I agree that some sort of quality check would be good, but it's a tricky thing. Something I think is completely useless may be awesome and useful to someone else. It would also take an actuall person looking over everything. The "Populuar this Week" section helps, though I would like a few more versions of that for people who are new or don't come around very often. Like "Popular this Month" and "All time Favorites". I'll admit, the first time I came here I shut the page pretty quickly because of the low quality of stuff on the first page.
You need face graphics? Hmm, I'd suggest looking up Visual Novel resources. Um, it's in japanese, but http://tokudaya.net/ is a good place to buy character art. I know there are more but I can't remember them at the moment. You can also comission people to do art like that pretty easily.
I can't figure out what your point is in that second to last post. Finding a game developer who is friendly, driven, willing to pay me more than I ask, has finished games that I enjoy playing, and is looking for an artist like me is actually super easy to find. In fact, they usually find me. You are none of those things, I don't see how you expect to compete for my attention or the attention of anyone here.
As to what I think you're saying. Yes, finding developers is easy, which is why you have to stand above the crowd by proving you can add something to a project other than an inflated ego. Working on something that goes somewhere is not an unrealistic goal and if you think it is I have no desire to work with you. Ideas are cheap, no one actually steals them and every single person I've tried to work with who's been paranoid about this has been a complete waste of my time. People don't mind working on huge projects, it's the FIRST projects being large that's the problem. Small projects are not junk, any game developer worth their salt has made and knows how to make a good one. Finishing things is a skill, not something that happens automatically if you have other skills. If I went to my current boss or any of my clients and asked them to be my friend they'd probably laugh at me for being ridiculous because we're already friends. In my experience any game developer who wasn't willing to invest his own money into the project wasn't willing to invest the appropriate amount of time or effort either. Besides, I have to eat and pay rent. Doing art is my JOB.
There are 3 things you need to have to be a success in any career, you need at least two if you want to survive at all. You have to be good, you have to be fast/on time and you have to be easy to work with. From what we can see you don't even have one of these qualities. When we tried to point that out nicely we were told we're stupid and wrong. Editing your posts after the fact doesn't change what you've said. Well, I am done being nice to you and I have no intention of ever working with you or playing any of your games if you actually manage to finish one. The only reason I post this is not because I think you're capable of learning that you were wrong but in the hope that someone else will learn from your mistakes.
I just realized that it wouldn't take much work for these tiles to work with the ones I made, just some tweaking of colors. I haven't said this before, but I think you did a fantastic job on this and your other submissions. It's not a lot of space so things like readability and character are hard to put in, but you make it look easy.
I see you're using LPC tiles. Those are made to work with the LPC base, why not use that? If it's the number of animation frames those can be cut down to 4 without looking too strange.
Extended the challenge by a week. I hope this means we get a lot more people!
I can extend the challenge period if it'll help. It's been a bit since we've had these so a lot of people may miss it.
I agree that some sort of quality check would be good, but it's a tricky thing. Something I think is completely useless may be awesome and useful to someone else. It would also take an actuall person looking over everything. The "Populuar this Week" section helps, though I would like a few more versions of that for people who are new or don't come around very often. Like "Popular this Month" and "All time Favorites". I'll admit, the first time I came here I shut the page pretty quickly because of the low quality of stuff on the first page.
You need face graphics? Hmm, I'd suggest looking up Visual Novel resources. Um, it's in japanese, but http://tokudaya.net/ is a good place to buy character art. I know there are more but I can't remember them at the moment. You can also comission people to do art like that pretty easily.
So cool! You make this stuff look easy.
I don't get on Pixelation for a while and I miss awesome threads like this! Thanks very much Surt, both for your art and the link.
Neat! Are you going to release these as a set when you have enough?
I can't figure out what your point is in that second to last post. Finding a game developer who is friendly, driven, willing to pay me more than I ask, has finished games that I enjoy playing, and is looking for an artist like me is actually super easy to find. In fact, they usually find me. You are none of those things, I don't see how you expect to compete for my attention or the attention of anyone here.
As to what I think you're saying. Yes, finding developers is easy, which is why you have to stand above the crowd by proving you can add something to a project other than an inflated ego. Working on something that goes somewhere is not an unrealistic goal and if you think it is I have no desire to work with you. Ideas are cheap, no one actually steals them and every single person I've tried to work with who's been paranoid about this has been a complete waste of my time. People don't mind working on huge projects, it's the FIRST projects being large that's the problem. Small projects are not junk, any game developer worth their salt has made and knows how to make a good one. Finishing things is a skill, not something that happens automatically if you have other skills. If I went to my current boss or any of my clients and asked them to be my friend they'd probably laugh at me for being ridiculous because we're already friends. In my experience any game developer who wasn't willing to invest his own money into the project wasn't willing to invest the appropriate amount of time or effort either. Besides, I have to eat and pay rent. Doing art is my JOB.
There are 3 things you need to have to be a success in any career, you need at least two if you want to survive at all. You have to be good, you have to be fast/on time and you have to be easy to work with. From what we can see you don't even have one of these qualities. When we tried to point that out nicely we were told we're stupid and wrong. Editing your posts after the fact doesn't change what you've said. Well, I am done being nice to you and I have no intention of ever working with you or playing any of your games if you actually manage to finish one. The only reason I post this is not because I think you're capable of learning that you were wrong but in the hope that someone else will learn from your mistakes.
I just realized that it wouldn't take much work for these tiles to work with the ones I made, just some tweaking of colors. I haven't said this before, but I think you did a fantastic job on this and your other submissions. It's not a lot of space so things like readability and character are hard to put in, but you make it look easy.
I see you're using LPC tiles. Those are made to work with the LPC base, why not use that? If it's the number of animation frames those can be cut down to 4 without looking too strange.
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