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Messages - eishiya
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31
Unpaid Work / Re: [Coder] How to find art partner for a game
« on: July 12, 2020, 02:41:52 pm »
Agreed with Corvidae. Also, don't underestimate the usefulness of stock assets. With some colour tweaks and an eye for cohesion, you can go very far with just stock art.

It's extremely hard to find a stranger who will be passionate for your project. In general, team passion projects arise from the developers all being friends and coming up with the game idea together, before they even decide to become a team. If you don't have friends interested in game art that are willing to develop a new idea with you, then you'll have to accept that whoever you work with will most likely not be passionate about the project, paid or not.

You said payment will make people lose passion, but that passion generally isn't there to begin with. Even working on one's own project, passionate as can be, the lack of income from it can be a passion-killer. It's very easy to get demotivated when you think about how much work you're putting in and how it's not helping with the bills that keep piling up. This is the main reason that if you want free work done for you, you have to find someone who doesn't have to worry about money, such as students living with their parents.


Another option is to find an artist who has their own game ideas, and help them make their game! This'll have the same passion problems, but the other way around - you'll be the one who'll be less passionate. But, there are a lot of artists out there who'd love to make all kinds of different projects, perhaps you'll come across one that you're really interested in. If this is something you'd like to try, then look for pixel artists making numerous similar mock-ups, and put up a post offering your free services for an artist's passion project (specify your scope limits though!). Twitter's great for this, as artists are likely to retweet such an offer even if they're not themselves interested.

32
It looks like you're missing the Angular libraries (and the CSS?). I get that same look if I go to the page with the Angular and Google CDNs blocked. Looks like the webarchive didn't grab everything you need.

I'm surprised GIMP doesn't do what you need, preview-wise o: I haven't used it in a long time though, so I can't give pointers.

33
Since it's just HTML+Javascript and all client-side, yes you can. The source code isn't provided, but you can save the page, the four JS files that make up the bulk of it, and the AngularJS libraries it links to and run it offline. You can find links to all the JS files in the source code of the HTML page.

I'm curious, what tools do you use for pixel art that you need an external viewer to preview it better? I thought every pixel art program had zoom? And many offer the ability to change the background colour.

If you're just looking for a quick way to view pixel art on Windows, Windows Image Viewer zooms without blurring, I use it as my default PNG viewer. On Windows 10 it requires some extra work to "unlock" and isn't available by default, but it's an option.

34
Depending on your needs, perhaps using the PixelJoint Image Specs tool might save you some dev work, as it's a pixel art viewer that also shows you statistics for colour usage in the image. The beta version allows viewing local files in addition to files from URL. It doesn't have a way to change the page's background colour except via the themes (in the beta version), but the creator does take and implement suggestions.

35
General Discussion / Re: paypal type
« on: June 29, 2020, 12:37:39 pm »
You can use a personal account, you do not need a business account.

36
General Discussion / Re: question for artists
« on: June 25, 2020, 11:45:38 pm »
When the client is verified, PayPal will say so next to their name on the payment page:


The UI is different depending on whether you have a personal account or business account, but look for invoices in the menus at the top of the PayPal dashboard. The pages will mostly guide you through it, you can google if you need more help. When you get to the part where you add the items to bill the person for, make sure you're specific and list every deliverable.

Bad examples of billable item descriptions:
"Pixel art"
"Game art"
"2x Tile sets"

Good examples:
"3x character spritesheets, 24x32px, with Idle, Attack, Run, and Death animations of 4-10 frames each, character designs provided by client"
"Tileset for the Jungle area, 16x16px tiles, including two types of ground, cliffs, at least different 3 trees, and at least 5 props"
"Game UI element: nine-slice rectangle for buttons with 2x colour variants for highlighted/disabled states"

For the Invoice type, select "Service", since you're performing a service (creating original art) for the client. Make sure you get this right, as it will affect things if you have any disputes pertaining to the invoice.

37
General Discussion / Re: question for artists
« on: June 25, 2020, 10:41:58 pm »
No, since that can be easily falsified, but you've got nothing to lose by offering them the chat logs.

Generally, PayPal needs evidence of what the agreed-upon work was and that it was delivered. Invoices provide the former since they're supposed to include a description of the work, and you can prove the latter by showing PayPal the work during the dispute process. By comparing it with the invoice, they can see that you did deliver the work. If there's no invoice in PayPal's system, PayPal has no reliable evidence that the work you did is what the client agreed to.

This sort of situation is why invoices and contracts are so important. If you don't have a signed contract or an invoice that the payment is attached to, there's very little you can do, and PayPal will tend to take the customer's side.

38
General Discussion / Re: question for artists
« on: June 25, 2020, 10:27:12 pm »
Only work with people whose PayPal accounts are verified (getting partial payment up front allows you to check this early), you're less likely to run into people paying with stolen credit cards this way.
Only work with people who have an online presence of some sort, people who have a reputation they might want to avoid hurting. They're less likely to outright scam people, and people who intend to scam from the start often make throwaway accounts. You don't need to limit yourself to famous or "big" clients, something like a long history of non-spam posts on sites like TIGS, Twitter, or Reddit is usually plenty.
Related to the above, look potential clients up before you agree to work with them. Artists often share stories of scammy or otherwise unpleasant clients online in communities such as Artists Beware. If the client is working with a company/studio, look that company up too, as issues with them may involve the client. Related to this, keep in touch with other artists. The best work experiences I've had have been through other artists sending those clients my way.
Don't work through services like Fiverr, these often attract shitty customers, and even when you do get paid, the rates you find there are usually terrible.

Use PayPal's invoice feature, so that PayPal has a paper trail for the fact that you were doing work for the client and that the work is complete. PayPal is more likely to take your side if you use this feature.

Lastly, be courteous and professional in all communication with the client, at all times. While that won't help with people who set out to scam you, it will avoid "scams of passion", where a client will do a chargeback just because they're angry with you personally.

39
Pixel Art / Re: [WIP] Portrait. I need help with the hair
« on: June 14, 2020, 05:17:09 pm »
At this resolution, you don't have room for individual hairs, or even the smaller locks. Focus on the big shapes, the big locks. Prioritize showing the form of the head more than the details of the hair.

Quick edit to give you an idea.

Note that I only edited the hair. You have similar problems with noise all over the image. Focus on the big shapes, try to avoid single-pixel details.

40
Pixel Art / Re: Rural house
« on: May 31, 2020, 09:47:27 pm »
You will almost always get better results by manually choosing your colours instead of trying to blend a particular colour over them. You can start with a quick overlay (the colour should either be your scene's ambient colour, or something that contrasts nicely with the scene's dominant colours), but you should tweak the results to get more suitable contrast and the like.

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