Aha, yes, I forgot those! Be sure to do a search yourself, because there are lots of interesting assets hidden in various nooks and crannies around the site.
Hmm... I wonder if your professor really understands the magnitude of what your assignment means. That is a >lot< of art assets that you need, and they'll probably have to be made from scratch if you can't adapt your game design to what's available. 4 original, fully animated characters, 6 animated enemies, essentially 6 bosses, plus environments... that's quite a bit, probably more than you realize. It's pretty unlikely that you'll find someone to do it all for free, especially on a tight schedule, and I'm inferring from your post that the project doesn't have a budget.
Here's what I suggest:
1) take a look at what's already available, and
2) adjust your plans accordingly. At the moment, some of your most important details are missing anyway--style, size/resolution, etc. If you're careful about it you can probably choose this in such a way as to take advantage of what other people have already made. You also probably need to reel in the scope of the project; right now what you're after is just too asset-heavy to really be viable without the money to hire someone (which, all told, would probably be pricey).
For instance, there are quite a few sidescrolling, fighting-game styled characters which have been made for Ultimate Smash Friends. They are released under CC-By, so all you have to do to use them is give credit as specified. However, none of them are like the characters you described. You would have to reimagine the backstory entirely in all likelihood. But on the other hand you'd get the benefit of free, fully animated characters. And so on; there are quite a few nice things to be found around the site, and I think you'll find your project much more managable if you start from there and keep things within what you can reasonably get assets for. Once you have a good idea of the art direction and specific (smaller) needs for the project you'll probably find it much easier to get help.
Careful on the second image in your last post. Look at where the neck connects with the head. Still, I think you're moving in a good trajectory here and the drawings are definitely improving.
The house you posted last is viewed from the front, as it would be in a sidescroller. What perspective are you using? Do you have a clear idea of how you want your game to look and how gameplay should work? If so, it would probably be helpful to mention a few games that you would like it to be like on those fronts. That would be helpful without getting into the more nitty-gritty of stylistic terminology.
You are in the right place, asking for the right things. But you need to give more information or it's going to be hard to help you.
There is already a fair amount of RPG tileset material on OGA. Have you already looked through it? If so, what do you need that isn't provided there?
More specifically:
What medium do you want? I tend to assume pixel art for a top-down RPG, but that might not be what you're after at all.
Assuming pixel art, what resolution do you need? This is probably the most important thing to know right off the bat. Generally people tend to go for 16x16 or 32x32 tiles, and there's already quite a bit of that on OGA.
What do you already have? When you say "house", do you mean interior or exterior tiles? When you say "mine entrance" do you already have floors and walls?
What style are you going for? High color count? Low color count? Cartoony, realistic, somewhere in between?
With the current information given, I wouldn't really know where to start and you'd probably end up with unusable assets.
I like dwarves and warriors. Partially this is because it allows me to accumulate my favorite varieties of swag--shiny weapons and armor. I do enjoy playing other classes, though, depending on gameplay.
Thanks for the edit! I'll have to take a closer look once I'm not in the hall outside my class, but I really like the direction you've taken the arm movement in. You're right, it does look much more active.
Aha, yes, I forgot those! Be sure to do a search yourself, because there are lots of interesting assets hidden in various nooks and crannies around the site.
Hmm... I wonder if your professor really understands the magnitude of what your assignment means. That is a >lot< of art assets that you need, and they'll probably have to be made from scratch if you can't adapt your game design to what's available. 4 original, fully animated characters, 6 animated enemies, essentially 6 bosses, plus environments... that's quite a bit, probably more than you realize. It's pretty unlikely that you'll find someone to do it all for free, especially on a tight schedule, and I'm inferring from your post that the project doesn't have a budget.
Here's what I suggest:
1) take a look at what's already available, and
2) adjust your plans accordingly. At the moment, some of your most important details are missing anyway--style, size/resolution, etc. If you're careful about it you can probably choose this in such a way as to take advantage of what other people have already made. You also probably need to reel in the scope of the project; right now what you're after is just too asset-heavy to really be viable without the money to hire someone (which, all told, would probably be pricey).
For instance, there are quite a few sidescrolling, fighting-game styled characters which have been made for Ultimate Smash Friends. They are released under CC-By, so all you have to do to use them is give credit as specified. However, none of them are like the characters you described. You would have to reimagine the backstory entirely in all likelihood. But on the other hand you'd get the benefit of free, fully animated characters. And so on; there are quite a few nice things to be found around the site, and I think you'll find your project much more managable if you start from there and keep things within what you can reasonably get assets for. Once you have a good idea of the art direction and specific (smaller) needs for the project you'll probably find it much easier to get help.
Careful on the second image in your last post. Look at where the neck connects with the head. Still, I think you're moving in a good trajectory here and the drawings are definitely improving.
Hmm...
The house you posted last is viewed from the front, as it would be in a sidescroller. What perspective are you using? Do you have a clear idea of how you want your game to look and how gameplay should work? If so, it would probably be helpful to mention a few games that you would like it to be like on those fronts. That would be helpful without getting into the more nitty-gritty of stylistic terminology.
You are in the right place, asking for the right things. But you need to give more information or it's going to be hard to help you.
There is already a fair amount of RPG tileset material on OGA. Have you already looked through it? If so, what do you need that isn't provided there?
More specifically:
What medium do you want? I tend to assume pixel art for a top-down RPG, but that might not be what you're after at all.
Assuming pixel art, what resolution do you need? This is probably the most important thing to know right off the bat. Generally people tend to go for 16x16 or 32x32 tiles, and there's already quite a bit of that on OGA.
What do you already have? When you say "house", do you mean interior or exterior tiles? When you say "mine entrance" do you already have floors and walls?
What style are you going for? High color count? Low color count? Cartoony, realistic, somewhere in between?
With the current information given, I wouldn't really know where to start and you'd probably end up with unusable assets.
I like dwarves and warriors. Partially this is because it allows me to accumulate my favorite varieties of swag--shiny weapons and armor. I do enjoy playing other classes, though, depending on gameplay.
I really like the clean style you have here--it gives a certain ominous sense of sterility while still having plenty of details to interest the eye.
Thanks for the edit! I'll have to take a closer look once I'm not in the hall outside my class, but I really like the direction you've taken the arm movement in. You're right, it does look much more active.
http://opengameart.org/content/astrominer-sprites Just stumbled across these in Surt's gallery. The licensing isn't the most permissive, but the quality is great.
OK, these are awful. I have no idea why I put these up. I'll try and get a better set up later!
Pages