Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Carnivac
Pages: 1 ... 23 24 [25] 26 27

General Discussion / What are you worth?
« on: May 11, 2012, 10:22:53 am »
Maybe it's been asked before, I don't know, but I wanted to ask how do freelance pixel artists value their own time and work?  I'm never sure what to say when someone emails me and asks me how much I'd want to be paid for pixelling some project or other.  Is it a confidence thing?  I had a brief look through some topics in the portfolio section and I noticed one of them asking for the equivalent of just under double the minimum wage here in the UK (after I used a currency converter to change the dollars into the pounds) which seems like a lot to me (I mean if I charged that for my own stuff, I'm sure that guy's stuff is worth that).  I don't want to undervalue my own work when it comes to setting an hourly rate but I don't feel like it's good enough to charge much at all and I feel pressured to come up with something spectacular if I was to set it to that general amount I mentioned and then telling the employer to just have it for far cheaper than agreed because I believe I failed to do it to a standard I hoped I could produce (even if the employer says it's great and perfect or whatever).  The only project is recent years I actually took on was a set price by the guy hiring me and even then I felt it far too generous (it was the Atomica stuff shown in my portfolio ) and felt a bit wrong taking the money.  I was actually quite happy with how the work turned out but I still felt like it was too much money for something some other pixel artist could probably have done far better.  So anyways how do other people here decide on how much to charge? 

Sorry I could have probably said that all a lot briefer but my mind's a bit of a mess at moment.  I hope this topic makes some sense though.  I just need some advice and discussion about it all.

Portfolios / Re: [Portfolio] Carnivac
« on: May 11, 2012, 10:02:29 am »
Added some more of my old junk. 

Portfolios / [Portfolio] Carnivac (Not available)
« on: September 27, 2011, 09:17:12 am »
This here's my portfolio and has examples of my pixel art from the last decade or so.  Some of these were designed around the technical restrictions of old computers and consoles such as the NES and the Amstrad CPC 464.  Email me at <email not currently working> if you want to discuss anything that you feel I might be suitable for.  Thanks.


Ignore the coins (placeholders) and the fact the purple guys walk cycle didn't get updated to the new design seen on their idle stance before the game got put on hold (or cancelled).  This was a PSP upgrade of the indie game Destructivator with that game's creator Pug Fugly.  The hero's run cycle is at the bottom of this post.

Variants of various Doctor Who sprites are at my pixelly gallery for them at

Pixel Art / Re: Creating tilesets for beat em up.
« on: February 13, 2011, 09:22:20 am »
Sure, they 'pop' but I think it's easy enough to do that without forcing the background to use such a terribly ugly color scheme.  The washed out lack of contrast in the backdrop too almost make it seem not really there like it's far too seperate from the characters who are supposed to exist in the same place (just woke up so no idea if any of that makes sense).

(I think the amstrad pallete is slightly off in these stills by a few numbers, but nothing enough to impact the difference.)

Yeah I thought the brown and yellow looked slightly darker in relation to the other colors and I kinda hate that I noticed that.

Pixel Art / Re: Creating tilesets for beat em up.
« on: February 12, 2011, 11:34:44 pm »
I don't normally post here but a friend linked me saying 'hey someones doing some cpc stuff' and I knew it would be stickman.  

Anyways I like the sprites a lot and the re-using legs is a pretty neat idea to save memory.  I didn't even notice they were using the same leg sprite until it was pointed out as I was more focused on the top half of the sprite which is always the part with most character.

The tiles though just don't work for me at all due to those colors chosen.  It's a pretty putrid scheme for the walls mainly due to the dark yellow and it all looks washed out and bland.  The main reason I love the CPC so much is for vivid colors with a lot of boldness and depth.  I'd probably use the dark brown and orange with a bit of red and yellow in the brick tiles to various degrees or if I was trying to go for a atmospheric night level, the purple, dark blue, light blue and a bit of the magenta and have some parts lit up by lights.   I don't think you have to worry about the sprites being too hard to see against the backdrop since you can keep the road relatively simple (maybe with white lines along through the road for a nice detail) and that's the area they'd mostly be on anyways.  And besides when at proper size and with sprites moving about I've never had any problems with CPC game sprites getting lost in the background.

I'm really keen to see how the animations look as that's pretty much what you excell in more than most pixellers do.

The only problem might be simplicity, it can take awhile to really learn your way around the program if you're not used to it. Its not exactly MS Paint, its very powerful, but requires some learning to use.

For a lot of us older pixel people it helps that it's based on Deluxe Paint so a lot of us feel pretty much at home using it, certainly I've always found MS Paint a total bitch to work with because I used Deluxe Paint extensively being that I was around during the Amiga era.  The problem with me is that I seem to have been treating it purely as a DP clone for Windows and haven't really explored it's own features like the tile mapping functions.  If I ever get some time to devote to pixelling again I really should check out that stuff.

Most experienced pixel artists will generally recommend either Promotion or graphics gale for pixels. I feel Promotion has the advantage for static images, especially tiles because of the reasons ptoing gave.

You can see the tilemap feature in action here:

I've used Pro Motion for years but never used that before (I was never sure how it worked) but that video has shown that's exactly the sort of thing I needed a while ago when getting fed up with some issues I was having with tiiling.  An excellent feature.  Will have to play about with it if and when I get to pixelling again.  Damn, Pro Motion is awesome.

Archived Activities / Re: Secret Santa 2009! GIFTS GET!
« on: December 25, 2009, 07:24:05 pm »
Quake, glad you liked it.  I really struggled to try and do something based on the stuff in your likes list none of which I'm that familiar with even after trying to research so I figured just go with something christmassy and get it done.  Am happy it did the trick.

Radiation, thanks for my gift.  Looks like ya packed several of my fave things in there like Sackboy, Supes and the TARDIS.  Good stuff :)

Nice work overall from everyone.

Archived Activities / Re: Secret Santa 09 - PMs SENT!!!!!!!!!
« on: December 24, 2009, 11:51:43 am »
done and sent.

General Discussion / Re: Official Off-Topic Thread
« on: November 23, 2009, 03:54:30 pm »
Any builds of this beauty floating around anywhere yet?

Soonish.  The engines pretty much sorted but there's several crucial things I need to finish before a demo can be released such as a few level objects and notice the lizardy trooper guys aren't paying any real attention to the player character in the top right shot.  They're what I'm working on right now.  They're a bit more complex in behaviour than what I would normally do but I think it's worth the extra work.

Pages: 1 ... 23 24 [25] 26 27