.

The player can fight unarmed and learn different hand to hand combat abilities as their skill increases or they can equip a sword.

Using a weapon is slightly harder on the player's energy bar because the cost of swinging a sword is equal to its damage output.  The energy cost of an  attack is reduced by the player's Dexterity.

The player has health, energy, and mana regeneration every five seconds, which can be hastened with Vitality, Endurance, and Spirit.

There are 7 base attributes which can be improved through using your character in various ways:  Vitality, Endurance, Spirit, Strength, Wisdom, Dexterity, and Stamina.  ( Not all are fully functional yet, but a good amount work )

There are plans for three ranks of equipment that can be found or crafted in the game.  The first rank of armor is in the game and is being worked on to add more features.  The first rank of armor is randomly generated equipment that is dropped from any basic monster in the game.  The other ranks will be aquired by different means.

Items have a durability, when they take so much damage from attacks they will eventually break and need to be repaired.  They cannot be re-equipped until they are repaired.  Repair has not been added into the game yet.

Unpaid Work / MMORPG Seeking Pixel Artist(s)
« on: February 04, 2013, 10:24:49 pm »
My name is Kelsey Roden, there is no company involved.

The project name is codenamed Legend.

The project is a small-scale MMORPG that I have been working on since November of 2012.  I'm not following a design document currently.  I'm just trying things out to see what works best for the project.  I do have lots of notes that can be used for the project.  Team members involved in the project can help with the project's design direction.  This is a top-down, 2D, action, fantasy game.

I would like people willing to work for free starting out.  The pixel art would be "work at your own pace" and contribute what you can, when you can.
I'm looking for pixel artists who can do any of the following:

Character Sprites - Base -
The Character faces 4 different directions.  4 animation frames per sequence.  Animations would include walking and attacking.  The Base animations are of an un-clothed character. 64 x 64 pixels in size.


Character Sprites - Equipment Overlays -
The Character Sprite Equipment Overlays are drawn on top of the Character Sprite Base to make it appear as if the character were wearing their equipment.  Equipment pieces include: weapon, shield, helmet, tunic, sleeves, leggings, gloves, belt, boots, cloak , and shoulders.


Monster Sprites -
The Monsters face 4 different directions.  4 animation frames per sequence.  Animations would include walking and attacking.  The sizes of Monsters would include 32 x 32, 64 x 64, and larger for boss monsters.


Terrain Tiles -
There would be different themes of terrain tiles such as a dark forest, a desert, plains, and snow-covered mountains.  Some of the tiles would be grass, roads, water, trees, house-pieces, and other decorations.  The tiles would be 32 x 32 pixels in size.


Inventory Item Icons -
The images would be 32 x 32 pixels in size.  They would have no border, and the unused portion of the image would be transparent.  Items like potions, herbs, swords, armor, food, and metal ore would be needed.


User Interface -
Various sizes, the whole of the game screen is 800 x 600 pixels.  Interfaces for health points, mana points, inventory, equipment screen, player trade, and a shop would be included.
You can download the game at:

Java is required to play the game.  Basic installation and play instructions are on the Instructions page of the website.  Create an account through the game client.
Please contact me here or through private messages for now, thank you!

Feel free to ask me questions about myself or the project!

General Discussion / Re: The Tile Wizard Software
« on: April 03, 2011, 10:50:18 am »
If you're seeing a site background color other than black something funky is going on with my newbie web code.  I haven't learned much about web development yet.

A friend and myself made that little Java applet game in two days, he did the programming and I did the graphics.  I haven't had much practice with graphics, nor have I had any proper training in the field but I plan to improve my artistic side pretty soon.

a )  Thanks for trying the game, it was fun to work on.  I know it could be a lot better but we didn't really plan to keep programming it, we just wanted to make a two day game project every once in a while to have a little collaboration session.
b )  I think the reason for being able to fly off the screen was for a quick pause type effect or something.
c )  I may not have the most recent version up on the website because I think my friend put in a reload option after you die.
e )  I was pushing for varied speeds and a boss alien at the end of the level but with the time constraint of two days we just have an endless level one.
g )  I think I've taken out some aliens when they were offscreen too.
h )  Yeah I think the point behind that was something like "If you get hit and can stay alive you should get some points".
i )  E,S,D,F instead of W, A, S, D because we were going to use those keys in our roleplaying games and that may be more natural when you're resting your hands on the keyboard.  Middle finger for the E key like when you're typing.  Pretty much the same setup as normal typing usage for your hands, no shifting your hands over for hitting the W key wih your middle finger.  I think it allows for more keys to be used with greater ease.
j )  The graphics could be better.  I probably will revamp the graphics at some point when I know what I'm doing with them.  The whole program may be enhanced at some point, possibly when the next flying game project comes up.
h )  The pig was super-overpowered where the bullets came flying out so fast it was a solid line,  until limitations on power-ups were added.  I think there were tons of aliens that came at you and it was really difficult so it was toned down.
k )  Bacon instead of corn?

We had a whole little story devised for the game.  The game over screen was going to be you on the dinner table being served to the aliens.

