That is looking really good Ter, and the little guy is adorable :P
TheTumblr Store now has Fire and Earth Skills for $3.

Samples:



Purchase them Here
In response to A2J2TIWARI
A2J2TIWARI wrote:
TheTumblr Store now has Fire and Earth Skills for $3.

Samples:



Purchase them Here

I should mention if you're gonna sell art assets for money, you should at least put a little extra leg work in doing them right. You as an artist should notice that this

is WAY out of perspective.


Frantically posts gifs to stem the tide of incoming shitfuckery.

Sunder's attack animation is complete. The first tree is way more complex than the other two trees, so here's hoping I can finish these attacks at a rate faster than one a day.
Hopefully next month I can start working on my RPG religiously as I'll have $400 in funds for artwork /o/
In response to Kozuma3
Kozuma3 wrote:
Hopefully next month I can start working on my RPG religiously as I'll have $400 in funds for artwork /o/

I've never payed for art... How much can you get with 400$, animated? Turfs? I'm curious! (Of course it depends on the artist but I'd like a rough estimate!)
In response to Kidpaddle45
Kidpaddle45 wrote:
Kozuma3 wrote:
Hopefully next month I can start working on my RPG religiously as I'll have $400 in funds for artwork /o/

I've never payed for art... How much can you get with 400$, animated? Turfs? I'm curious! (Of course it depends on the artist but I'd like a rough estimate!)

No clue as of yet, still have yet to find an artist or go looking. I'm hoping for a decent amount of 16x16/32x32 graphics tho for that price, non-animated ofc.
In response to Kidpaddle45
Kidpaddle45 wrote:
I've never payed for art... How much can you get with 400$, animated? Turfs? I'm curious! (Of course it depends on the artist but I'd like a rough estimate!)

I've generally seen pixel-art costs vary dependent on how they are getting paid. Some get paid from hourly where you watch them work either through Twitch, TeamViewer, etc. or they're told to start at a certain time and finish within an hour or whatever allotted time. The other is paid by commission so it's not necessarily paid by the hour but there is generally a time frame and they're paid per asset instead of per hour it took.
Normally the first option is for a single sprite that needs done in less than a days time and the second is for a package of sprites that need done within days/weeks/months of time.

Prices I've seen go somewhere between:
Hourly - $20-$50 per hour. A Single 64x64 sprite with 100 total frames is generally (dependent on skill and negotiation) is between $100-500.
Commission - A fully finished sprite with 10 different animations all with 10-100 frames varies between $200 - $1,000.

Keep in mind though, that some artists will charge upwards of $5,000+ for a fully animated 64x64 "icon" (As in Idle, Movement, Action Animations like attacking, blocking, jumping, dancing, etc.)

$400 for a full game's art is either going to come from an amateur, a very small game, or someone who isn't charging as much as their peers.
Less pretty, but RealmLike is gaining an overworld.



Also, now that there is more than one map in the game, the map generation procs now take a random seed derived from the name of the map. All maps that branch off the initial map have names randomly generated as part of the same process, which means their names will always be the same given the same initial map name, and so on. Thus, as long as the game is ran on the same system with the same initial seed name, the game's environment will persist between sessions even without any saving.

These changes are not going to be ported over to the test server for a while, both because I'm waiting on some interface-affecting BYOND bugs to be quashed before pushing updates and because there's not much point yet to exploring an infinite world when you can only find the same few dozen items and monsters no matter where you go.

The goal is that not only will different continents and dungeons have their own encounter tables with some random variants among monsters, but each dungeon will have its own unique goal/reward on the bottom level (the portal key to another continent, a magic item, unlocking a special ability, etc.) Random town generation will take a bit more consideration than a procedurally generated dungeon maze or continent map takes, but once that's done, each continent will also have different shops with different types of enhanced or magical equipment, some of which will be static and some of which will be cyclical.

New maps are created very quickly. The only real wrinkle is that currently dungeons are generated as soon as their entrance is detected, which does add up to a noticeable delay, especially when a continent with two or more dungeons is generated.

To fix this, I'll need to change initial dungeon generation to simply pre-determine the eventual location of the entrance and exit of each level (because they have to line up from level to level), and then dungeon levels will be able to be generated as needed, even out of order (if someone teleports down past levels that haven't been loaded yet).

Players also gain exploration experience points for each new-to=them continent, town, and dungeon level they visit, with a bonus if they're the first one on the server to do so.
In response to Maximus_Alex2003
Dayummmm thats not cheap for sure x.x
In response to Kidpaddle45
Kidpaddle45 wrote:
Dayummmm thats not cheap for sure x.x

My advice is never hire an amateur pixel artist. They're also scam artists who massively over value their worth.

They expect hundreds or even thousands of dollars for what is a few hours work tops. And if you pay them hourly they're expecting the kind of wages even a professional artist with years of experience working on AAA games wouldn't earn.

To put it into perspective. A professional artist working on a massive budget AAA game, will probably start at around $30 an hour, with years of experience they'll maybe work their way up to around $40 an hour.
I've seen amateurs who've never made or worked on a game before and have no idea what working on a game entails and have no clue of the technical limitations they'll be expected to work within, and these people expect $50 an hour for their work.

It's a terrible world we live in, but this is what happens when you tell everyone they're a special little snowflake.
In response to The Magic Man
The Magic Man wrote:
It's a terrible world we live in, but this is what happens when you tell everyone they're a special little snowflake.

I love this line. xD
Pretty terrible, sooner or later you'll learn to go with the flow.


Took off work today because fack manual labor jobs and decided to open up Feed and check things out. Coming back to it after being away kind of impressed me although I'm rethinking some design decisions. Namely, I don't really like how drastically weapon weight plays into player movement; I'll likely make weight multipliers work with decimals instead of going on whole number increments(an easy change).

I love the blood-spreading effect. I completely forgot I had done that. Anyway, like I said, nothing new to show off. Just tinkering. (:

EDIT:
  • Added a few minor detail set pieces.
  • Throwing grenades now has an animation.
  • Blood no longer clips over buildings and other "higher" objects.
Something Elora 3

Update:
In response to Marekssj3
Marekssj3 wrote:
Update:
[gif]

That's really beautiful o:
[edit] how come the menus name is Status but item descriptions show like ReStores, pointS, SenSe?
Owww... now i understand, i was confused.
The answer is realy simple - I use 2 types of fonts. :D
At this moment this isn't problem. I've got greater problems.
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