I got to the MMORPG bit and laughed, facepalmed, then lost interest. Resource Requests is not the place to dump half-baked schemes. It is for games that are already up and working, ideally nearly, or even completely, finished, that just need better art.
I know it sucks, but nobody is going to care about getting an arbritrary amount of profit from a game that will never get made.
Again, another who seems to have not read the Resource Requests sticky.
Can't you just put it into your image editor of choice and recolour it? I don't see why this is a resource request, it's just a circle with faded edges...
I'm not really a 3D guy, so I'm just talking generally. Hopefully someone experienced will come along with specifics. I'll try and make this useful for other viewers.
What do you mean for use in indie games? What does being indie have to do with how many polygons a model should have? Typically, 'indie' developers use big commercial software if they are making a 3D game (Unreal, Unity, Source, whatever), which are professionally optimised for handing heavy rendering calculations. But they have their limits. Depends too much on what the scene requirements are (how many objects, how detailed).
As a general 'rule of thumb', the poly count should be as low as possible. This does mean that the minimum requirements to play go down and an improved overall experience for those who could already play.
Normal maps are your friend. Get well aquainted with them. Can just skip to the end to see the immediate contrast between using them and not in terms of poly-count http://www.youtube.com/watch?v=ApzVWuPa4A4
Something that is very important to keep in mind while modelling is 'Will the player actually look at this?'. Again, it all depends on the game, but how often do you stop during playing a game just to crouch down and get a good look at some pebbles on the floor, or a fence, or some guy's shoe? If a player isn't going to notice that something is very low-poly, then it might aswel be very low-ploy. Look at existing games and see how they have done things.
Your aim should not be to try and create an actual place, but just to trick the players into thinking that what they see is what is actually there. If you can do that, then you are a good artist.
More important than anything I think is to be creative and resourceful with how you approach your modelling.
I found it when I used to mess around with SFML & C++, and it made my life so much easier. Just a pointer if you don't feel like completely reinventing a wheel.
Depends what you are looking for. There is a lot of stuff available to sift through to get an idea of what you might want in your game and what is currently popular. Some artists are known for certain styles.
Ok cool. I'm not crazy about using pre-made engines either, and I know what you mean by liking to do stuff yourself.
Need to keep the artists point of view in mind though. They want to be sure that the things they create aren't going towards some project that will get mothballed after they have invested many hours into it, and then probably end up dumping an incomplete asset pack here on OGA that will be of limited use to anyone else.
Look around, there are loads of submissions that are from failed projects.
I know it sounds like I'm nagging, but I'm doing you a favour by not saying nothing. A lot of artists will decide if they want to help you very quickly based on how you have presented your request.
In general, before any piece of code is written, you should have a solid GDD made that will guide the whole project.
Really good piece. It is entertaining and interesting to listen to, has a lot of character and jumps straight into the good stuff. I'm not a fan of music with slow intros...
A few questions you need to answer before your request will be taken seriously:
Why are you making a new game engine? Why not use an already existing one or framework/API?
How much do you actually have made so far? Playable demo available?
How do you define 'small graphics designer'? Do you want graphics made for the whole game? A whole games worth of assets is hardly a small ask. You then mention you need a large list of graphics. You need to have a realistic idea of the scope of your project.
Have you made a GDD for the game? What will the artist refer to when making stuff for your game?
A few things. Make of them what you will.
I got to the MMORPG bit and laughed, facepalmed, then lost interest. Resource Requests is not the place to dump half-baked schemes. It is for games that are already up and working, ideally nearly, or even completely, finished, that just need better art.
I know it sucks, but nobody is going to care about getting an arbritrary amount of profit from a game that will never get made.
Again, another who seems to have not read the Resource Requests sticky.
Don't expect people to be queuing up to help you, especially if you are not offering anything in return.
Why should anyone help you?
Also looks like you haven't read the Resource Requests sticky...
Can't you just put it into your image editor of choice and recolour it? I don't see why this is a resource request, it's just a circle with faded edges...
Nice looking sets. I like how they are broken up so people can do more stuff with them.
Why GIF though?
I'm not really a 3D guy, so I'm just talking generally. Hopefully someone experienced will come along with specifics. I'll try and make this useful for other viewers.
What do you mean for use in indie games? What does being indie have to do with how many polygons a model should have? Typically, 'indie' developers use big commercial software if they are making a 3D game (Unreal, Unity, Source, whatever), which are professionally optimised for handing heavy rendering calculations. But they have their limits. Depends too much on what the scene requirements are (how many objects, how detailed).
As a general 'rule of thumb', the poly count should be as low as possible. This does mean that the minimum requirements to play go down and an improved overall experience for those who could already play.
Normal maps are your friend. Get well aquainted with them. Can just skip to the end to see the immediate contrast between using them and not in terms of poly-count http://www.youtube.com/watch?v=ApzVWuPa4A4
Something that is very important to keep in mind while modelling is 'Will the player actually look at this?'. Again, it all depends on the game, but how often do you stop during playing a game just to crouch down and get a good look at some pebbles on the floor, or a fence, or some guy's shoe? If a player isn't going to notice that something is very low-poly, then it might aswel be very low-ploy. Look at existing games and see how they have done things.
Your aim should not be to try and create an actual place, but just to trick the players into thinking that what they see is what is actually there. If you can do that, then you are a good artist.
More important than anything I think is to be creative and resourceful with how you approach your modelling.
It seems you have a nasty case of double-postitis.
If you have trouble parsing the tilemap data, here are some things I found helpful. http://en.sfml-dev.org/forums/index.php?topic=3023.0
http://trederia.blogspot.co.uk/2013/05/tiled-map-loader-for-sfml.html
I found it when I used to mess around with SFML & C++, and it made my life so much easier. Just a pointer if you don't feel like completely reinventing a wheel.
Depends what you are looking for. There is a lot of stuff available to sift through to get an idea of what you might want in your game and what is currently popular. Some artists are known for certain styles.
I have to point you to this though. Great tileset for maps. http://opengameart.org/content/basic-map-32x32-by-silver-iv
Ok cool. I'm not crazy about using pre-made engines either, and I know what you mean by liking to do stuff yourself.
Need to keep the artists point of view in mind though. They want to be sure that the things they create aren't going towards some project that will get mothballed after they have invested many hours into it, and then probably end up dumping an incomplete asset pack here on OGA that will be of limited use to anyone else.
Look around, there are loads of submissions that are from failed projects.
I know it sounds like I'm nagging, but I'm doing you a favour by not saying nothing. A lot of artists will decide if they want to help you very quickly based on how you have presented your request.
In general, before any piece of code is written, you should have a solid GDD made that will guide the whole project.
Really good piece. It is entertaining and interesting to listen to, has a lot of character and jumps straight into the good stuff. I'm not a fan of music with slow intros...
A few questions you need to answer before your request will be taken seriously:
It looks like you haven't read this first http://opengameart.org/forumtopic/how-and-when-to-write-a-good-art-request. You are asking other people to do things for you, presumably without compensation. You need to make your resource request worth caring about.
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