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Messages - Nr. 2698

#1
Hi,

which hobby, fan or indie adventures that never came out via screenshots or a demo would you have liked to see completed?

There are countless projects that have been started and ended in the middle.

Name your favourites, why the demos, screenshots were so great and maybe you know a little story about the project.

Best Regards,
Nr. 2698

#2
Quote from: yoronuos on Tue 31/01/2023 13:31:22I'm looking for a graphic designer for a realistic game with quality graphics like in this picture:
https://prnt.sc/mlfEj4FbQW5n
And here is a YouTube video illustrating the concept for my new game:
https://www.youtube.com/watch?v=dkDefw8cpxc
Can you do this kind of volunteering?

Ah, the good old High Seas Trader from Impressions. Loved the game when it first came out at our local PC shop but didn't buy it due to the bugs in the first version. I love games like this.

But back to your requirements. Should it be ships that are painted or own ships? Incidentally, realistically imaginative is the most difficult discipline in art. You can hire a naval ship painter. That's where you have the most success. However, I think that there is little under 3000 EUR per picture. ;) These are all oil paintings.
#3
Hi,

a short feedback, since misunderstandings keep arising regarding the work on graphics.

Graphics on a game are the most elaborate. Characters have to be created, concept art has to be done, research has to be done, and then the actual graphics have to be done in a consistent style.

You also want a realistic style, which needs to be worked out in detail and requires accurate academic knowledge of the art.

I would take the following steps when looking for a graphic artist:

1. Set a time until you want to wait to find an unpaid graphic artist.

2. Customize your ad so that people have a clear idea of ��your project.
- what graphic style should it have (3D, pixel art, etc.)
- What is the scope of the project?
- what exactly are you looking for (an all-rounder, someone for character design, backgrounds or animations)

3. Scale your project. Pre-program your game and use the simplest placeholder graphics. Then create a list of the things that require graphics and make an effort estimate.

4, Think about how much money you want to spend to reach your goal and offer a price per background, animation etc.

I can tell you from my own experience that it is difficult to find good graphic artists.

Personally, after a long search, I decided to do the graphics myself, because I've always been good at drawing. I have specialized in pixel art, especially in the area of animation. Since then i worked on some own and project of others. The most famous is an animation of Indy taking something from behind for Seven Cities of Gold in 2016. But I also take professional art classes to learn academic/realistic drawing and painting from scratch.This is extremely time-consuming and many have no idea how much work it is.

Best Regards,
Nr. 2698
#4
Hey Hannah,

congratulations for winning the competition. :)
Yeah, it would be funny to work out something like a self-timer for the gun if the weight on the line isn't right or something.
If the thing goes off, the occupant of the tree comes back and is not at all amused.

#5
Concept:
In this case, @Mouth for war gets to the heart of the matter best and also conveys the appropriate atmosphere

Playability:
In this case it is the background of @Hannah_Banana. Here the figure can perform many interactions and it also offers space for other characters.

Artistic Execution: Here it is also the work of @Hannah_Banana. At first glance, it looks unusual because it has no perspective. This is intentional as far as I can see. The color palette is also nice and coherent and it has a nice stroke.
#6
Another new entry at the last minute. I hope that still counts.

After letting the work on the background drag on a bit, I rushed it in a few hours.
It's all hand pixelated.

After doing a lot of monochrome work, I've now experimented with EGA.

You're stranded on an island and you find this weird tree house.

Will you stay for tea with rum and gunpowder? It remains exciting.

Enjoy!

[imgzoom]https://i.imgur.com/n6NJJOI.png[/imgzoom]
#7
Like many others, I was just as disappointed when I saw the new graphics.

For me, Monkey Island ends with the second part anyway, where two boys are brought back to reality from playing in the amusement park.

I don't think it's pixelated or not. The art itself is important.

And that's where Peter Chang had a decisive influence with his background paintings. If you look at the concept art, you can see how masterfully he did it.

The problem is simply that today's artists can use many tools but can no longer draw and paint properly.

For animation. Yes, traditional cel by cel animation would have been far too expensive. Digitally, a frame by frame animation would certainly have been possible.
#8
Hello, everyone,

Babar and I have decided to finish the second part of Blooded Fields, which we started at the beginning of 2019.

To be honest, we neglected the game a bit because we had difficulties developing a more complex puzzle design and because we are still involved in other projects.

An unauthorized use of these unpublished backgrounds for another game has now put us under pressure.

For reasons we prohibit the unauthorized use and editing of these graphics at this point.

