Sorry for the late reply, I was at a relative's house and unable to access the internet til' now.
Yea, 32x32 is the size I'd like to use.
I'd prefer to keep the animation frames in the 8-12 range
Nope, no color restrictions
As for items and characters, I mainly need the character with all the typical movement states (running, jumping, falling), some mundane furniture pieces like tapestries, candles, tables, stools, and mirrors, and sprites for rough, somewhat crumbling stone backround walls and "regular" walls and floors (as in stuff the player character can interact with). In addition I'd ideally need a couple of animations for the player character to be "casting" his spells, stuff like waving an arm outwards, swinging them around, generic "spellcasting" things, I can go more indepth if you want.
And again, if you decide to do any of these they'd be a great help, thank you.
I did, actually. The problem is twofold, the game's main focus, being diverse and varied spells, are gesture based, the other problem, related to the first, is that using placeholders and adding in real art later on (especially in a game that requires a decent amount of animation) can cause problems and even require re-writing portions of the game. If I don't find any willing artists, I'll look and find suitable placeholders. But I thought I'd try at the start as well in hope of not encountering the problems placeholders bring.
Sorry for the late reply, I was at a relative's house and unable to access the internet til' now.
Yea, 32x32 is the size I'd like to use.
I'd prefer to keep the animation frames in the 8-12 range
Nope, no color restrictions
As for items and characters, I mainly need the character with all the typical movement states (running, jumping, falling), some mundane furniture pieces like tapestries, candles, tables, stools, and mirrors, and sprites for rough, somewhat crumbling stone backround walls and "regular" walls and floors (as in stuff the player character can interact with). In addition I'd ideally need a couple of animations for the player character to be "casting" his spells, stuff like waving an arm outwards, swinging them around, generic "spellcasting" things, I can go more indepth if you want.
And again, if you decide to do any of these they'd be a great help, thank you.
That's a valid point
(I'd like to say to any artists reading this that I fully plan on following this to the end)
That's a valid point
(I'd like to say to any artists reading this that I fully plan on following this to the end)
I did, actually. The problem is twofold, the game's main focus, being diverse and varied spells, are gesture based, the other problem, related to the first, is that using placeholders and adding in real art later on (especially in a game that requires a decent amount of animation) can cause problems and even require re-writing portions of the game. If I don't find any willing artists, I'll look and find suitable placeholders. But I thought I'd try at the start as well in hope of not encountering the problems placeholders bring.