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Messages - ConfusedSheep
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General Discussion / Re: Specular lighting
« on: December 21, 2018, 07:48:57 am »
Thanks for the advice! Only drawing ambient occlusion seems logical. I have directional lights like immobile and mobile torches, so I think dynamic shadows and specular lighting is a good fit. There will be a lot of sprites and animations to make normal maps off, so I'm thinking I could probably get away with making the normal maps more polished for the player, important objects and bosses and less so for the rest. This might also make these important things stand out more in the scenery.

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General Discussion / Specular lighting
« on: December 19, 2018, 08:36:02 pm »
Hello there  :)
I'm not a pixel artist, but I still have a couple of questions about it. I have dynamic shadows (copy of sprite drawn unto the background at a displacement determined by the position of the character and the position of the light blocks out light) and specular lighting in my 2D platformer with pixel art. For the specular lighting, I was thinking of using normal maps generated by a tool like Sprite DLight.

Do you think it's a good idea to have automatically generated normal maps like this for everything?
To what degree should the unlit raw sprites have shadows and shading? (just to be clear, this is what I mean by shadows and shading, image is a bit large and not mine, so I'll just post the link): https://pbs.twimg.com/media/CvZxXkPXYAAjXam.jpg

Thanks

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Hello everyone :)

I need a pixel artist/animator to animate a knight character with a sword and shield based on an existing sprite (54x73)
I need some prototype/placeholder animations to test out the combat system of a 2D ARPG Platformer.

At first, I need animations with no shading and disregard for quality except for the movement itself. After I have tested the animations I will ask you to polish them for an additional price (I still don't need any drop shadow or shading except for ambient occlusion since I have a dynamic lighting system).

Here's an example of such an animation (move animation, frames: 8, cost: 24 USD)


If you're interested you can send me an offer with a price range estimate in PM and I will send you the knight sprite as well as references for some of the animations and we can discuss the specifics.
This is what I need:
Idle (3 frames)
3 variations of attacks (6-8 frames each)
Dash backwards and forwards (4 frames each)
Dodge by stepping into the background (2-3 frames)
Shield raise idle (3 frames)
Moving with shield raised (6 frames)
Shield Parry (4 frames)
Stagger (4 frames)

Keep in mind, the number of frames are estimates, I'm not an animator, so I don't know exactly what the right number of frames are for the different animations.

Since this is for a prototype I might need a few more along the way, which of course will be added to the price. You need to provide me with some examples of your work in pixel art animation.

Payment will be per asset.

Cheers :)

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Hello,
I am a lone programmer looking for a pixel artist for a 2D action sidescroller inspired by games like Dark Souls (but still with original ideas and game mechanics). The game will revolve around an engaging combat-system, environmental story telling, a few characters who in turn has great depth and personality (they will have personal goals that are more important to them than their usefulness to the player).

I haven't decided on the rest as I want us to design the game together. In this project, you will play as much a role in decision-making as I will and you will receive 50% of any potential profits. I was thinking of making a Kickstarter, but that depends on your opinion and financial situation.

I do have an idea for a game mechanic, which involves a set of characters to change between instantly that each has their own weapons and abilities that can be combined to defeat enemies and unlock different parts of the game. But that's just a possible idea, it depends on your opinion.

I have made an engine for this game on top of the MonoGame framework using the programming language C# that I have a lot of experience with. I have also created a small example level of what we could make with the engine using art from the game "Chasm". 

We can easily place tiles and colliders using the tile map editor "Tiled"



The Tiled files will be imported to Unity where you can place enemies as well as backgrounds, objects and generally sprites not limited to a tile size (I'm pretty sure Unity also allows import of photoshop files). When saving the scene it will produce a small .level file containing only the data we need from the Unity scene (I have complete control of the content of these files). These files can be placed in the MonoGame folder to allow the game to load them and use them.



As for animations, I have made an animation editor for Unity that allows you to select a sprite, a delay until next frame, and colliders for each frame. When saving the scene all animations will be saved to a single .anim file that can be placed in the MonoGame folder to allow the game to read the animations.



Don't worry if this all seems overwhelming, I will explain in further detail and guide you through it if you decide to partner up with me. If you want to focus mainly on the pixel art that's fine too. Generally, I understand that you need to eat and since you won't get paid at least until a potential Kickstarter I realize you might want to do paid stuff as your main job and I don't expect you to work as much on the project as I will.

Later on, I can even make tools for you if you have any requests.

We will share the project over GitHub and communicate over Slack unless you have any other preference. Although I do prefer communication in text form since it allows me to express myself concisely, not have to think about my surroundings, think about what I will reply and read previous conversations.

Now as promised from the title here is the demonstration of the engine and results of the tools as well as a demonstration of my capabilities. I do not own any of the art and nothing is final in terms of gameplay and the art will not appear in the final product of course.

You only have one attack in the demo and I have disabled the stamina system since I'm not sure if we should have that in the game. The enemies are too aggressive since they have no attack cooldown they keep swiping at you (not really an example of the engaging combat-system I was talking about, would be nice with some more moves for both the player and enemies). The cave troll has an exploit where you can just stand inside of it and it can't hit you, this problem which is mainly for large enemies could be solved by extending the attack collider, or adding some kind of AOE attack when the player gets too close like a slam attack. Also, the cave troll has no walking animation.

The UI is really barebone and really just placeholder, but it gets the job done. You can open up the menu with "Escape" or "Start" on the controller and set stuff like keybindings and even sound effect and music volume (even though there is no sound or music yet). We are going to need a sound designer in the near future.

You can reload the level with the "R" key on the keyboard.

You can fall through platforms by jumping while crouching.

You can push the explosive crates around and drop them on enemies for massive damage. They also explode when hit with a weapon.

The red lines are the colliders, the gray lines are the colliders bounding boxes.

The demo can be downloaded here: https://www.dropbox.com/sh/pweivx9fdo96wb7/AAA9XvuYOW3to1bBXHjOzNRfa?dl=0

The idea was to get this game through Steam Direct and sell it for something like 10$. I will, of course, pay the fee for entry. This isn't a get rich quick scheme, I just want to create a game that I can be proud of and would play myself and it will require the same kind of hard work that I have done to get here in the first place. I will not give up as long as there is hope for the project.

If this peaked your interest and/or you have any questions you can contact me on my email:
martinmaxdd@gmail.com

Thank you for reading this

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