1)  I'm not sure on the two introduction screens, they may always be there, I'll need to do some more research on the Terms of Use subject.  The second introduction screen will probably stay in there so the user will know where it came from and where to look for updates.  I'll do some thinking on the subject and maybe shorten the content.  Originally the title of the application and the website was on the main screen that you work with.  The reason behind having the second introduction screen was in case the program was distributed by anyone other than me.

2a )  Now that the program is no longer a full-screen application I can add a default OS color picker dialog box.  While the application was fullscreen I had a heck of a time figuring out anything other than the basic R, G, B color bars.  Thats why the R, G, B color bars are the only thing in there.  I could allow for the control key + clicking on a palette slot will bring up the color picker and then the selected color in the dialog automatically sets the palette slot color.  I think I'll work on that as soon as I send this message.  That will also provide me with more screen space to work with on something else if I remove the current R, G, B color bars and color picker components.
2b )  I will definitely do the left click and right click colors.
2c )  I will have to think on how to seperate the left and right click's selected colors while keeping the numbers visible and allowing you to switch selected colors with the keyboard for the different clicks.
2d )  I could allow for clicking the R, G, and B's number value and bringing up an input dialog.  I can't use components like input fields directly in the program while drawing the contents using a backbuffer, I just can't figure that out and I've worked with it a lot.  If I keep the current R, G, B color bars I'll do some sort of input for them.  I'll check out what the default OS color picker dialog offers and come up with something.  Hmmm..  I'll research the topic of loading an image's indexed palette.  That would go well with a seperate palette for each tile, and also having a default shared palette.  I'm considering each tile having a unique palette.  Somebody suggested that and I think it would be a good addition.
2e )  Yes the color has to be in the color quickbar to draw with it.  Interesting I did not know that the current "palette" was actually a swatch storage or that the color quickbar would be called a palette.  I can hear art classes calling my name.  Thanks for clearifying that for me.

3 )  Yes currently if you want to select a new tile size you need to start the application anew.  I'll think about allowing the user to resize all tiles after startup.
4 )  I was thinking of adding a "First" and "Last" button next to the "Back" and "Next" buttons.  I'll work on that soon.
5 )  Instead of drawing on the tile you can click on the tile's identification number on the tile's menu to make that your active tile.  Maybe I should expand that to allow you to click on the gray menu bar.
6)  A tilemap would be helpful but it needs to wait until the performance of the program greatly improves by enhancement of the code.  I was working on a new window for a large tile tester, but sadly I could not get the program to perform very well most likely due to the way the program is coded.  So I had to stop working on that and release version 1.46.13.  The seperate tile tester window was taking a couple days of my time and I wasn't making any progress so I put that on hold.  Once I get the program performing excellently the tile tester window will be added and then a tile map!
7)  I'll think about control + clicking to eyedrop in the tile tester's override mode, that would be helpful especially in the large tile tester window.
8 )  The point of the seperate 1:1 tile views was so you could see what the tile looks like at its normal size while editing zoomed in.  I personally would miss the feature if I took it out.  Working with (9 I could allow you to change zoom levels on your tile up to a certain level depening on the tile size.  I'd have to consider taking the real tile display feature out after I allow zoom level changing and see how it works out.
9 )  The resaon behind there only being four tiles per page when the tile size is 32x32 or less is because thats how it used to be and I haven't found a way to condense the menu to work with small tiles.  I could perhaps use some sort of hover menu type component and do away with the static menus...  That would allow for more tiles per page depending on the size of tile.
10 )  I will test out my options for condensing the menu and trying out a menu that pops up when you perform some certain action with the keyboard and the mouse on a tile.
11 )  You can draw animation frames in the program and link them together into an animation sequence then place them in the tile tester's override mode and view them.
12 )  I'll do some thinking on shortcuts.
13 )  Yeah I could do what I did for the tile's grid button on the tile tester's menu or I'll just jump right in and do away with all static menus and hide them away.
14 )  Brushes could be worked in with the popup menu of the tile tester.  No I have not seen the Warcraft II map editor but speaking of Warcraft I just lost a mission in Warcraft III a few hours ago, my mind was busy thinking of The Tile Wizard.
15 )  I'll look into the popups coming at you on the wrong monitor.

Theres been a lot of good times working on this project, thanks Mathias for keeping me busy on it.  Also thank you for all of the great suggestions and feedback.

General Discussion / Added : Animations and Custom Tile Sizes
« on: April 02, 2011, 10:59:37 am »
The newest version of The Tile Wizard now supports animations and custom tile sizes!

General Discussion / Re: Picture Links
« on: April 01, 2011, 02:45:15 am »
[ img ]  link to file on website [ / img ]

Remove the spaces and replace the insides of those tags with the or whatever you need.   That works for me across multiple forums.

General Discussion / Re: The Tile Wizard Software
« on: April 01, 2011, 02:39:34 am »
I will look into some other methods of selecting colors very soon.  I just finished programming animation support for the tiles and I'm testing that now.

General Discussion / Re: The Tile Wizard Software
« on: March 28, 2011, 08:05:16 am »
The Tile Wizard now supports tiles 8x8, 16x16, 32x32 or 64x64 pixels in size.  It is no longer limited to having only four tiles, you can have as many as you need.

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