In addition, these are raw versions and still need a lot of polish.  :)

[imgzoom]https://i.imgur.com/VsGiiqZ.png[/imgzoom]

[imgzoom]https://i.imgur.com/U82nQUk.png[/imgzoom]

[imgzoom]https://i.imgur.com/RPLNlNG.png[/imgzoom]

Babar will take care of the implementation of the game as soon as a finished design is available.

Over the weekend, I was able to create a raw design with a rough road map. I did not allow myself much sleep.

We can now work with it.

The title Blooded Fields will most certainly be changed, as this was only a placeholder when the first part was created and we do not consider it to be appropriate. We will also give the protagonist a new name.

We are thinking about releasing a free version for this game, in which the game can be played almost in its entirety, and a paid version that includes the final. The price for this should be $ 0.75, if non-round prices are possible at the platforms.

We are very happy that the puzzle design has now broken the knot and that it has progressed relatively quickly. A dialogue chart is already being drawn up and we are looking forward to the result.  :)

Best regards,
The Blooded Fields Team

#9
I have taken note that the relevant links have been removed. This was confirmed to me today by the Game Jolt team, also. Thank you for understanding.

I would also like to underline that it is up to everyone what they are happy about.

I am not excited. You ruined the second part with your "surprise". And that out of pure selfishness.
In addition, you have no respect for my work. There is at least a week of work in the background of the second part.

And not enough that you use my art without being asked, you now also claim the story, etc.

The truth is, I wrote most of the story and a lot of the puzzles for both parts.
Your job was to bring the idea together and come up with relevant puzzles and write the dialogues.

Which ideas come from you here can be easily reconstructed using the design sheets, if necessary.

I want to turn the tables now and don't want you to take over these ideas from the sheets and also no longer pursue my game idea.
#10
Quote from: Danvzare on Thu 02/12/2021 19:15:48
But if it offends you that much, I'll gladly take down the game for you.

Exactly that, thank you!


And I don't want this game to be published on platforms like Gamejolt or ich.io either.
Whether you acted out of ignorance, naivety or malicious intent, it is and will remain a copyright infringement.

I would like to decide for myself how my graphics are used.

You would have had the option to ask me whether you can use the graphics or not. You could have reached me here by email, email or Facebook.

Then you could have agreed different options.

Regards,
Nr. 2698

#11
I am honored that you dug up our old game and modified it.

However, it is a stab in the heart that you used the graphics for the second part, which are unreleased and for which I worked on for days, without any consultation.

The second part would not have been shelved yet and I had to complete this in addition to a larger project.

To be honest, stealing other people's art, even if you think the project won't go on, is the last

#12
Hi,

thanks, I know the book. It is very good.

But the focus should be on AGS games, but no limits to who is interviewed.
AGS has been in operation for around 20 years. There are sure to be interesting games and Annkekdotes from that time.

#13
Since the community has been around tons of adventure games, I recently had the idea what it would be like to do interviews with the developers.

There are certainly many people in the community who would like to get involved.

It is a suggestion that I would find it exciting to read interviews with developers, programmers, graphic designers, sound designers and authors to learn about their backgrounds and working methods.

What do you think about that?

Many greetings
No. 2698
#14
I also think it depends on the budget a developer has.
A developer has to scale his project before hiring an artist.

He has to think about which sprites should be done, which quality he want and in which time he want to made it.
As an example, many talking about complex intro sequences and cut-scenes, while scaling a project. Not knowing how much time and skill it cost to realize that.

Many are naive and think somebody who make it for near of nothing draw em a new Monkey Island.
Yes, maybe they find somebody who make it for free, but the quality of this works not exceeding a point of quality.
And the quality of the graphics is the flagship of the game. It stand and falls with the graphics, how people willing to play a game.

I think also a confident relationship between customer and artist has much worth.
On the one side a customer who has realistic expections and pay reliable and on the other side an artist who deliver relaible and calculating a fair price for his work.
So i also think it is important that the developer has a list of all sprites he will need for his game before starting the design process.

The artist can calculate his effort to the project and make the developer an offer for his services.
He can also advice the developer where he can economize the process, maybe for example a simplification of a complex cut scene.

I think the list of prices is good benchmark to calculate the prices for the effort of the different sprites, but the artist couldnt take to much time for a sprite and should make a suitable timeframe.




#15

I have this list from this article:
https://2dwillneverdie.com/blog/how-much-do-sprites-cost/

Bout the 500 frames i have honesty no idea how they get so much for a game.
I guess they are super smooth animations with a lot of Inbetween frames.
The most effort are the keys. It needs a lot of time to get a good movement.
Right, a classic adventure has movementframes around 6-8 frames per walk. So all mandatory animations like walk, idle, talk and grab for a maincharacter are around 60 frames.

