Bumping this to let everyone know I added a version in 4-level grayscale (think GameBoy minus the greenish tint), inspired by the recent GBJAM 5. I'm not happy with how this version came out, though; any advice would be welcome.
Thank you for the nice words! And you'd be surprised how popular ZX Spectrum games are on itch.io. Hardly anyone is even looking at the PC version, despite all the improvements. And it's not my only game in the same situation.
It is authentic, Kir -- a genuine ZX Spectrum game. Specifically, a roguelike (though I tried to make it a lot more balanced than the usual fare). And thanks! I recently reorganized the website, but forgot to update the link.
Few of my games feature pixel art, but of those that do (finished or not) I think most use 8x8 tiles. :P Okay, okay, that's hardly useful, but seriously, from what I've seen around here, hardly anyone does non-isometric tiles larger than 32x32, and that's strange, because 64x64 would be SNES-era graphics. As for resizing them, downscaling might just be easier than upscaling, but either way it's not going to work without lots of manual corrections. Except... Maybe vector art would render better in various sizes? Inkscape for instance does its own antialiasing on export.
It happened to me once while trying to upload a new file, and it simply wouldn't show up until I also changed the description. So yeah, that's just how OGA works.
My own art skills are limited, so take these answers with a grain of salt, but for what it's worth:
Any artist worth their salt should be able to follow an existing style. Maybe not perfectly, but enough to avoid clashes.
Your own art has plenty of style. That means enough cues for someone else to follow, and not leave you behind.
As for the workflow, it's best to discuss that with the artist once you're in negotiations with one.
Likewise for the payment, but in my experience art commissions of any kind are paid per piece. More detailed pieces cost more, but still a fixed price and not per hour.
Assuming the artist insist on doing their thing (but see point 1), they'll still want to see examples of what you want, to know what to avoid if nothing else. :P
Bumping this to let everyone know I added a version in 4-level grayscale (think GameBoy minus the greenish tint), inspired by the recent GBJAM 5. I'm not happy with how this version came out, though; any advice would be welcome.
Thank you for the nice words! And you'd be surprised how popular ZX Spectrum games are on itch.io. Hardly anyone is even looking at the PC version, despite all the improvements. And it's not my only game in the same situation.
It is authentic, Kir -- a genuine ZX Spectrum game. Specifically, a roguelike (though I tried to make it a lot more balanced than the usual fare). And thanks! I recently reorganized the website, but forgot to update the link.
Sounds like a lot of good work. Thank you!
Few of my games feature pixel art, but of those that do (finished or not) I think most use 8x8 tiles. :P Okay, okay, that's hardly useful, but seriously, from what I've seen around here, hardly anyone does non-isometric tiles larger than 32x32, and that's strange, because 64x64 would be SNES-era graphics. As for resizing them, downscaling might just be easier than upscaling, but either way it's not going to work without lots of manual corrections. Except... Maybe vector art would render better in various sizes? Inkscape for instance does its own antialiasing on export.
It happened to me once while trying to upload a new file, and it simply wouldn't show up until I also changed the description. So yeah, that's just how OGA works.
Very nice work! Especially as, speaking from experience, it's not that easy to draw a good bag.
My own art skills are limited, so take these answers with a grain of salt, but for what it's worth:
Hope this helps.
Superpowers springs to mind. Haven't used it though. Just out of curiosity, where do you plan to upload your game?
I'm using one of these in my desktop port of Escape From Cnossus. Wiould never have thought to look for them on GitHub, so thank you!
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