Nice work. With a few shines added and some other flare, I think they would be Unity asset worthy. You should seriously consider selling art assets on the Unity3D store, because you seem to make assets people actually would make use of.
I like that you have a palette tool, but it would be nice if each color box took up about 25% less space. (Very slight change, just think it would look better.) I also think the right-click should be used for erasing so you don't have to change tools. Not sure yet what else could be done outside of improvements you are probably already aware of, like more tools, resizing the canvas, etc.
The app is really cool. I would probably use it in the near future if I make any pixel art. it looks fun.
The sprite on its own is very pretty and easy on the eyes. The animation quality leaves a lot to be desired, though. You should consider moving her extremities a little to make the animation more fluid. Good luck with it.
"Someone might say this is like in real life, but I don't like having to worry as in real life while playing."
So true. Realism isn't always better. In fact, most of the games I like are absurdly unrealistic, like Super Mario 64 or Spyro or Brave Fencer Musashi. Most of them have some kind of plot, though, which is why I started the topic.
Your sentences are so muddled or mixed up that I seriously do not want to read your post. That said, you should not rely on any site to give you game ideas. Be creative or just follow a classic genre, like platformer or point-and-click adventure. People actually buy that stuff, ya know.
As for your use of the word stamping, what do you mean?
If you need any art made for your game, I'm available for paid work. Check my profile for examples.
Using a sprite kit can save time on animation but does not suit smaller art very well. If you want basic pixel art, a frame-by-frame approach should be considered. Since it is a farming game, I could make the game's trees, bushes, grass, and other plants. I am capable of making a decent GUI design, as well.
Very interesting site, devnewton. Thanks for sharing. I'm going to look into that bmp2tiles app.
As for pixel scaling, I just use a straight square scale. It is best not to scale up, though. Always better to make higher resolution images and scale them down when you need to. Performance-wise, lower resolutions are better, but right now, computers simply do not need us to limit ourselves very much unless we're developing for mobile devices, like phones and Nintendo 3DS systems.
I disagree about RGB being bad. I never have trouble with it. If you have trouble with RGB format, perhaps that is a personal problem and not just the fault of the color system. That said, I never type colors in unless I need a very specific color and cannot use an eyedrop color-picking tool.
As far as 3D models go, if you have time to make a blueprint, you could have used that time modeling in the first place. However, if you mean to use designs as references, that works wonders in both 2D and 3D perspectives. I always draw sketches before I make anything very detailed. I also try to come up with clothing ideas in the sketching process when designing characters.
Nice work. With a few shines added and some other flare, I think they would be Unity asset worthy. You should seriously consider selling art assets on the Unity3D store, because you seem to make assets people actually would make use of.
I like that you have a palette tool, but it would be nice if each color box took up about 25% less space. (Very slight change, just think it would look better.) I also think the right-click should be used for erasing so you don't have to change tools. Not sure yet what else could be done outside of improvements you are probably already aware of, like more tools, resizing the canvas, etc.
The app is really cool. I would probably use it in the near future if I make any pixel art. it looks fun.
The sprite on its own is very pretty and easy on the eyes. The animation quality leaves a lot to be desired, though. You should consider moving her extremities a little to make the animation more fluid. Good luck with it.
"Someone might say this is like in real life, but I don't like having to worry as in real life while playing."
So true. Realism isn't always better. In fact, most of the games I like are absurdly unrealistic, like Super Mario 64 or Spyro or Brave Fencer Musashi. Most of them have some kind of plot, though, which is why I started the topic.
Your sentences are so muddled or mixed up that I seriously do not want to read your post. That said, you should not rely on any site to give you game ideas. Be creative or just follow a classic genre, like platformer or point-and-click adventure. People actually buy that stuff, ya know.
As for your use of the word stamping, what do you mean?
If you need any art made for your game, I'm available for paid work. Check my profile for examples.
You're looking again? Seems like your last artist was very undesireable.
I am available for however long you need me, but I charge by the frames and by how much detail is in each frame. If you want to save some money, I can build sprite kits like this one: http://opengameart.org/content/multi-part-sprites-and-other-objects
Using a sprite kit can save time on animation but does not suit smaller art very well. If you want basic pixel art, a frame-by-frame approach should be considered. Since it is a farming game, I could make the game's trees, bushes, grass, and other plants. I am capable of making a decent GUI design, as well.
Very interesting site, devnewton. Thanks for sharing. I'm going to look into that bmp2tiles app.
As for pixel scaling, I just use a straight square scale. It is best not to scale up, though. Always better to make higher resolution images and scale them down when you need to. Performance-wise, lower resolutions are better, but right now, computers simply do not need us to limit ourselves very much unless we're developing for mobile devices, like phones and Nintendo 3DS systems.
How can it be CC0 and CC-BY? It's either one or the other. XD
Nice tiles. I think you should make some non-isometric tiles next and see what you come up with.
I disagree about RGB being bad. I never have trouble with it. If you have trouble with RGB format, perhaps that is a personal problem and not just the fault of the color system. That said, I never type colors in unless I need a very specific color and cannot use an eyedrop color-picking tool.
As far as 3D models go, if you have time to make a blueprint, you could have used that time modeling in the first place. However, if you mean to use designs as references, that works wonders in both 2D and 3D perspectives. I always draw sketches before I make anything very detailed. I also try to come up with clothing ideas in the sketching process when designing characters.
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