Its in my eyes its a realistic benchmark estimate the effort of a project.
Even its a hobbiest project. The values on the list are for hobbiest pixelartists.

People have two options: draw themselves or hire somebody.

I cant understand why people think people doing work for free for a project, which have a developement time of 1 year.
I dont go to the bakery and say you love it to bake bread, please give it to me for free.

My expierience of doing pixelart for free is, projects arent organized, sprites and ideas changed all the time, projects are cancelled and so on.
Instead of a finished game i just have wasted my time.

Im not argue with living cost, taxes etc., im argue with achievement.
Somebody wants to use my skills and time. So he have to pay.
Even its a hobby. There is a very good comment under the article i found:

It's really a question of whether you're doing it for fun yourself or if you're doing work for someone else. Whenever you do any artwork for someone else, you absolutely have to be paid *something*, even if you think you're the worst artist in the world. It's a matter of common decency that a surprising number of non-professional artists feel guilty about and can't wrap their heads around.






#16
Hi there,

apart from that i'm committed with a lot of projects i have in pipeline, something's playing on my mind.

As a pixelartist i love to draw things and make projects to realize my ideas.
Its a lot and time consumpting work, especially for adventure games.
So much backgrounds, characters, animations and items.

Why people are thinking a pixelartist is waiting to realize an idea of somebody for free?
Its more fun to make a own project with things you want to draw instead of being told what you have to draw.

Its offering a service like going into a studio to record something with a band.

I found a list of fair prices for pixelart:

Artist's skill level                                                                                                                                  

Noob â€" only sprite editing or a very basic art style                                                                                                                                                          
Reasonable base cost per hour: $0.50 â€" 2   
Market value for a sprite commission: $1 â€" 5
Cost for a 500-frame game character (including idle frames, etc) $50 â€" 300

Average â€" still relies on existing sprites or tracings, inconsistent results   
Reasonable base cost per hour: $3 â€" 5
Market value for a sprite commission:   $5 â€" 10
Cost for a 500-frame game character (including idle frames, etc) $100 â€" 1,000

Decent â€" able to create sprites from scratch, may occasionally use existing art or have inconsistencies
Reasonable base cost per hour: $4 â€" 8
Market value for a sprite commission: $10 â€" 30   
Cost for a 500-frame game character (including idle frames, etc) $1,000 â€" 5,000

Skilled â€" experienced, able to create all original artwork with solid results, just short of professional   
Reasonable base cost per hour: $10 â€" 15   
Market value for a sprite commission: $30 â€" 50    
Cost for a 500-frame game character (including idle frames, etc) $1,000 â€" 5,000                                                                     
$7,000 â€" 20,000


What do you think? Im out im head under water to open projects. But in general a fair orientation for offering services.
Looking forward to an interesting conversation.

Viele GrüàŸe
Christian
#17
Hints & Tips / Re: Blooded Fields
Sat 02/03/2019 18:57:42
Spoiler
Hey bloodbraid. you have to collect and proof everything until you have the line "i have a theory"
Then you get the information Bout wolfingham.
[close]
#18
Recruitment / Re: Assistance MAGS January
Mon 31/12/2018 21:04:14
Hi there,

for the game i had great co-workers.
We did a great result and had a lot of fun to create Blooded fields.

We used Babars space on his babyloi server to load the game up to come along in time after having a very fast testsession of the game.

For me was important to have the correct credits Inside the game and in AGS site and there i thougt its the common way to show who worked on game.

I would be the last who dont want to Credit my coworkers.
But also its a Fun level where we produce games and this should be important. So in center there should be the creation of the game and bringing the people Fun playing the game..

#19
Recruitment / Assistance MAGS January
Sun 30/12/2018 00:42:33
Hi there,

searching for puzzle- and dialogue writer.
At the moment we are two guys, me and babar.

Me is doing the graphics and babar the scripting.
We released for November MAGs a game which is called "Blooded fields"

Should be also reduced to the essential.

If you are good with puzzles and dialogues contact me on pn.

Have fun!
Christian
#20
First, congratulations for winning Dan. :)
And also thank you and Babar very much for cooperation on blooded fields.

We could be very happy with the result.
I think be brought a deep story to the players and many entries in the hints and tipps site showing people pay attention playing "Blooded Fields"

Admitted, we had a few problems with puzzledesign in the end. Its not comfortable to use the binaculars and dialogue with combination is coming before finding the safe.
Also its not clear, if you found the murder at the end.

Thus, @Danvzare is doing his own business from now, we are searching for some support in MAGS next month. We need a puzzlewriter and a dialoguewriter.

Have fun!
Christian



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