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Messages - quackgyver
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PM sent. Thanks for reaching out. :-)

EDIT 2: The position has been filled. A big thanks to everyone who reached out!

EDIT: I've gotten feedback that the price seems kind of low. I agree, but the rules force you to set a price, so I have to put something down. I didn't really want to overpromise so I started with a low price, but it all comes down to estimates and discussions. Feel free to reach out for a discussion about estimates and pricing if you're interested in helping out with the project.

A 32-bit handheld adventure RPG
Release date: 4th July  2019

Hi. I'm quackgyver and I'm one of the people working on the game Zookeeper for the studio Astrojone.

Zookeeper is a comedic adventure RPG in the style of a Game Boy Advance-handheld game that is set in a zoo. It draws inspiration from games like Earthbound, Zelda and Pokémon.

We've been hard at work on this passion project for over two years now, and as the game is nearing completion, we're looking for help from someone who can help deliver some of the most important graphics: the cutscene clipart.

The game's title screen, intro and ending will have animated still images of characters, objects and items (similar to the way that the Link's Awakening intro and the Oracle of Seasons/Ages intro is arranged).

As it looks now this is the current list of clipart that we need (all in 240x160px resolution):
  • Various backgrounds (a panorama of the zoo entrance, a big hand holding a ticket seen from first person perspective, a wall with a window, the same window in a broken state etc.)
  • The cast of characters with various expressions (happy, angry, surprised, looking up in awe etc.)
  • The final boss in various states (laughing, surprised etc.)

We've all been working on this project for over two years and have been paying contractors out of pocket (i.e. from our own paychecks). This means that we won't be able to pay like a big name studio, but at the same time we don't want to underpay. Our idea is to pay $10-30 per image (depending on size and scope), but we're also considering running a Kickstarter to help fund artistic efforts, which means that we could also make a deal based around an eventual Kickstarter success.

We're open to discussing payment ideas if you have any thoughts of your own, so nothing is set in stone.

We have a track record of being open, honest, transparent and fair, and we've always paid immediately. We can refer you to people that we've worked for in the past who can vouch for this.

We have no requirements, and you can work remotely. The only thing that matters is the quality of the images.

For more information, you can check out:
Get in touch with me via this thread, the e-mail form on the Astrojone website or Discord.

Looking forward to hearing from you to see if we can work together!

General Discussion / Re: Admins
« on: March 02, 2019, 02:14:36 pm »
Thanks a lot. :-)

General Discussion / Admins
« on: February 27, 2019, 01:14:53 pm »

I've been trying to get ahold of an admin, but their inbox is either full or they're not responding.

Is there an appropriate person that I can message about my account?

Thanks in advance


Sorry about the late reply - I've been busy.

Shadows are very light, which is necessitating the heavy outlines. Try darkening your shadows and shading (particularly everything above the waist) more in accordance to a light source. Just ask, "where is the lightsource?"
How does it necessitate the heavy outlines? Also, do you mean that I should selectively color the outlines in accordance to a lightsource?

Arms are suffering from noodle syndrome. Look for some basic anatomy reference and structure the arm around the shoulder, elbow, wrist and hand.
Could you elaborate on this?

With the walking animation, avoid animating only sections of a figure at a time. Animate the entire figure, no detail is really required. Work from keyframe to keyframe (see this).
Well, it's necessary as the character's limbs are going to be independent of each other in-game, but it's still possible to animate the character in its entirety. I'm actually not completely done with the walking animation - I've only finished the legs so far. Perhaps I should've mentioned this.

The character's stance is terribly rigid and back-footed, particularly when walking. Consider the the angle of the spine (primary support structure). The way you have the head back means the spine is being curved back slightly, which drastically shifts the figure's balance. I think if you shifted the head to the right one or two pixels.
This is true, but I did try to move the head forward before and it looked very strange. Even by one pixel it looked off. Do you have any other suggestions?

Also, keep in mind that the character is going to wear an armor at all times, so perhaps it will look more natural with some heavy equipment on.

Thanks for taking the time to reply to my post.

Alright, _1ucas helped me improve the sprite a little over IRC. Here's the result with a walking animation.

Hey there!

I'm currently working on a retro-styled RPG platformer, and this topic is about the hero sprite which I'm hoping to get some help on before I start animating it. I typically don't do pixelart so I've had to rely on quite a bit of reference material, but so far so good. The only problem I'm having is a minor visual complication that I can't seem to iron out, so hopefully you guys will be able to help me!

As you can see I've got a somewhat complete hero sprite on the far left, but I'm not really that happy with the bottom part of his body. I can't seem to get the outlining right and I also can't seem to give the guy a good-looking pair of shorts. I'm partly attributing it to the weird shape of the legs, and partly to the small size of the pelvic region which gives little leeway and requires more skill with coloring and outlining.

I was wondering if anyone would like to take a shot at putting some briefs on the character, and maybe touching it up a bit so I can see what needs to be done? I'm not quite sure what to do from here beyond what I've already done.

Thanks in advance.

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